Libraries, utilities, bootloaders...
by phi » Wed Apr 02, 2014 9:48 pm
I think it would be nice to be able to use fonts of different sizes at the same time. (e.g. a very small font for the status bar and a bigger font for text messages)
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phi
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by rodot » Wed Apr 02, 2014 10:03 pm
Okay, I will implement that, along with some pre-processor directives to be able to only include and compile one font for memory-sensitive games. I think that we'll have 2 font size:
3x5: tiny, 21 char per line, 8 lines
4x6: normal, 16.8 char per line, 6.8 lines => useless
5x7: comfy, 14 char per line, 6 lines (the current one)
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rodot
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by phi » Wed Apr 02, 2014 10:23 pm
Great!
By the way - nice solution for the tiny capital "N" (not so easy in 3x5 px)
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by Drakker » Thu Apr 03, 2014 12:29 am
I would not discount the 4x6 font, even though it doesn't fit well in full screen, it can still be useful in smaller text windows. Having more options is always good.
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by erico » Thu Apr 03, 2014 4:56 am
Back on the AMIGA days I struggled with font´s size to fit an UI I was doing. It was numbers and icons only, and they had to be the minimal possible I could do...so I shot for a 3x4 size.
Here you have the numbers and I did a few other symbols and letters as possible as current CHR map.
More can be done onto it, but I thought I could save the more less-game assets to substitute to gfx CHR.
This font strives into the almost-unknown side of pixel art and they make sense better when in group
so the brain can tell what is going on by full words or number sets.
It is not meant to substitute the main CHR set, but maybe to be used in sprite or mocks on places/situations where words and numbers are a second part of your players attention.
So here it goes half done, will finish in a few days. I hope it is useful. (don´t bother W and S and a few other...there is some reduction to be done)
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Last edited by
erico on Thu Apr 03, 2014 6:21 am, edited 1 time in total.
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by rodot » Thu Apr 03, 2014 7:39 am
If only it was as tidy as on your picture... Just in case you have not already seen my bedroom/livingroom/worshop:
http://r0d0t.tumblr.com/post/35847995779I should move in an actual house with a garage to put my workshop soon... hopefully.
Okay, then if we have 4 different fonts I will have to find a neat way to enable only certain of them with preprocessor directives without breaking the game when the wrong font is used.
Thank you for the 3x4, I didn't thought it was possible! But 3x5 doesn't really take more space, does it?
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by juande » Thu Apr 03, 2014 8:11 am
rodot wrote:...without breaking the game when the wrong font is used.
I don't see the point in doing that. It should generate a compiler error so the developer knows that he isn't using the expected font or he forgot to activate it.
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by rodot » Thu Apr 03, 2014 9:13 am
We really have to find a way to affect the library compilation from the game's sketch, to avoid forcing people edit the library's settings every time the want to compile a game. Could we edit the Arduino's makefile to allow that? (Myndale, I speak to YOU).
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by Myndale » Thu Apr 03, 2014 11:03 am
That room is so full of awesome!
One thing immediately stood out though: your keyboard! What is it, a Meka G-Unit?
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