That's needed in another room later. Have you been able to reach the ceiling above (or below) the eel?
apicici
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I figured out how to fix the error. I'll prepare a new version of the kit, but in the meantime it can be fixed manually by changing the source (game.zip) as follows:
- Open the file assets/rooms/collector.tuba in a text editor
- Find the line that says name = "new_poster"
- Modify the line above so that baseline is -1 instead of 0
- The final result should look like this https://pastebin.com/jSj970bH
Good catch! It's a bug in the order in which things are drawn on the screen. The fix should be as easy as changing one number in one of the source files, I'll look into it as soon as I have access to a computer.
It seems the problem is the poster on the right though, which I think is also already included in the background, so you may be able to fix this by removing that poster from the PNG (including the English version).
That's what I did to make the outline (and the reason why I said to add the padding), but I created a script to do it for me instead of having to edit manually.
A way to make the outline manually that's easy is to create 8 copies of the font omg, offset by 1 pixel in all directions (including diagonally), make them all black and merge them, then add the original on top.
You can investigate this kind of thing by looking at the source of the game (game.zip). The comments at the end of the line in the translation file tell you in which file the line appears (in this case rooms/collector.moon). It's a LOOK line, so it appears when the cursor goes over something (but it's possible that it only happens under certain conditions, which looking at the source can help you figure out).
I made the necessary changes. I sent the updated kit to the organizer, with updated instructions on how to change this setting.
If you'd rather get the change immediately to test things you need to modify the game source (game.zip) by replacing the content of the file "say.lua" with this. After this is done, you can modify the duration of the text by adding the line (without quotes) "t.glyph_duration = 0.1" (change the value as needed, 0.1 is the default) to the file "text_translated.lua" after "local t = {}".
When you recreate the game.zip file after modifying the image you have to make sure that it has the same internal folder structure as the original. Often compression tools will create a zip file that has a single folder inside, which then contains all the other files. This prevents the engine from finding the files, so make sure it's not what's going on in your case.
È stato notato anche da altri. Domani l'organizzatore aggiornerà il kit, nel frattempo si può risolvere manualmente come descritto qui: https://itch.io/t/3661026/t7-windows-text-roomspresentmoon-missing-in-text-trans...
You can use fontbm to convert a ttf font to the required format, it's what I used to make the fonts for the game (I'm one of the authors). The font should be a pixel font and ideally a similar size to the one already there (although the engine will allow any size). There are some subtleties regarding the outlined version of the font (which I recommend having for legibility): when you create the font with fontbm you should add 1 pixel of padding in all directions, so that you can edit the resulting image to add a 1 pixel border. I made a script to do the outline for me, so I can help if needed.
One other thing to keep in mind is that the font should also support english text, otherwise the source will need to be modified to allow changing between fonts depending on the language chosen at the beginning.