I’m trying to use some custom fonts in HTML5 but doesn’t seems to be working. It is works in native game but not in HTML5.
I have also added the font to the image library to try to force it to be preloaded but nothing helps.
Tried in Firefox and Edge, using Pixi.js and also the export with Cocos2D.js, also hard refresh million times.
In v4.0.94 and also in the previous 4.0.92 and the latest nightly.
I’m not sure if it a problem with the font I’m using or it is bug, I just leave it here and in case anyone able to confirm it if it a bug or a problem with the fonts I’m trying to use would be great.
downloadable font: bad search range
downloadable font: bad range shift
downloadable font: cmap: bad id_range_offset
downloadable font: hdmx: the table should not be present when bit 2 and 4 of the head->flags are not set
downloadable font: hdmx: Table discarded
I’m trying to change the fonts using events, if I change the font in the text property, it works but the event to change font of the text object doesn’t work in HTML5.
In the next version, a message will warn the user when an action or a condition he/she wants to add (from the action/condition insertion dialog) is not available on all platforms his/her project is using.
Yes, that would be useful. Normally I always have both platforms enabled so I can quickly preview on whichever platform I want but I was not aware of that even events can be different. I thought the behaviours available for both platform has the same features and events on both…