Posts Tagged ‘font’

My bitmap/pixel fonts

Posted by (twitter: @Martze)
Friday, December 13th, 2013 11:37 am

The rules require me to release these before the competition if I wish to use them. They aren’t great, but they’re decent for a pixel-based game.

Android Help! My fonts look crummy :-(

Posted by (twitter: @caranha)
Tuesday, June 25th, 2013 11:16 am

So, I’m working on the post-compo version of my LD26 game: The Fair King.

One of the problems I’m trying to solve is that the game’s fonts look really shitty on android. Take a look at the original version, linked above, for the desktop and then take a look at the new android version here.

All the fonts in the game look flimsy and ugly, even when I tried to make them bolder (in the “Help” pages). The fonts look much better in my computer.

Does anyone have some suggestion on how I can improve this?

Thanks a lot!

My Personal Lib : lfspm.lua

Posted by
Tuesday, August 21st, 2012 4:58 am

I made this because there is some bits of code in my warm-up that could be reused for others projects .

Yes, it’s called lfspm . It stand for LevelFontSoundParticlesMusic . this lib for the love framework permit you to :

  • Load a tile based level with a collision system .
  • Load a bitmap font and print it.
  • Play sounds.
  • Have a particle system.
  • Play a music.

I basically copy-pasted code from my Warm-up in a single file.

Download : Here

Note that :

  • The level format is a bit complex . You have a img/tileset.png, a img/tilesetdata.png who is the size of img/tileset.png divided by tilesize, and define properties for the tiles, and some lvl/number.png which use r and g for x and y of the tileset…
  • You need SECS to use this lib.
  • You must have defined scale and tilesize .
  • You are totally allowed (and encouraged) to modify, improve, and distribute this code .



We have pixel fonts.

Posted by
Saturday, April 18th, 2009 5:19 pm

Started coding a little while ago and just finished a pixel font class.

I’m working with the Flex SDK in FlashDevelop.

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