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Thread: Font embedding stops to work after Save/Load frame position event

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)HTML5 Export Module (Steam)

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    Font embedding stops to work after Save/Load frame position event

    Hi,

    So I'm fighting a problem with ''Save frame position''/''Load frame position'' function for some time. I've managed to use this event successfully to make a save game / load game functionality for my game.
    However, something strange is happening after I load my game. The fonts in the main game scene change to the default, the size of the font and font visibility can change at random. What's even worse - sometimes this results in game crashing (both in the editor and compiled build). I didn't have this problem before - save/load frame position worked pretty ok. But whatever I do - I can't seem to find what exactly causes my fonts to become broken after loading.

    Here is a video of the error (in this example some font becomes invisible - or maybe too big to be able to fit inside the screen / too small to be shown - and some text just lose font name and change to some basic font):
    https://youtu.be/-3_Jgb7ZsPM

    In order for my font to be embedded I used this tutorial as an example:
    https://www.youtube.com/watch?v=WCqo01raiWE

    Screenshot_17.png

    Screenshot_18.png

    Screenshot_19.png

    To save/load the game I'm using ''save frame position'' / ''load frame position'' events in this way:
    Screenshot_20.png

    Screenshot_21.png

    Screenshot_22.png

    Screenshot_23.png

    Screenshot_24.png

    * going to another frame and back (and using a global value) is required to eliminate other bugs I've encountered with saving/loading.

    Can you please help me do something with this issue? Maybe you can at least point me in a right direction? I can provide you with more info if you need it.
    Some people have recommended me to abandon Save frame position / Load frame position method and use .ini file intead. But my game is an RPG and it has hundreds of objects and positions / values / flags to be saved. In order to make .ini save possible I would have to spend months and months to make it work like this.

    Thanks in advance

  2. #2
    Clicker Fusion 2.5 (Steam)Android Export Module (Steam)

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    Hi,

    Do you have by any chance Clickteam Fusion 2.5+? I recently upgraded and found that Font Embed extension is no longer needed. However if you want to switch fonts dynamically you need to create at least one string object that uses the desired font. See: https://community.clickteam.com/threads/106607-Fusion-2-5-Strings-Cannot-Change-Font

  3. #3
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)HTML5 Export Module (Steam)

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    Quote Originally Posted by hamstermp View Post
    Hi,

    Do you have by any chance Clickteam Fusion 2.5+? I recently upgraded and found that Font Embed extension is no longer needed. However if you want to switch fonts dynamically you need to create at least one string object that uses the desired font. See: https://community.clickteam.com/threads/106607-Fusion-2-5-Strings-Cannot-Change-Font
    So you say I should upgrade to 2.5+? I only have Fusion 2.5 Developer.
    By the way - can you tell me please how the font will get packaged in the game build in 2.5+ without Font Embed extension? I'm asking because I use custom font (which means that no other PC or other device will have it in default fonts). Also - does it work on mobile devices?

  4. #4
    Clicker Fusion 2.5 (Steam)Android Export Module (Steam)

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    I didn't find any official info on this matter but I am using this solution in my game and it works. All fonts are embedded in the binaries (like sounds etc in data elements). I am also using custom fonts, some of them in Chinese language and I dont need them to be included in the package.

    EDIT: I may be wrong but before the upgrade to 2.5+ there was no "Fonts" Tab in Data Elements windows so I think the only way to embedd fonts was the extension.

  5. #5
    Clickteam Clickteam

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    Quote Originally Posted by thegd View Post
    So you say I should upgrade to 2.5+? I only have Fusion 2.5 Developer.
    By the way - can you tell me please how the font will get packaged in the game build in 2.5+ without Font Embed extension? I'm asking because I use custom font (which means that no other PC or other device will have it in default fonts). Also - does it work on mobile devices?
    In 2.5+ fonts are embeded into the EXE only if you use the DirectX 11 mode (and this mode only supports TTF fonts). In DirectX9 you have to use the FontEmbed object.

    This doesn't work on mobile devices, you have to use specific objects for this (I don't know them, you have to ask in the forum of the exporter you want to use - if it's HTML5 I think you can use the GraphicFont object that will allow you to import a font as bitmap font that will replace the font in all texts that use it).

  6. #6
    Clickteam Clickteam

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    Note: I'm not sure your problem is an "embedded font" issue. It could be ''Save frame position''/''Load frame position'' that don't save/restore the font settings if they haven been modified at runtime. I'll check it.

  7. #7
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)HTML5 Export Module (Steam)

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    Quote Originally Posted by Yves View Post
    Note: I'm not sure your problem is an "embedded font" issue. It could be ''Save frame position''/''Load frame position'' that don't save/restore the font settings if they haven been modified at runtime. I'll check it.
    Thanks for the help. Previously it did save the font used for me, but after I added something / changed something it sometimes stopped to do this. Maybe the problem is in the number of strings I use. Currently there are 41 strings on the scene and I'd say like 30 of them change font name using ''Start of Frame'' or ''Run this event once'' events.

  8. #8
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)HTML5 Export Module (Steam)

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    Did you, by any chance, test this ''Save frame position/Load frame position'' font saving problem? Is there a way to fix this?

  9. #9
    Clickteam Clickteam

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    Quote Originally Posted by thegd View Post
    Did you, by any chance, test this ''Save frame position/Load frame position'' font saving problem? Is there a way to fix this?
    Yes I saw the problem that happens when you save a frame where fonts have been modified. We're on it, not sure how we can fix it yet. What we can do quickly is restoring the original text font and size for each object. Saving and loading the font settings per object if they have been modified will require more complex changes.

  10. #10
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)HTML5 Export Module (Steam)

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    Quote Originally Posted by Yves View Post
    Yes I saw the problem that happens when you save a frame where fonts have been modified. We're on it, not sure how we can fix it yet. What we can do quickly is restoring the original text font and size for each object. Saving and loading the font settings per object if they have been modified will require more complex changes.
    What do you mean by ''Restoring the original text font and size"? Does that mean that font will become ''Arial'' or ''Times new roman'' or something? The whole point in embedding a font is in making sure the end-user gets the font that isn't installed on his machine. I can't say that is a solution to the problem.

    Can you approximately predict the date when you'll fix it (if it's possible). I planned my game release on February 2020. You think clickteam team will handle this issue by that time? Thanks for help!

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