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Original game (and FPC port) offered a choice of 3 fonts... While at resolution of 320x200 they sometimes might had some little readability problem, they were adding a lot to the atmosphere of the game. It would be nice if they could be offered as alternative.
Or at least, some monospaced font might not only look nicer, but also alleviate some problems that variable-length fonts are bound to introduce when mapped on fixed-sized backgrounds.
Not a high priority of course, especially not that I run intro and crewgen of py/fpc version side-by-side, the difference in game feel is striking!
The text was updated successfully, but these errors were encountered:
I'll need to make a glyph generator for the renderer to address this one properly, but it is possible. This will be very much on the back-burner for now, but at least we have the original font as a png, which potentially makes this much simpler to address.
Might be able to turn those into a TT font file, but will need to research how those are made.
I'm not sure about TrueType (which are vector-based I think?), but if pygame support monospaced .pcf fonts (like the ones installed by xfonts-terminus Debian package like /usr/share/fonts/X11/misc/ter-u18n_iso-8859-2.pcf.gz etc), then it should be possible to create relatively simple ASCII-based BDF font from PNG font image, and then use bdftopcf(1) to convert it.
Original game (and FPC port) offered a choice of 3 fonts... While at resolution of 320x200 they sometimes might had some little readability problem, they were adding a lot to the atmosphere of the game. It would be nice if they could be offered as alternative.
Or at least, some
monospaced
font might not only look nicer, but also alleviate some problems that variable-length fonts are bound to introduce when mapped on fixed-sized backgrounds.Not a high priority of course, especially not that I run intro and crewgen of py/fpc version side-by-side, the difference in game feel is striking!
The text was updated successfully, but these errors were encountered: