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datagoblin

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A member registered Jan 11, 2016 · View creator page →

Creator of

Recent community posts

That might be a trickier one to do, since the font is monospaced and it might be hard to fit that character within 5px of width.

Either way, I'll give it a try for the next update!

Hey, I've just pushed a small update to the Cyrillic charset, which tweaks the "з" character, among other additions.

Please, let me know if this looks better, or if you have any further feedback!

Hey there, thanks for the feedback! Than was entirely my bad, I though I had covered those characters already.

Just pushed a new version with them included!

Glad you like it!

Gonna give Grid #017 a play later on!

Thank you! Yeah, the version in the thumbnail is smoothed, mainly because I couldn't find a resolution where the crisp version didn't get mangled by itch's default image scaling.

I've toyed with the idea of having larger sizes of the font with smoother edges, but I'd have to look into how to translate my hand-pixeled anti-aliasing into vectors, and I unfortunately don't have the time for that right now.

Hi there, thanks for your comment!

I'm not that used to the Cyrillic alphabet, but it seems to me that I've drawn this character narrower than the others. Is that the issue you have identified here?

I'll try and give it a second pass when I have some time later this week.

Here we are indeed, Kistaro.

Can't say I expected this font would find a use case in this specific niche, but it's really cool to hear it worked for you!

This font was originally something I made for my own use, and I specifically wanted to make it monospace so it'd play well with text rendering anywhere, but without feeling too much like a "coding font". I'm glad that's how you felt about it too.

This is actually the first released PICO-8 project using monogram I've seen, so it sort of vindicates the work I put into my P8 port hahah!

Congrats on completing you first game jam! Keep at it, and let me know if monogram ever finds itself in another project of yours. Cheers!

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Thanks, I hope you enjoy using it! The charset should be pretty complete by now (537 glyphs!) but do let me know if you're missing some accented character!

Thank you! I put a lot of effort into designing this page, and I've recently made all the custom styling (along w/ my font creation pipeline) open source, if you wanna take a look:

gitlab.com/datagoblin/monogram

The page code is under "source/itch/". It's a bit disorganized because it's mostly copied/pasted directly from the built-in editors here on itch.io, but it's all there!

Delightful little puzzle game! Just cleared it!


hey there! I'm the one who made the monogram font. My handle is actually "datagoblin", not "pixelgoblin"!

absolutely no big deal, since it's a free CC0 font which requires no attribution. I just have been cataloguing projects that use the font and thought I should let you know!

Hey there, the monogram font is actually made by me, not Nico Fonts.

It's no big deal, since the font is Creative Commons, and no attribution is required. I was just cataloguing projects using it and though I should let you know!

Thanks for using it all the same!

Γεια! I know it's been over an year, but now they have!

Ooh, that sounds cool. I'll give it a play soon!

Glad to hear my efforts in exporting this font in a bunch of formats are actually helpful!

Glad you managed to make it work for you!

The current bitmap export is in a format that was previously requested to me by another user. I'll consider also adding a .png file for ease of use.

As for other exact 8x8 alternatives, you might want to check out these two existing forks of monogram:

monogram gbs

monogram for playdate

Thanks! Yeah, made it in Godot

Thank you! I've put a lot of effort into this page, glad you like it!

Let us go point by point.

>I still recommend you ttf tag

Please no longer make suggestions to monogram, or any other project of mine here on itch.

>you wrote CC0 on the second line (...) License info usually (95% as it seems to me) in the end of the page

As I said, the info was also on the metadata, which is ALWAYS in the "More information" section at the end of any project page. To make this mistake, you'd have to fail both to read literally 9 words into this page, and to check the metadata you are supposedly concerned about, at the end of the page where you claim it would be easier to find.

>Do you think it is better not to do it at all?

No idea what is "better". I find your comments rude and unhelpful, and you provide no context for your demands. Why would the "ttf" tag be beneficial? What discoverability or accessibility issues would I avoid by using that, in comparison with the "fonts" tag, which has over 6x as many entries? You never said. You just dropped into the page of an asset you have no interest in using (or even reading the description) and made a demand. Please stop.

>If you don't like my actions and comments, you can report me as spammer

I will not report you as a spammer at this moment, but what you are doing is definitely spam, and it would not surprise me if other people did report you.

I believe your push for UI improvements that make metadata settings more visible, or incentivizes creators to add them, is a good idea. But if you insist on taking this crusade into your own hands, you absolutely should work on your tone and do the minimal due diligence of checking the metadata of an asset before commenting.

I noticed a lot of your comments are going around multiple assets on itch and suggesting/demanding metadata changes.

You commented on my font asking for the license before even checking it, although it's in the second line of text in this page AND in the metadata.

Why are you doing this?

CC0, public domain. I appreciate attribution or donations, but nothing is required.

Thank you! Content-vs-polish was the big question for me, and I chose polish on purpose. I wanted to have a solid proof-of-concept to build on, and I absolutely intend on giving this game a second pass later on to add more levels, audio and mechanics.

I used the Godot engine, by the way, which made keeping it pixel-perfect actually pretty simple.

Yup, I understand. Time got short and I had to make the choice between polish and content, and polish won out. I knew I wouldn't get all that I wanted done in time, so I wanted to get to a point I was proud of and that inspired me to keep working after the jam was done, and I think I got there.

For the next time, my plan is to focus on the areas I couldn't really during this jam: sound and level design in particular. Thanks for the nice words!

Oh, I for sure overshot on the polish, and that was mostly by choice. Sprites are too large and colorful and the frame-rate is too high for it to feel gameboyish. I just felt I could do a better job in this format than had I gone more retro, but it's a trade-off.

Metroidvania is what I was going for, but time constrainsts made me scale it down to more of proof-of-concept. Still intend to work on the game once the opportunity arises though!

Thanks! Yeah, stuff came up and I had less time than I hoped, but I really wanna build on the prototype I got here. I have a bunch of level design ideas sketched up already, just gotta find the time to actually make it happen!

Thank you! I really like what I got done during the jam, I'll probably work on this project a bit more to get it to a more complete state.

Yup, I wound up having less time than I hoped to work on the game, and had to scale it down to a more "proof-of-concept" kinda deal. Either way, it was a fun project to work on. I'll try to split up my time more evenly next time around.

Thanks! I really like how the little guy came out, although he reads a bit too much like the kool-aid man for my liking. A shame I couldn't flesh out more of his animations beyond the walk cycle, it's a very fun design to work with.

Thanks! I tried implementing a bunch of the "best practices" for platformer controls (coyote time, input buffering, controllable height, etc.), and I feel like it really paid off. I wanted to expand on the concept, but had less time to work on it than I hoped. Hope to be able to do more level design next jam.

Yeah, the secret spots where places I intended to let the player come back to explore with the double jump skill, metroidvania-like, but didn't end up having time.

The art is where most of my effort went, gald to see people like it!

Thank you! Nitrome is a huge inspiration of mine, so this comparison is real high praise!

Hi Dmitriy! Yeah, I ran the font through this charset checker and it seems I missed those Ukrainian characters, sorry!

I don't anticipate having time to add them in the coming few days, but I'll be sure to push an update as soon as I get some free time.

Thanks for the feedback!

It's sorta crazy to me that we're two levels deep in forking this dumb little font I almost didn't even release.

Happy you like it! Please let me know if any Playdate games wind up using it!

Not sure if that's the cause, but monogram-extended does have some pretty tall accented uppercase characters like ÂÉÌÕÜ. The diacritics are at most 3 pixels tall though, not 4. Any chance the whitespace you're seeing is the padding to accommodate that?

Glad you like it!

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ooh, nice catch. Movement should be disabled while textboxes are active, I'll patch it up.

edit: fixed!

Hey, that's pretty cool! Glad you like it!

Thanks a lot! PayPal has been acting up lately, but I've refunded one of your purchases, so it should all be cleared now!