So what is a bitmap font?
Simple font image
Every game developer has face it during the development: Display a text in the game to show damages or a conversation between two characters. For performance reason, standard fonts (understand
TTF ) are not used directly. The preferred way is to use a bitmap font: it is a big image containing all characters used to display a text for a predefined size. The image (a
png file) is linked with a text file with the extension
fnt describing where each character is located in the image and give all necessary information to display the text. (base height, interline, …).
Just do some sketches for 4 new heroes: the nurse, the reporter, the “mime” and the miner.
As i explained in my previous post, i am using now blender to have a 3d model for weapon in order to facilitate animation.
So now it just take me few minutes to produce 4 different walking animation with a shotgun:
just capture from different angle the weapon, resize it wit gimp to 25×25, then copy paste the weapon in a new layer and refine pixel rendering.
I am currently working on range attack system, but first i need some artworks for shotgun.
Before, when working on graphics and animation, i just draw some sketchs on a sheet of paper, then from these picture, i vectorize it in Inscape. I export this svg as PNG and produce images and animation from this image in PyxelEdit. But i always face difficulties when rendering objects in different position for animation, even if my pixel sheets is 32×32 or 64×64.
I will try for the shotgun another approach: i will still do sketchs on the paper but skip Inkscape to produce a 3d model in blender. I have followed some nice tutorials on youtube from BornCG. With this model i will be able to see my object from different angle and i think this will help me to produce animation.
Well, i have worked a lot on the game but it is difficult to publish something relevant: I have worked on the game engine, on sprites management, do some libraries upgrade. I am also working a lot on Blender to facilitate portrait, sprites and animation design. Some few new animations for aviator
My first character for my Cthulhu game was supposed to be The Adventurer. But i didn’t like the graphics. I don’t know if this is the color palette i used or the drawing, but something was wrong when i put it into the game. So i decided to review my copy with my pixel editor (PyxelEdit) and The Adventurer became The Aviator. Et voila. Looks promising.
So finally i have finished (well, for the moment because i know myself: i will have another idea in two months and i will change again UI….) my main user interface for the Cthulhu game.
- On the left the main character portrait with 2 gauges: one for life and one for mental health.
- Then the number of Gold
- On the center of the screen, the two objects held by the character.If you click on them, inventory is open and you can change them.
- On the right, followers’ portraits. If you click on one of this portrait, the character clicked become the new main character.
- On the bottom of the screen classical control button: on the left a pad and on the right two action buttons to use the two objects held by the character.
- On the bottom / center, a slide button to show the map.
Just starting to put ideas for UI in Pyxel Edit. Style is closed from Zelda 3 i know but i love this game 😉