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Phildjii

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A member registered May 09, 2018 · View creator page →

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Hi! Thank you for your message! :)

1) That may be doable, can you tell me more about your tilemap specs? At the moment my fonts are actually drawn as a tilemap in Aseprite then exported to TTF with Pixel Font Converter.

2) As much as I would love to expand with other scripts, it is very hard when one is not familiar with them. I learned some Japanese and Hiragana 20 years ago but forgot everything, I'm afraid that won't get me far :)
Your best bet is to find a matching font. On this Japanese pixel fonts page I think the one named M+ BITMAP FONTS might fit your needs? Or by the look of it, maybe LanaPixel even if it says 11px?

Hi! You game looks super good, and great use of the fonts! I would love to use a screenshot on the font page :)

Thank you! Yes commercial use is allowed. I just re-read the license file included in the download, and I think I should be more explicit about it.

Thank you! Great minds think alike ;) Can't wait to see your font and of couse your game!

I can confirm this works. Tested on 13.6 (Ventura). Thank you for the macOS export :)

Hi NikolayKozloff! I finally found time to export a Win32 version, but have no PC at hand to test it. Can you give it a try? Thanks!

Yes the dark outline works very well. What I had i n mind was keeping very dark/black and saturated colors only for characters and actionnable items, and "muted" tones for environment. Here's a quick n'dirty mockup. Not sure it would work for the whole game though, it is a very different look, and I probably went too far to illustrate here, especially for the grass :D 

Great update! When we talked about pixel sizes, I wanted suggest making environmental sprites 16x16 but keep them at a lower contrast, so the important elements would still be clearly visible. But I didn't have time to create an example of what I meant by that :D You did it anyway, and kudos for tackling that huge makeover. The result is a huge improvement!

Really enjoyed this game! An interesting variation of a classic movement pattern. You managed to pack a lot of adventure in a tiny world, with varied landscapes, puzzles and encounters. Kudos to you! It also looks pretty good. I am usually not a fan of mixing pixel sizes, but it works well here and helps differentiate characters and landscapes.

I have found "45°" vehicules to be very efficient ^_^ This one broke after 236m.

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Ahhh I hate this game! I also love it. But it has one flaw for my taste: a random track on every run makes the game feel very random. We can't design and tweak the vehicle for the obstacles in front of us, so any vehicle has a high probability of breaking on the first obstacle. I would rather choose a level and try to "solve" it. So, frustrating fun, but still fun :)

Salmon Typewriter is a typeface that aims to give the feel of text typed on those old, quirky typewriters. If your project includes old letters, vintage administrative paperwork, hard-boiled style narratives, it can help achieve the right atmosphere.

More screenshots on the page: Salmon Typewriter


What about using ""  (U+2420) which is "Symbol For Space"? I doubt anyone would actually use it for what it is in PixelFont :)

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I don't think there is anything you can do if you don't export on a Mac (and even on a Mac I'm not sure). Easier alternative for the player:  right-clicking the app in the "Finder" selecting "Open" and confirming (twice).

If you download this on a Mac, the app lacks "quarantine" info so the Finder will complain that the app is damaged and refuse to launch it.
Solution: in a terminal, go to the app directory and use this command:
xattr -dr com.apple.quarantine wild\ jam\ zombie.app

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It is tricky. In the kerning table we could escape it like "\  " (backslash space) but that would be hard to read.
Or perhaps "\s"? As in regex it "matches whitespace".

Another way would be to use a double character, something legible like "!!"

I'm not sure it would be practical in glyph images, that would probably require some color coding, like "red indicates width".

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Is there a way to specify kerning for a character before a space?

The reason I ask is I am making a duospaced font, so I can't use the monospace option. For characters that don't cover the whole tile, it is a problem because for example in Pixelfont the dot character is 3 pixel wide (single pixel centered in a 5px tile) instead of 5:

The trick it to add 2px between the dot and the next character. It works fine, expect I found no way to specify "increase kerning by 2px between a dot and a space". So with most ponctuation followed by a space, kerning is narrower than expected:

(top line is with monospace option, bottom one is my attempt at duospace)

Looks like the file isn't available anymore? I'm French so I could help proofreading the translation.

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Not sure how you export, but when I export a Mac app, Godot generates a .dmg file, which is a "disk image".  I believe disk images avoid all these issues, which arise only if you upload a naked or zipped app. Godot started signing Mac apps recently (with v3.3), so now exported apps should just works right away, even when downloaded from the web if exported as a .dmg.
But I'm on a Mac, not sure about other OS.

I downloaded it from the web.

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Ok I found a way to run it. I had to run 'xattr -dr com.apple.quarantine Cabochon.app' on the command line so the app was not quarantined. I think Godot didn't sign the app correctly during export. It seemed to me it was fixed long ago but there may have been a regression in 3.3. There is an issue filed here