Posts tagged as 'Fonts'

Work
September 24, 2014  by  

In Part 1 of this series, I gave a brief overview of the various font formats, kerning data, and how they are handled in XNA. In Part 2, I’d like to talk about my solution, and what was required to make it work.

To reiterate from my previous post, the basic goal of my font kerning project was to extract horizontal kerning data from font files of various formats, and save it in an organized, easily usable format.

Continue Reading…


Work
September 22, 2014  by  

A while back I did a write-up on my FontBuilder project, which made mention of a tool I created for extracting font kerning data from font files. Although I’ve since moved from XNA to Unity, and this tool is no longer required, I still wanted to record all of my notes, and document what I’ve created, just in case it ever has some use in the future.

Font Kernalizer (my kerning data extraction tool)

Font Kernalizer (my kerning data extraction tool)

Continue Reading…


Work
September 16, 2014  by  

Although I’m no longer using XNA, I dabbled in it for quite some time, and learned a great deal. For me, one of the trickier parts was implementing custom fonts. Although I’ve since moved on to developing in Unity, I wanted to make a quick write-up for my old FontBuilder project. It was a pretty cool tool at the time, and it taught me a lot about scripting for Photoshop.

Continue Reading…