Spyke

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reWinWar 0.0.6 is ready

This is a very important update. Version 0.0.6 now has everything a proper game should have. Yes, some modules are still in "stub" mode, but they already exist — and that matters.

Changelog:

  • Main menu.
  • Basic sound system (mostly used in the menu for now).
  • Complete refactoring of the graphical subsystem (with shaders!). Many glitches are gone and performance has improved tremendously.
  • Initial experiments with a save mechanism are done. No game state saving yet, but the Options menu already uses this mechanism.
  • Fonts look great on Linux. Windows version... has fonts. Better than nothing.
  • Basic experiments with music. The code is already in place, but the music isn't yet.

Next version will focus on AI—GUI interaction.

Downloads are here: https://rewinwar.itch.io/rewinwar

The game is written with Godot if anyone is curious.

View original on discuss.tchncs.de

Font adventures

Font fallback mechanisms have more counterintuitive quirks than one might think. For example: I needed a few pictograms to mark land and sea access for some UI element. The obvious solution — using Unicode mountain and anchor glyphs — led to an interesting adventure. The font I use (DIN1451 for Latin), of course, lacked the needed glyphs. Not a problem, you might say: just add them to the font file and be done with it. Turns out it's not that straightforward. While the mountain "letter" (U+26F0) worked fine, the font engine stubbornly refused to use my anchor (U+2693) glyph. The eventual solution was to move both glyphs from their standard codepoints (26F0 and 2693) to the so-called Private Use Area (U+Exxx). After that, the font engine started using whatever the font actually has.

Still not sure whether this is a Godot quirk, a system font engine quirk, or a Unicode nuance.

View original on discuss.tchncs.de

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