Cool, will keep an eye on Fixedsys too.
Shakesoda, Hangul was procedurally generated by the Unifont devs by combining glyphs which results in extra whitespace and slightly misaligned strokes. This is not a big deal but using it as a display font would be frowned upon by the typography gods.
Search found 1911 matches
- Tue Apr 19, 2016 6:11 pm
- Forum: Libraries and Tools
- Topic: Retro pixel font (with Hangul/CJK support?)
- Replies: 6
- Views: 4843
- Tue Apr 19, 2016 5:57 pm
- Forum: Games and Creations
- Topic: dos - a rhythm endless runner about shapes
- Replies: 4
- Views: 2985
Re: dos - a rhythm endless runner about shapes
Cool concept.
- Tue Apr 19, 2016 6:00 am
- Forum: Libraries and Tools
- Topic: Retro pixel font (with Hangul/CJK support?)
- Replies: 6
- Views: 4843
Re: Retro pixel font (with Hangul/CJK support?)
Fixedsys is great, looks like a lot of work went into it.
Could be very useful for RPGs or DOS-like games.
The reason why I wouldn't use it - is because it looks too much like a "terminal" font for my purposes.
Thanks for taking a look!
Could be very useful for RPGs or DOS-like games.
The reason why I wouldn't use it - is because it looks too much like a "terminal" font for my purposes.
Thanks for taking a look!
- Sun Apr 17, 2016 3:35 pm
- Forum: Libraries and Tools
- Topic: Retro pixel font (with Hangul/CJK support?)
- Replies: 6
- Views: 4843
Retro pixel font (with Hangul/CJK support?)
I've been looking for a nice retro font that supports at least Hangul, but couldn't find anything suitable. PressStartP2 is great and supports Cyrillic, Greek and most Latin scripts. So I went ahead and drew the few hundred Hangul syllables that were needed (although this is a tiny fraction of the e...
- Sun Apr 17, 2016 2:50 pm
- Forum: Support and Development
- Topic: Table.remove removing things twice
- Replies: 6
- Views: 5765
Re: Table.remove removing things twice
Hi there. Removing elements DURING iteration is done by going backwards: for i = #t, 1, -1 do if some condition then table.remove(t, i) end end So don't use "ipairs" if you are going to remove elements. Also, the code is a little bit confusing, I suggest changing the first function to: -- ...
- Tue Apr 12, 2016 11:11 am
- Forum: Support and Development
- Topic: Creating physics based on image rotation
- Replies: 2
- Views: 2714
Re: Creating physics based on image rotation
I don't quite understand your post, but based on the .love file you have, will assume that you're asking "why isn't the L shape rotating like in the classic Tetris". One simple thing I would suggest - instead of manually rotating each piece in realtime using math, just pre-generate all pos...
- Sun Apr 10, 2016 5:44 pm
- Forum: Libraries and Tools
- Topic: "profile.lua" a tool for finding bottlenecks
- Replies: 27
- Views: 34423
Re: "profile.lua" a tool for finding bottlenecks
Just a small update:
I've cleaned up this lib and moved it to a new repository:
https://bitbucket.org/itraykov/profile.lua/src/
I've cleaned up this lib and moved it to a new repository:
https://bitbucket.org/itraykov/profile.lua/src/
- Fri Apr 08, 2016 5:00 am
- Forum: Libraries and Tools
- Topic: VERY basic 'string' effect from first principles
- Replies: 5
- Views: 2152
Re: VERY basic 'string' effect from first principles
Not a bad start. I won't get into the physics of ropes and joints but will mention something I noticed in the code: mag1 = math.sqrt( xvec1 * xvec1 + yvec1 * yvec1 ) ... --calc overall vectors xv = (xvec1 / mag1 * ext1) + (xvec2 / mag2 * ext2) when mag1 or mag2 is 0 you may get a division by zero. A...
- Wed Apr 06, 2016 3:52 pm
- Forum: General
- Topic: How to make an efficient map structure?
- Replies: 8
- Views: 2369
Re: How to make an efficient map structure?
Good post by s-ol. Another optimization could be to use "parallel tables" so that you have: _map = {1,2,3,4} _passable = {true,true,false,true} The idea being, reducing the number of tables. But yes, generally you shouldn't have to optimize the table access since this is pretty fast anyway...
- Tue Apr 05, 2016 10:30 am
- Forum: General
- Topic: can people view the source code of .love files?
- Replies: 20
- Views: 11953
Re: can people view the source code of .love files?
Briefly looking at the GameJolt documentation, I will assume you are referring to the "Private Key" which is used in order to generate a "signature". As far as I can see, GameJolt's API is primarily designed to exclude this private key from request urls, not to hide it from users...