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Have you noticed that the small font is blurry?
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Set the font size to 12 points or scale=0.3,
Blurred font?
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Do I see bitmap fonts? I want to know what the result of the bitmap font data is? Is XML not working?
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Yes, I sometimes noticed that. You might need to have a dedicated bitmap font for specific sizes. This is probably more necessary for particularly small fonts which will be poorly interpolated when scaled otherwise.
With that said, there is also an alternative form of bitmap font that tries to address the scaling issue, that leverages distance field rendering. There is a different process involved in generating the fonts too.
Details here:
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Ask a question
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starling
How can everyone achieve collision detection?
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Can actuator be used in Starling?
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Can Box2d be used in Starling?
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starling
I added a glowing stroke filter to the text box
Why are there grid like objects around the text box?
Is there a way to solve it?
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starling
Text box shrinks and blurs
Can it also be solved?
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Starling provides its own Tween class that integrates with its Juggler, but you can use Actuate instead, if you prefer.
Yes. There is also Nape.
If you’re using a bitmap font, then each character is rendered as a separate texture. Textures are rectangular.
If you’re using a TTF/OTF font, then the entire text is drawn to BitmapData and uploaded to a single texture.
Either way, in Starling, I think that a TextField with filters will be drawn using the rectangular texture(s) instead of the actual shape of the individual characters. I was mistaken. See post below for a demonstration of how GlowFilter looks with Starling’s TextField with both types of fonts. It’s actually quite good.
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I don’t need bitmap fonts!
I am using ttf font
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I used TTF font to display text and added filters.
A grid pattern appears around the text,
Is there a way to solve it?
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Actually, I was mistaken. Filters seem to work very nicely with both bitmap fonts and TTF fonts when using Starling’s TextField. I don’t see any kind of grid.
Bitmap font:
var format = new TextFormat(BitmapFont.MINI, BitmapFont.NATIVE_SIZE, 0x000000);
format.bold = true;
var tf = new TextField(200, 100, "Hello World", format);
tf.scale = 5.0;
tf.filter = new GlowFilter(0xff0000, 1.0, 2.0, 1.0);
addChild(tf);
TTF Font:
var format = new TextFormat("_sans", 20, 0x000000);
format.bold = true;
var tf = new TextField(200, 100, "Hello World", format);
tf.filter = new GlowFilter(0xff0000, 1.0, 2.0, 1.0);
addChild(tf);
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Can the FPS class of OpenFL be used in Starling?
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Can traditional display lists be used with starling? Some I put on the traditional display list, and some I put on starling? Can they be used together?
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Did Starling merge mouse events and touch events together? So how should I use it?
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Can I use XML data for bitmap text in Starling? The reason is that Adobe Animate can only export data in XML format
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I can’t climb over the wall, I can’t enter the chat room, I can only post and ask questions
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too bad! Does Starling not support HTML fonts? Does textField. htmlText not support it?
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Does starling textField no longer support solid color backgrounds?
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You can use both the traditional display list and Starling’s display list together. They are on separate layers, though. Starling and Stage3D are always below the traditional display list. You can’t place Starling content above the traditional display list.
Yes, mouse and touch use the same type of event in Starling. You’ll need to read the documentation to learn how it works.
When you create a BitmapFont, you can pass in XML data to the constructor.
Starling’s TextField has an isHtmlText property that you can set to true.
It appears that it does not. You can place a Quad behind the TextField.
How to solve the problem of textField.autoSize not working after setting HTML text?
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starling
Can’t textField.autoSize automatically adjust the width of the text box in HTML formatted text?
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I want the text box to automatically adjust the display width according to the actual content
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I want to display it as a line of text, but textField.autoSize doesn’t respond and displays it vertically
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TextField also cannot obtain the actual display size of the content, so I can set the width based on the display content size. However, textField cannot even obtain the display content size, and automatic adjustment does not work (it does not work on HTML text)
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AS3 is doing very well. I have been encountering various problems with Starling, who can help me?
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I want the text box to automatically resize and display one line of text. Thank you. AS3 did a great job in this regard.
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textField.autoSize = TextFieldAutoSize.BOTH_DIRECTIONS;
textField.isHtmlText = true;
var hpText:String = "<font color='#FF6666'>" + "1234.00" + "</font>";
textField.text = hpText;
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I think these are all simple functional effects. In the past, we often used HTML text in AS3, which AS3 did very well,
When I use Starling, I encounter various problems. If Starling cannot achieve such a simple effect, I feel like I will abandon Starling,
In my opinion, performance is not as important as the desired functionality.
var texture:Texture = Texture.fromEmbeddedAsset(FontTexture);
var xml:XML = XML(new FontXml());
var font:BitmapFont = new BitmapFont(texture, xml);
TextField.registerCompositor(font, font.name);
var textField:TextField = new TextField(100, 20, “100”);
textField.format.font = “ff”;
textField.format.size = BitmapFont.NATIVE_SIZE;
textField.x=200
textField.y=200
addChild(textField)
@785597448, is Adobe Animate able to export bitmap fonts? These are different to a regular texture atlas (although similar in many respects), which is what I suspect you’re actually exporting. As far as I’m aware, it’s not able to but you’re probably best able to confirm that.
Look here for details, and some suggested (albeit old) applications for creating bitmap fonts:
I used to use Littera, which is listed there and still accessible via the Ruffle’s library (plays SWF content in place of the now non-existent Flash plugin).
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starling
Does it seem like the input text box is not supported?
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starling
Does context loss often occur in stage3d?
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Does traditional AS3 text boxes perform better than starling text boxes when frequently modifying display content?
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How many people use Starling?
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starling
What is the appropriate size for setting the texture map set?
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starling
How can everyone achieve character animation?
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This might be a useful topic to review, as it explores this limitation, and your options:
Not uncommon, but always for a reason. You’d need to provide more details and context (a separate topic perhaps) if you’re seeking troubleshooting assistance.
No, at least not when working with bitmap fonts in Starling. These are highly GPU optimised in Starling. The bitmap font can (optionally) be integrated into an ATF texture atlas and decoded directly in the GPU in a highly performant way.
Starling has underpinned my work for years across dozens of commercial projects in the experiential marketing industry. This was more so the case when working with the AIR SDK, as Starling had a clear advantage over native in terms of performance.
With OpenFL however, the performance difference isn’t so pronounced (to OpenFL’s credit), but Starling does still offer another way of doing things that’s nicely tuned for making games and such, as well as many useful features.
I still use it for new projects (including currently), as well as standalone OpenFL, as the need arises.
You mean total size, or per spritesheet? It depends on your targets and how you manage runtime assets. I’d suggest staying at or below 4096x4096 per spritesheet if it’s all the same anyway, to ensure compatibility. As for total assets, it depends what you plan to have pre-loaded in the GPU at any given time and just being mindful of not rendering it unplayable on your target audiences hardware because of excessive memory consumption.
I see you’ve already got character spritesheets so it seems you’re already familiar with character animation. Perhaps you’ll need to be a bit more specific about the sort of character animation you mean @785597448 ![]()
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How do we recover when stage3d context is lost? Can you explain it in detail? If there is a solution, would that be great?
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How can I set the text box to automatically resize according to the text content (not bitmap font) when displaying HTML formatted text!
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I really didn’t expect Starling to not support input text boxes and require the use of other UI libraries.
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Do people use MovieClip to create animations when using Starling? Or should we simply replace the texture with an image to create an animation? Or should we use spine bone animation?
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Developers
Same screen maximum at the same time
How many character animations are displayed?
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What is the fps setting for Windows exe games currently being developed?
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