ID:46482
 
DmiFonts has been long in need of an overhaul to include BYOND 4.0 icon features, so I've finally started on an upgrade.

The new library won't be released under the old hub entry, because it's actually incompatible. The icon format now will use PNG alpha support, which means not only upgrading the library but also the program behind it. This also means I finally have to break down and learn how to use libpng.

The main change in DmiFontsPlus, as it's tentatively named, is that the /iconset datum won't be used at all. That datum was created to deal with BYOND 3.x's lack of big-icon support. Now it won't be necessary to generate, say, five icons, but one single icon with five states, which will be a little easier on BYOND's dynamic resource limit.

All of these changes mean that many old games would need to be updated to use the new code, although cases like QuickName() and QuickText() should behave about the same. So to keep from breaking all kinds of games, the next incarnation of DmiFonts will have a brand new entry.
Yay, upgrades! i'm looking forward to it.
I was going to use DMIFonts in one of my games. Seems like I should wait now.
Sounds like it'll be a sexy thing when it comes out.
Finally an update! Would you mind giving us the ability to assign a layer to it? It was weird having speech bubbles under the roofs.
QuickName() and QuickText() already take layer arguments--they're the only procs that add overlays directly. If you're having layer issues, they're at your end.