Japanese Characters in Blocks

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boshibaro
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Japanese Characters in Blocks

#1 Post by boshibaro »

Here is the code:

Code: Select all

init:
        image kitsuneko1 = "Untitled1_layer0.png"
        image tokyo = "tokyo01.jpg"
        image titel screen = "CatherinePalaceNorthSide.jpg"
        image mechimu1 = "mechimu_layer0.png"
        
 
        $ k = Character(u"狐子", color=(225, 0, 255, 225))
        $ w= Character(u"わばきたん", color=(200, 255, 200, 255))
        $ m= Character(u"メチム", color=(200, 255, 200, 255))

        $ flash = Fade(.25, 0, .75, color="0099CC")
    
        $ irisout = CropMove(1.0, "irisout")
        $ irisin = CropMove(1.0, "irisin")
            
        $ circleirisout = ImageDissolve("id_circleiris.png", 1.0, 8)
        $ circleirisin = ImageDissolve("id_circleiris.png", 1.0, 8, reverse=True)
        
        $ style.default.font = "msgothic.ttf"
        $ style.default.language = "eastasian"


# The game starts here.
label start:
    play music "syouri_no_Machine_Robo.mp3"
    scene tokyo
    show kitsuneko1
    
    k "They're, the asura, are getting closer!"
    k "エネルギーウェーブがある?!?"
When I tested the game, the Japanese characters appeared in blocks in the message window

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PyTom
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Re: Japanese Characters in Blocks

#2 Post by PyTom »

Can you take a screenshot?
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Re: Japanese Characters in Blocks

#3 Post by Guest »

Image

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PyTom
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Re: Japanese Characters in Blocks

#4 Post by PyTom »

Hm... I recall the last time this happened, it was because someone tried to load something that wasn't a proper TTF file. (It was a TTC archive masquerading as one.) Can you try a different font? Like the default.ttf that ships with onscripter games?
Supporting creators since 2004
(When was the last time you backed up your game?)
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Re: Japanese Characters in Blocks

#5 Post by Guest »

Teh font was Ms Mincho

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Re: Japanese Characters in Blocks

#6 Post by Guest »

Teh font was Ms Mincho

sigmaxion
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Re: Japanese Characters in Blocks

#7 Post by sigmaxion »

Yeah, I ran into this problem before...
Maybe you should change the font size in the Option.rpy :D
I'm in love, so I have no time for game making:)

gp32

Re: Japanese Characters in Blocks

#8 Post by gp32 »

That's an issue that comes up when you use SDL_ttf with a font that is using bitmapped, rather than vectored, font paths. Now, the larger font sizes of MS * (Gothic/Mincho/PGothic/PMincho) have vectored font paths, but when you get down to the realm of size 10 and below, the font switches to something bitmapped -- thus the large size of those fonts.

You have a couple choices: either use a Japanese font that doesn't use bitmapped font paths at all (the version of Sazanami Gothic that was packaged with onscripter-insani, for instance), or increase your font size.

Criptych
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Re: Japanese Characters in Blocks

#9 Post by Criptych »

gp32 wrote:You have a couple choices: either use a Japanese font that doesn't use bitmapped font paths at all (the version of Sazanami Gothic that was packaged with onscripter-insani, for instance), or increase your font size.
I once had a similar problem with MS Mincho, but it was using very large characters (about a third of the screen). By the way, aren't Mincho and Gothic .ttc files anyhow? That would explain both issues.
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Twar3Draconis
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Re: Japanese Characters in Blocks

#10 Post by Twar3Draconis »

I've never had much luck with .ttc files. Try Mikachan XD
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