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!
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.
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!
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!
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.
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! 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.
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!