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Chris Vermilya

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18th June, 2009 at 21:58:07 -

Is there a way to include a font into a game? A game I'm working on uses a unique font, and when I tried to show it to someone it came out really weird because they didn't have the font. Instead of going through and making each string an active (because there's a LOT of strings) is there a way to include the font into a game?

 
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18th June, 2009 at 22:00:57 -

Well, depending on the license, you can sometimes package the ttf in with the game. Some fonts don't legally allow you to do that, you need to check the license.

 

  		
  		

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19th June, 2009 at 01:04:40 -

if you find it on the internet and it says FREE you can almost 100% use it. if its a system font you cannot.

 
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19th June, 2009 at 02:34:57 -

Isn't there an easy way to make your own fonts?
If so, then there's what to do, then you'll have the perfect looking text and have no worries about copyright issues since you'll own the rights to it.


 
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19th June, 2009 at 02:51:55 -

I'm pretty sure what he's asking is if the font file can be embedded in the application, so that someone won't have to install it if they don't have it.

I wouldn't know though. I was thinking about it earlier. Maybe include the file and then have the game check if the font exists in the Fonts folder, if not, it copies it in there.

 
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19th June, 2009 at 03:20:22 -

How would you go about doing that? I'm just getting into that sort of area.

 
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19th June, 2009 at 07:49:32 -

im pretty sure you can embed pretty much anything in mmf. the problem is that when you copy a font into the fonts folder that is distributing. and if its copyrighted material you cant do that legally.

but you can embed files using mmfs view->data elements->binary data->add
and in the apps setting select maximum compression and tick compress the runtime, include external files, and compress sounds.

and to use the files use BinFileTempName$("filepath")

 
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