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AppGameKit Classic Chat / I found I can't print Chinese with AGK, is there a way to print Chinese in Game?

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halley
12
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Joined: 27th Apr 2011
Location: China
Posted: 24th Dec 2011 07:03
I wanna show Chinese text in the game.

The Miracrea Games
Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 24th Dec 2011 10:08
I belive you have to make your own bitmap image with chinese letters.

Then can you simply make your own spread sheet of wath the english alphabet keys are in chinese letters.

a = is your own chinese letter on the bitmap etc.

I hope you understand wath i mean ?

Tgc stated a while back that its extremely hard to add chinese and many other alphabets as they have to rewrite large parts of agk.

But i could remember wrong
MrValentine
AGK Backer
13
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 25th Dec 2011 01:25
Hi Halley... a quick google resolved this result... hope it helps.. http://wenq.org/enindex.cgi

Digital Awakening
AGK Developer
21
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Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Dec 2011 11:43
If you need more characters than AppGameKit supports then you could always code your own using animated sprites.

halley
12
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Joined: 27th Apr 2011
Location: China
Posted: 25th Dec 2011 12:59
I used Dark SDK in the past.It can support Chinese.

The Miracrea Games
MrValentine
AGK Backer
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Playing: FFVII
Posted: 25th Dec 2011 15:42
XieXie Halley I was wondering that . I am making a program and I need to use Chinese in the message boxes... I assume STYX is supported in DGDK? I can not buy PureGDK at present... waiting for version 2 to be releaaed.

halley
12
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Joined: 27th Apr 2011
Location: China
Posted: 27th Dec 2011 13:33
the Dark GDK supports Chinese. I think you can find the function.

The Miracrea Games
MrValentine
AGK Backer
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Playing: FFVII
Posted: 27th Dec 2011 14:18
Thank you Halley buddy! hows the project coming along?

halley
12
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Joined: 27th Apr 2011
Location: China
Posted: 27th Dec 2011 14:47
There still are a lot of work to do. We are busy working with the project.

The Miracrea Games
MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 27th Dec 2011 18:18
Would be nice if you documented your experience like in a blog... I am doing that...

Sorry for going off topic

bjadams
AGK Backer
16
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Joined: 29th Mar 2008
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Posted: 27th Dec 2011 19:07
Making a game with AppGameKit Tier 2 blog

That would get a 5 star rating!
halley
12
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Joined: 27th Apr 2011
Location: China
Posted: 28th Dec 2011 03:08
Quote: "Making a game with AppGameKit Tier 2 blog

That would get a 5 star rating!"


@bjadams, where should I setup the blog? in Chinese Website or find a english website? Can you give me some advice? I'd like to write a blog.

The Miracrea Games
MrValentine
AGK Backer
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Playing: FFVII
Posted: 28th Dec 2011 07:20
Halley ... try asking me lol...

bjadams
AGK Backer
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Joined: 29th Mar 2008
Location:
Posted: 28th Dec 2011 12:52
http://www.blogger.com
halley
12
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Joined: 27th Apr 2011
Location: China
Posted: 28th Dec 2011 16:18
@bjadams , I have one now;

http://www.wwflash.com

http://www.akaneaya.co.uk/halley/

both the two links is ok.

The Miracrea Games
bjadams
AGK Backer
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Posted: 28th Dec 2011 16:26
Thanks Halley I will follow your blog
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 6th Jan 2012 11:49
@Halley : If you can create some sample text and zip it up and attach it to a bug report here (http://code.google.com/p/agk/issues/list), I can look at the issue as a feature request. AppGameKit uses bitmap fonts for performance and to allow a universal experience, but I agree we need to consider an easy way to print other language texts.

I drink tea, and in my spare time I write software.
bjadams
AGK Backer
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Posted: 6th Jan 2012 17:00
I find the bitmap font system very good, I can alter whatever I want in the graphic file and assign certain letters to certain special characters!!!!
halley
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Joined: 27th Apr 2011
Location: China
Posted: 6th Jan 2012 17:08
@LeeBamber : I print all Chinese words into png images, because our game will be online this month, there is no time to research the Chinese language.

The Miracrea Games
MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 6th Jan 2012 22:11
Halley I found having to just create the words you will use to display on screen...

However its probably best to force roman characters (english) for high scores and numbers as I found a lot of my chinese friends like to use numbers haha dont want give any examples but you know what I mean 555

Umm I am having the exact same issue with DBPro so I decided to either use graphics for certain words or for my apps not games I am creating a multi lingual manual instead... with lots of detail... Lee have you seen my first WIP thread?

JimHawkins
14
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Joined: 26th Jul 2009
Location: Hull - UK
Posted: 6th Jan 2012 23:47
After 20 or more years of programming language-learning software I can safely say that multi-lingual text is surprisingly one of the most difficult areas. I think TGC were very wise to stick to bit-mapped text as at least a starting point.

Ideally we would have vector graphic fonts. They can scale from very small to very large with excellent quality. But they have a processor hit.

The now ancient ASCII/ANSI approach is fine for European languages. The lower 127 characters are fixed. The 128-255 range is a selectable table according to the code-page, with a default to Roman. If I could specify TWO images for the text source (lower and upper tables of 128 chars, then I could use standard strings out of an editor for string literals.

(Pseudo code)

CreateText(1,~Bla bla bla"
loadimage 1 Arial.png
loadimage 2 ArialGreekPage
SeTextFontImage 1 1 2 // default to zero for upper page

This would mean that characters up to char(127) would be from Arial.png and from 128 to 255 from the Greek charset.

If you look at the AppGameKit documentation the default codepage is already there:

http://www.appgamekit.com/documentation/examples/text/1_custom.htm

But currently AppGameKit will not display characters with an index <32 and > 127 even though the default codepage is in the default font. That strikes me as being a five-second fix!

Alternatively, and simpler, would be to create the font images for any required language with lower and upper character sets amalgamated, and load, at run time, the sets needed.

-- Jim

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