In our short streak of weekly updates, it seems like we’ve already charted a map of many of the literary styles devblogs are graced with.
We’ve done, in order:
- The Nerd - because everybody knows the best way to promote your indie game is to drown your audience in crazy technical talk.
- The Captain Haddock - sacrebleu!
- The Exhibitionist - showing wayyyy too much hip.
- The Pantry Raider - when you’ve got nothing sizeable, just distract your audience long enough with little nothings!
- The Minstrel - don’t feel like coding? why don’t you sing a song about it!
Today, let’s attack another very important and very indie trait: delusions of grandeur. We shall (and using the third person is a good start) treat the subject by pretending someone is interviewing us on our progress for the week.
Hence, the lines are fictitious, but the progress is real. Don’t sue me, @bigsylvain.
Interviewer: Hey guys! How’s Early Access life treating you? Did you see Darkest Dungeon was out? Any thoughts/confessions?
@bigsylvain Oooohhh Darkest Dungeon is pretty!
You don’t say! It’s almost like some people take their audience seriously or whatever…
Anyway, what have you got cooking this week?
@bigsylvain A font!
@fasterthanlime Well there’s a lot more editor things that I wanted to…
Yeah yeah, later. So Sylvain, tell us more about this font!
@bigsylvain We need some dialogues in Jaakan! Therefore we need an appropriate font! But we are sick and tired of using always the same funky fonts, so I decided to draw a new one. I always liked the upper case font of Calvin & Hobbes, and I wanted to achieve a similar result.
How does even make their own font? I thought they just fell from heaven or something.
@bigsylvain The process is not complex at all but very difficult: plug the Wacom, draw a few letters in Gimp, import the png in FontForge, adjust the size and the spacing and export a TTF file for @fasterthanlime.
@fasterthanlime Sounds like a hassle. Did you run into any problems?
@bigsylvain First of all, the PNG with alpha channel were not exporting the white background all the time, so for every glyph I had to do:
- Import Image
- Remove alpha Channel
- Convert white to alpha channel
- Export image
For thirty symbols it was already boring. Then it appears that FontForge likes to crash when computing the extremas of a symbol…
@fasterthanlime Like, software crash? Or computer crash?
@bigsylvain No no, it crashed the whole OS! In one hour I had 7 crashes, then I realize most of the crashes were due to FontForge being stupid at executing multiple tasks at the same time or consecutively. I just had to wait a little bit more after the “Rounding of points” operation, and then execute the “Compute extremas” operation.
Except for the “N” letter which seems to be a rebel and always crashed for no reason. Another problem was the apparition of multiple power outage… Thankfully I work on a laptop, so there was no loss of work in progress, but the internet access was a bit slow to recover!
@bigsylvain After all the tribulations of discovering how FontForge works (and where it crashes) I finally achieved a result which is kinda what I wanted:
Alright, thanks! Back to you Amos, any GIFS for us this week?
@fasterthanlime Sure! Here’s the new ‘Clone Room’ operation in action:
Sounds like a good crutch for lazy level designers. What else?
@fasterthanlime Well, remember objects?
Sure! Invisible ladders.
@bigsylvain Which reminds me, have you tested my new climb animation?
@fasterthanlime Uh… I’ll get to it eventually! Well, first off the ‘spawner’ tool is gone: all hail context menus! Oh and you can filter object types in the object creation dialog by typing a few letters:
@bigsylvain I’m not sure if I like the extra clicks…
Right, right - so apart from positioning and resizing objects, is there anything else you can do to them?
@fasterthanlime Absolutely! Position and size are not everything, sometimes there are other attributes you want to edit.
@bigsylvain I still only see position and size in there!
@fasterthanlime You’re right, those are the base properties for all editable objects. But some have additional properties, guards for instance, which I recycled from the original game:
Here, the ‘variant’ property is edited, and the graphics update seamlessly.
@bigsylvain What about cloning? Can you clone objects too?
@fasterthanlime Of course you can! How about a Muybridgesque series of giant Jaakans?
Well that was terrifying - I don’t like when things in my level editor move too much. Thanks for everything, and see you folks next week for what I hope will be an even more interesting update. One last GIF for the road?
@fasterthanlime Here’s me failing to surf on some cops:
@bigsylvain Don’t forget that you can buy the game in Early Access at…
@fasterthanlime Since when are you doing marketing?
@bigsylvain Alright, I won’t say anything then.
@fasterthanlime That’s not what I..
@fasterthanlime Ah, forget it.