It's kind of a bummer that L/R don't actually do anything... we should add ZL/ZR support at some point.
Also note that GameCube binds X to 'back' rather than B, this will be fixed by SDL_ActionSet for 2.5.
The original Chinese font (which we call "the Indienova font") was
received from the Chinese translators directly, and didn't come with
any license or copyright information other than that it was made by
Indienova. Questions have now been raised about the actual origin of
the characters in the font, and while we do have confirmation from the
translators that we're probably in the clear, they did suggest another
font for us to use, which we're switching to to be sure.
Some background information: the ideal font would probably be Ark Pixel
(https://github.com/TakWolf/ark-pixel-font/), but this font is not
finished yet. Therefore, the creators of Ark Pixel have made a font
that can be used as a placeholder to use in the meantime, Fusion Pixel
(https://github.com/TakWolf/fusion-pixel-font), which combines some
other fonts together in order to get full coverage. This is the font
we're now switching to.
It's not _that_ simple though - the ASCII part of Fusion Pixel is kinda
bad for us using it as a monospaced font. Normally I just replace the
ASCII set by the fullwidth characters, but in this font they were
almost entirely the same. So I instead picked the fullwidth characters
from Galmuri 12px, which is one of the "fusioned" fonts. Interestingly,
we happen to also use the 10px version of this as our Korean font, and
I like these Latin letters, so yay.
I also made the call to split the Chinese font into separate variants
for Simplified and Traditional Chinese. I was aware of the problem with
the Han Unification, but the Traditional Chinese translator said the
Indienova font also contains all the Traditional Chinese characters,
and they proofread the translation, so it was probably fine. Apparently
the difference between Simplified and Traditional Chinese variants of
the same characters are not that big, and it's acceptable. But
Fusion Pixel gives us separate versions of the font for Simplified and
Traditional Chinese, so this is a chance to get it right. Just kidding,
Fusion Pixel's Traditional variant switches out many characters that
were shared between Simplified and Traditional Chinese to Japanese
variants which are noticeably different. So it would be better to keep
using the SC font for TC, just like the Indienova font is SC only.
However: Ark Pixel does have a version with correct characters for
Traditional Chinese! So for the TC version of our font, I just took all
Chinese characters from the TC version of Ark Pixel where available.
That way, all characters I checked have changed to TC variants
correctly.
And another new language!
This uses the same font as Simplified Chinese. As such, I changed the
displayed name of the font (in the level editor) from 简体中文 to 中文.
The next commit will be the initial commit adding the Japanese
translation, so here's the font!
Specifically, it's k8x12L (2021-05-05), and it can be downloaded (in
non-VVVVVV format) from https://littlelimit.net/k8x12.htm
The Korean localization has been delivered (next commit), so this
commit adds the font for it! The chosen font is Galmuri 9 (specifically
GalmuriMono9, version v2.38.7). It's licensed OFL, and since I had to
convert it to VVVVVV's bespoke font format and shift characters around,
I think we are now bundling a Modified Version of the font, and it has
to use the same license. Including it as font_ko_license.txt and
clearly indicating that the copyright came from the Original Version
should be more than enough.
This version is a bit more polished than the placeholder one posted on
Discord, namely (non-CJK) characters were shifted to fit into their
10x10 bounds as much as possible, and notably the , and . characters
were shifted 2 pixels to the right.
This will be needed for the Simplified Chinese translation, of which
the first version has just been delivered!
This is the first language with a font bigger than 8x8 (this is 12x12),
so it might be a little rough in some places. Most of the game is
already prepared for it, though!
The only changes I made from the previous version (which was uploaded
on Discord a few times and also sent to the translator) was the …
character - it's often used twice in a row, and it was a little uneven
(looking like - - - - - - instead of - - - - - -); and the
semicolon, which was missing some pixels.
- Some levels used chars < 0x20 as non-collapsible spaces, those would
now show up as [?]
- I recently found out how making characters < 0x20 6 pixels wide
doesn't work if they're missing from the font altogether
Therefore, the font now starts at 0x00 again instead of 0x20, like it
used to.
Arguably it was an advantage that the game would look extremely messed
up if you made a mistake with the fonts. In particular, a common
mistake could be to copy the new Unicode font.png, but forget to copy
the corresponding font.txt. However, 2.3 didn't come with the unicode
font, 2.4 will, so it'll be a lot less common for people to need to
manually copy the font. And if they do, it's probably for their own
level, and they have something in mind for the font, and if it doesn't
work they'll know fast enough when whatever they're planning doesn't
work (and it would only affect their own level's text, not any menus).
Courtesy of Reese. Mainly the accented characters are updated -
uppercase letters are now mostly a pixel higher to make them higher
than lowercase letters (and only a single pixel lower than uppercase
letters without accents, instead of two pixels lower). Accents for
lowercase letters have also been made thicker overall and changed in
appearance.
Also: this font image is converted to indexed grayscale instead of full
RGBA, which makes the file only 4.5 KB instead of about 10 KB.
They are not used yet in this commit - this just adds the graphics and
data for the glyphs. It also adds a <fallback> tag to font.fontmeta to
use buttons_8x8.
The icons themselves are made by Reese Rivers - see #859.
By default, when you open the level editor to start a new level, the
level font will now match your VVVVVV language; so if you're, say,
Japanese, then you can make Japanese levels from the get-go. If you
want to make levels for a different target audience, you can change the
font via a new menu (map settings > change description > change font).
The game will remember this choice and it will become the new initial
level font.
Since there's now a new XML-based font metadata file format to obsolete
the .txt file with all the glyphs, this commit switches the built-in
font to that new format.
This has a lot of characters that different languages need.
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig