MechPen

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Sharp Text v0.94 beta
MechPen

Introduction
I'm working on a bleep-bloop retro style game, and was annoyed at how blurry the text looked. Any size, any resolution, any CSS options; the UI Text just looked sad. It's not really an engine flaw either; just a symptom of how HTML5 canvas renders text. This attempts to fix that, mostly though the magic of ImageData.

Features
Removes the Anti-aliasing on all text in the game.

Screenshots
rpg_text_smooth_vs_sharp.png

How to Use
Simply install to your plugins folder and turn it on in the Plugin Manager. This plugin should almost certainly go at the top of the list; we are changing how the base engine performs a DrawText function.

This is a beta so things might lag, look terrible, or generally not work! To improve visuals it may be necessary to change the Font Size up or down slightly from the System 2 tab, Advanced Settings block.

Development
Please use this thread to notify me of any issues, or to make a feature request.

It's now (more) compatible with MV! It seems to misbehave at smaller text sizes though.

There are now options to adjust how many pixels are trimmed off the text (something like font thickness) as well as an option to leave the text outline as standard.

Centering text will now attempt to draw on the nearest pixel, to make the text as sharp as possible.

Download
Github


License

This plugin is released under the MIT License.
 
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KotoYama

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O, man, this plugin is a life savior! I've wasted hours of my life trying to make SFonts work with other plugins.
Thanks!
 

MechPen

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Thanks, it works well for what I need to (pixel font at a set size). Do let me know if something doesn't behave quite right. I noticed a small issue with damage pops but I'm not sure if its just my font or how this plugin renders them.
 

Killerslash

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eRPoS7yw.jpeg
That image they make 2 buttons (No layer Plugin - All 3 Plugins, 2 Layers).
And the first one is the original RMMV.
The second one is really better, but no one can figure it out, so I hope if you can make one in the second.
 

MechPen

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What font is that? I'll see if I can figure this out.
 

Archeia

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Thank you for the great script! After a lot of playing around I managed to get my pixel font to work properly.

1613562913550.png

I personally disabled text outline and went with shadows (I'm using Visustella Core before anyone asks). But you can turn it off by doing a quick snippet like this:
JavaScript:
Bitmap.prototype._drawTextOutline = function()
  return;
};

Afterwards I just adjusted the line thickness based on the font (not all of them works the same). In my case, it's 0.29. The only downside is once you start adjusting font sizes. It'd be nice to have the ability to add custom thickness based on font size but that's just me throwing some wishes.

@MechPen I did find a bug that for some reason it would bold the Window Category Text:
1613565312415.png
 
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Killerslash

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Nothing change, blur font didn't remove.
2021_2_17_21_20_46_789_4578.png
 

Killerslash

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Which pixel font did you use? I might download the same font in your screenshot.
 

MechPen

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Both that, and the 'bolding' of the Window Category text are the same issue. It seems to misbehave whenever text is 'centered'. And it works better in MZ than in MV. I'll see if I can revise.
var scaleWithSize = (TextSharp_LineWeight + (TextSharp_LineWeight * 24 / this.fontSize)) / 2;
is part of the lineweight algorithm so if it's not adjusting with font size let me know and I'll see if I can come up with a better equation.
 

Archeia

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Both that, and the 'bolding' of the Window Category text are the same issue. It seems to misbehave whenever text is 'centered'. And it works better in MZ than in MV. I'll see if I can revise.
var scaleWithSize = (TextSharp_LineWeight + (TextSharp_LineWeight * 24 / this.fontSize)) / 2;
is part of the lineweight algorithm so if it's not adjusting with font size let me know and I'll see if I can come up with a better equation.

Font size wise it seems to be doing pretty OK so far. I'll test more :)
2021-02-18_11-29-58.png
 
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