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
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!