SWF font and tween issues

Hi all,

I’m working on a small game and I’m experiencing a few issues. I reported all of them on GitHub a few weeks ago, but unfortunately I’m running out of time and I’m planning on tackling the issues myself. However, I’m not really sure where to look, so if anyone can guide me at least a little. I’d be very grateful :smile:

The first problem is font rendering on CPP and Windows Neko targets (OSX Neko works fine). The Neko issue is that, under Windows, it doesn’t uses embedded fonts. It does, however, render using the default system font. Here’s the complete report with screenshots and everything: https://github.com/openfl/openfl/issues/456

The second problem is also related to fonts but in this case, CPP targets on both OSX and Windows seem to be unable to render embedded fonts at all, not even using system fonts. Full ticket here: https://github.com/openfl/openfl/issues/455

Lastly, we use some simple motion tweens in our SWF to animate some details in the game GUI. In a strange turn of events, tweens work perfectly on CPP targets both on Windows and OSX but fail on Neko in both platforms. Here’s the ticket: https://github.com/openfl/openfl/issues/457

At first, I thought I could blame the SWF loading library, but I don’t believe it should have different code paths depending on the platform and I’m getting wildly different behavior on each platform. Should I look for this in Lime’s code? OpenFL’s?

Thanks in advance!

Is there any way that you could send me a project that reproduces these issues, in, say, a private message?

There have been quite a few font-related improvements recently, so I would love to see if it has been resolved by the more recent commits I have.

I’d also like to look into the animation code, that would be within the SWF library, probably in the “format/swf/instance/MovieClip.hx” code

Hi, I’ll be sending it to you shortly thanks! :slight_smile:

Thank you so much!

I fixed an issue on Windows where it would sometimes not read a font name properly (but would on Neko). Similarly, I resolved an issue on the Neko target, that was preventing your animation from working properly, where it did in Windows. Both are now consistent :success:

Totally couldn’t have caught it so easily without your help. Really appreciate you sharing that with me. Have a great day!