I think you get 0 cause you loading it with
loadfont(font, "\media\JOKERMAN.ttf")
if you did
font = loadfont("\media\JOKERMAN.ttf")
then think that would work - cause its creating a memory reference properly INTO variable font
----
Tier 2
What command did you finally use?
agk::SetTextFont(t, agk::LoadFont("Media\\font.ttf")); ???
If so then I'm yes this works because again AppGameKit loads the font as a memory reference, so putting it directly into the text "t", will work ok
if you do it on separate lines, like
font = agk::LoadFont("Media\\font.ttf");
agk::SetTextFont(t, font);
Then the memory allocation from AppGameKit to C gets lost into the wilderness, so therefore returns 0 or uses what ever default font is instead of what
you defined in LoadFont.
This also applies to LoadImages too
Hope this makes sense and hope I'm guiding you correctly on this
Damo
Using Tier 1 AppGameKit V2
Started coding with AMOS
Works with a Lenovo IdeaPad 700, 1TB SSD (Data), 128GB HD (System), 12GB Ram, GeForce Nvdia 950M, Windows 10, 2.3Ghz (Turbo to 3.2ghz when required)