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UO DiNGSFont v6 (11. Septemper 2012)
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Topic: UO DiNGSFont v6 (11. Septemper 2012) (Read 111654 times)
Crivens
Prof. Inline
Posts: 913
Re: UO DiNGSFont v5 (14. Juli 2011)
«
Reply #60 on:
2012-Feb-29 »
Yeah it is fantastic. Seriously should replace (or at least be another option) be the font link inside the IDE if you ask me. I'm a serious fan of putting *everything* in the IDE. Anyone remember DIV?
Cheers
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Schranz0r
Premium User :)
Administrator
Prof. Inline
Posts: 5116
O Rly?
Re: UO DiNGSFont v5 (14. Juli 2011)
«
Reply #61 on:
2012-Mar-02 »
Quote from: Crivens on 2012-Feb-29
Anyone remember DIV?
The gameprograming for DOS?
DIV Gamemaker 2000?
If you mean this, my answer is YES
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DGArray's
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Crivens
Prof. Inline
Posts: 913
Re: UO DiNGSFont v5 (14. Juli 2011)
«
Reply #62 on:
2012-Mar-02 »
Yes, although a couple of years ago there was a compiler that worked almost 100% to allow the games to work on XP+. All your old stuff working in newer than a Win98 setup! Used to love that language!
Cheers
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Schranz0r
Premium User :)
Administrator
Prof. Inline
Posts: 5116
O Rly?
Re: UO DiNGSFont v5 (14. Juli 2011)
«
Reply #63 on:
2012-Mar-02 »
It was more scripting...
But i liked it, too!
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DGArray's
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Poetronic
Mr. Drawsprite
Posts: 98
Re: UO DiNGSFont v5 (14. Juli 2011)
«
Reply #64 on:
2012-Jul-22 »
Thank you blastar, very useful application!
Will use it in my Breakout-clone
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ILI-Blocks
, my first game ever - please check it out!
http://www.glbasic.com/forum/index.php?topic=8654.0
Marmor
Community Developer
Prof. Inline
Posts: 936
96A285CC
Re: UO DiNGSFont v5 (14. Juli 2011)
«
Reply #65 on:
2012-Aug-10 »
THX a lot .
i have dumb idea : is it possible to save the preview Render as bmp/png ?
so we can use this for sprites ?
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Crivens
Prof. Inline
Posts: 913
UO DiNGSFont v5 (14. Juli 2011)
«
Reply #66 on:
2012-Aug-11 »
That's spooky. I asked the exact same thing pretty much a year ago tomorrow. Look back in this thread for 12Aug11
Cheers
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Marmor
Community Developer
Prof. Inline
Posts: 936
96A285CC
Re: UO DiNGSFont v5 (14. Juli 2011)
«
Reply #67 on:
2012-Aug-11 »
yea cool Crivens ! now blastar cant ignore us
or i'll turn into BERT THE BARARIAN
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blastar
Mr. Drawsprite
Posts: 84
Re: UO DiNGSFont v6 (11. Septemper 2012)
«
Reply #68 on:
2012-Sep-12 »
updated with new load/save-features, multilanguage (plaese share your translations) and some kind of unicode-support!
«
Last Edit: 2012-Sep-12 by blastar
»
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bigsofty
Community Developer
Prof. Inline
Posts: 2792
Re: UO DiNGSFont v6 (11. Septemper 2012)
«
Reply #69 on:
2012-Sep-12 »
Wow, this looks great!
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Cheers,
Ian.
“It is practically impossible to teach good programming style to students that have had prior exposure to BASIC. As potential programmers, they are mentally mutilated beyond hope of regeneration.”
(E. W. Dijkstra)
mentalthink
Prof. Inline
Posts: 3375
Integrated Brain
Re: UO DiNGSFont v6 (11. Septemper 2012)
«
Reply #70 on:
2012-Sep-12 »
Viele Danke, für das Update!!!
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blastar
Mr. Drawsprite
Posts: 84
Re: UO DiNGSFont v6 (11. Septemper 2012)
«
Reply #71 on:
2012-Sep-12 »
an small example: textured font with alpha:164, gradient ouline, simple light with blurred transparent shadow... unicode!
水 ; chinese
ણી ; gujarati
מ ; hebrew
नी ; hindi
물 ; korean
ب ; persian
ண ; tamil
రు ; telugu
น้ ; thai
ن ; urdu
[attachment deleted by admin]
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D2O
Prof. Inline
Posts: 1079
Re: UO DiNGSFont v6 (11. Septemper 2012)
«
Reply #72 on:
2012-Sep-13 »
Danke
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erico
Community Developer
Prof. Inline
Posts: 4450
Re: UO DiNGSFont v6 (11. Septemper 2012)
«
Reply #73 on:
2012-Sep-13 »
Nice! will give a go.
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Marmor
Community Developer
Prof. Inline
Posts: 936
96A285CC
Re: UO DiNGSFont v6 (11. Septemper 2012)
«
Reply #74 on:
2012-Sep-13 »
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UO DiNGSFont v6 (11. Septemper 2012)