Is it possible to embed a custom font on ios with our app?
I can't remember hearing anything about this.
custom fonts?
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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I recall iOS supports only certain fonts, so I guess it's possible to choose only between those. Someone can correct me if I'm wrong.
What could be used, though, but is not yet available (afaik), is a 'Text Blitter' (or 'Character Image' optimized and without the bugs) type of an extension for iOS which can import bitmap fonts or convert fonts to bitmap/raster images. That would be very useful indeed.
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I will post an answer on how to pull this off with any TrueType font later today.
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Okay, first of all you can do this but the first thing you need to realize is that you must have a license for the font. If it's a font in the public domain be darn sure as fonts are protected IP. Dafont.com is a great site to find fonts where you can use them commericially without licensing, but not all fonts there are under those terms. Free for personal use does not apply to you when you are distributing apps.
Here are the steps:
1. Use the custom TrueType Font as you normally would within your Windows environment
2. Build your project to export to iOS
3. On the Mac, add the TTF file into your Resources directory like you would any other resource with Copy selected
4. Open your app's AppName-Info.plist file in the Resources directory
5. Add a Rownamed UIAppFonts of type Array (it should default to this)
6. This will now show up as Fonts provided by application
7. Enter the full filename of your font e.g. SomeFont_Bold.ttf
8. Build and run ... you should be goldenLastly, I want to stress that you do not want to use any fonts unless you can demonstrate the provenience of them legally.
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Great instructions, thanks Keith.
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Okay, first of all you can do this but the first thing you need to realize is that you must have a license for the font. If it's a font in the public domain be darn sure as fonts are protected IP. Dafont.com is a great site to find fonts where you can use them commericially without licensing, but not all fonts there are under those terms. Free for personal use does not apply to you when you are distributing apps.
Here are the steps:
1. Use the custom TrueType Font as you normally would within your Windows environment
2. Build your project to export to iOS
3. On the Mac, add the TTF file into your Resources directory like you would any other resource with Copy selected
4. Open your app's AppName-Info.plist file in the Resources directory
5. Add a Rownamed UIAppFonts of type Array (it should default to this)
6. This will now show up as Fonts provided by application
7. Enter the full filename of your font e.g. SomeFont_Bold.ttf
8. Build and run ... you should be goldenLastly, I want to stress that you do not want to use any fonts unless you can demonstrate the provenience of them legally.
You are AWESOME. THANK YOU!
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Just thinking about MMF updates, when we need to send the complete project to the Mac. Are these modified files and folders overwritten?
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Yes. But you do not need to build a project everytime! If you are in normal ios build (not final), you can save as a ios application with no problem. You only need to build as a final project at the end when you want to build the final version. Any other time, just build as a ios application.
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Just building the application is what I do, but I read that after updating MMF and the iOS exporter we should export the whole project again, so the changes take effect. Have I misunderstood this?
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i always build a final project. it feels cleaner...
is there any reason NOT to do this?
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is there any reason NOT to do this?
It takes time to copy to the Mac - that is all.We supply the three builds modes for convenience:
Final Export:
Removes all unnecessary files from the build so that your game becomes small in size on the disk (useful for when you want to submit your game)Full Export:
Use this when debugging and testing your game. It includes all extensions supported by iOS so that if you later include new extensions it will already have them.
Using this export mode is really good to use with the .CCI file export mode..CCI file Export:
The 'core' of your game. All your events, sprites, embedded data files and sounds are included there.
You typically use this with the Full Export option as you can simply add whatever new resources to your game and you don't have to export the xcode project again. The .cci file is faster to transfer to your Mac and easy to copy into your game folder from there. You can also use this for your final export, just be sure you don't use any new extensions since the last 'final' export. -
Does this approach require you to embed the font you want to use as Binary Data? Or is simply having a string object in your project that references the font enough?
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I finally got it to work. Just to clarify, you need to name your font file in the Resources EXACTLY the same as the actual font file on your hard drive. It seems to be case sensitive as well.
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Okay, first of all you can do this but the first thing you need to realize is that you must have a license for the font. If it's a font in the public domain be darn sure as fonts are protected IP. Dafont.com is a great site to find fonts where you can use them commericially without licensing, but not all fonts there are under those terms. Free for personal use does not apply to you when you are distributing apps.
Here are the steps:
1. Use the custom TrueType Font as you normally would within your Windows environment
2. Build your project to export to iOS
3. On the Mac, add the TTF file into your Resources directory like you would any other resource with Copy selected
4. Open your app's AppName-Info.plist file in the Resources directory
5. Add a Rownamed UIAppFonts of type Array (it should default to this)
6. This will now show up as Fonts provided by application
7. Enter the full filename of your font e.g. SomeFont_Bold.ttf
8. Build and run ... you should be goldenLastly, I want to stress that you do not want to use any fonts unless you can demonstrate the provenience of them legally.
Sorry to dig out this old post, but I am being unable to use custom fonts using the latest beta. One thing I did not understand in these instructions is item 3, "with Copy selected". Is this some type of permission or something we must have with the file? I simply copied it to the resources folder.
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Just copying it to the folder in the Finder is not enough. You need to drag and drop it from the Finder into the Resources folder of your XCode project for it to work.
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Oh Thank you Keith! Now I understand and it works
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Just wondering, has anyone else had trouble doing this with the latest beta? I've managed to do it in the past but not with the current beta 2 build 254
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Not really, it works fine for me...
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Remember that Unix environments are always case-sensitive when it comes to filenames (iOS is no exception). "Arial" isn't the same as "arial"
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I've tried and tried again with no success. I can't think of anything I did wrong; it did work before.
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