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Install required fonts

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Message        ccfman2004          Post subject: Install required fontsPosted: 
Sun Jul 22, 2007 12:24 am                         
Joined: Wed Nov 30, 2005 8:22 pm
Posts: 227
Location: L.I., New York                I am working on a cross-platform game 
for Windows and Mac. 
 
I am using a font is usually installed by default on Windows but not on Mac. 
 
Is there a way to test if the Fonts exist and have the game install them if 
they are not there. 
 
Would this require administrative access? 
 
The font I am using is Palatino Linotype and its variants. 
 
Do I have to use an installer or can I use the game to install the fonts if 
necessary. 
 
I would imagine an installer would make it easier. 
 
On a Mac I would most likely use the Package Maker included with the XCode 
Tools.  Can this be used to install the font? 
 
Thanx for all the help here.   
                             Top                tomis          Post subject: 
Posted: Sun Jul 22, 2007 1:23 am                                 
Joined: Thu Jul 27, 2006 6:31 pm
Posts: 1684
Location: Monterey, CA                Strictly speaking you don't need admin 
access to instal fonts for the current user. They could be placed in 
~/Library/Fonts/ 
 
However, I highly recommend you not instal things into the user's system unless 
you absolutely need to. I suggest you search for a solution to include the font 
within the program, and only within the program. The Mac way of doing things is 
to eschew installers and just keep all support files within the application.  
 
Mac users will expect that they can download your game in ZIP or DMG format, 
double-click it and run it right there. If they like it they'll move it to 
their applications folder, if not they'll throw it into the trash. 
 
Either dynamically load the font from within the application package (this may 
require declares, I haven't played with it since MacOS 9), or build-in an image 
of the characters you need and create your own rendering system (which is how 
most games solve this problem).   
                             Top                Steve Garman          Post 
subject: Posted: Sun Jul 22, 2007 2:05 am                                 
Joined: Fri Sep 30, 2005 3:53 pm
Posts: 3261
Location: England                And don't forget you're talking about a 
commercial font. 
 
Just because it's installed on your windows machine and mine doesn't 
necessarily mean we have a licence to use it on other machines where it is not 
installed.      
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                             Top                Zhu          Post subject: 
Posted: Sun Jul 22, 2007 2:42 am                         
Joined: Sat Oct 01, 2005 5:13 am
Posts: 603
Location: Shanghai, China                Perhaps it works: 
try
  Canvas1.graphics.TextFont = FontName
Catch
  FontName = "System"
  Canvas1.graphics.TextFont = FontName
end try
      
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                             Top                ccfman2004          Post 
subject: Posted: Sun Jul 22, 2007 8:19 am                         
Joined: Wed Nov 30, 2005 8:22 pm
Posts: 227
Location: L.I., New York                How would I go about keeping the font 
within the program itself and loading it dynamically? 
 
I was actually wondering on how to do that. 
 
I am an avid Mac User and I am aware of what Mac Users expect   
                             Top                Jordan          Post subject: 
Re: Install required fontsPosted: Sat Feb 09, 2013 4:26 pm                      
   
Joined: Wed Jan 04, 2006 7:58 pm
Posts: 557
Location: Tri-State Area (NJ, NY, CT)                How would I install and 
use a custom font in my application? 

a) Have user install before running program? I want to avoid this option if I 
can
b) Have installer install font? I want to avoid this too.
c) Include font with App, load from App -- I'd like to do this, can anyone 
provide information on this option?

Thanks!      
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