You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Have you considered creating a custom font for the game which is loaded when the game starts? For example see my game: https://media.giphy.com/media/d1E2GIbl1ulFhxNS/giphy.gif. It makes things look nice and also makes it possible to do more fine-grained collision detection. I used http://www.pentacom.jp/pentacom/bitfontmaker2/ to create the font and I have made it work on Mac, I have not tried on Linux but it should be plausible.
The text was updated successfully, but these errors were encountered:
That's a cool idea! I would like as much as possible for the game to work with as little user configuration as possible, but we could try an optional font to enhance the game. So far we've been using Unicode with fallbacks to ASCII, so a font layer on top could work in a similar way.
Could you elaborate on the collision detection, how does having a custom font help?
The custom font (2) improves collision because units do not need to be aligned with the block grid, so the units can collide in more places on each block.
Ah I see, that's really cool. That would be good to try out in Pycraft at some point and see if it is worth keeping (and made to be backwards compatible with default font).
Have you considered creating a custom font for the game which is loaded when the game starts? For example see my game: https://media.giphy.com/media/d1E2GIbl1ulFhxNS/giphy.gif. It makes things look nice and also makes it possible to do more fine-grained collision detection. I used http://www.pentacom.jp/pentacom/bitfontmaker2/ to create the font and I have made it work on Mac, I have not tried on Linux but it should be plausible.
The text was updated successfully, but these errors were encountered: