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Joined August 06, 2005
Games (19)

Elicti (Old version)
February 08, 2006
June 26, 2006
April 17, 2006
April 20, 2006
April 25, 2006
April 26, 2006
Elicti-Version 1.1.3
June 15, 2006
July 13, 2006
SWP 1.5
July 31, 2006
Total Pwnage
August 21, 2006
Elicti: Patch 1.1.8
September 17, 2006
August 25, 2006
September 01, 2006
November 02, 2006
Spinning Squares
December 02, 2006
Elicti: 2.0.1
December 10, 2006
December 25, 2006
King Cuko's Lost Gold
February 07, 2007
Kevin's Quest
January 01, 2007
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UI Updates
Posted on February 07, 2017 at 09:17

A few weeks ago, I had a terrifying realization: the font I was using literally everywhere in my game is not free. I did not even think about that when I was designing all of my UI code.

This sent me into a panic, and I spent about two weeks scouring the internet for good font options that were royalty free. I don't really have a budget for my project, and I'm not about to drop thousands on a font license. So, I took to the web and found a few (actually, found a lot but most of them were not a good fit).

After finally settling on a couple of fonts and fixing up my UI layouts to work with them, I was back on track. Though, I was thinking a lot more about my UI and how it is basically just white on black, and figured I should probably do literally anything but that.

Long story short, see screenshot above. It's a rev 1, but it is already lightyears beyond the black box / white outline situation I had going on before.

I'm feeling pretty good about the UI overall so far. The HUD itself could use some tweaks and polish, but that will all come with iteration as the game itself becomes more polished over time.

Though it has recently ballooned after an extensive playtest of my own, my Trello to-do list is slimming down for the next external playtest. I still don't think its ready for any kind of open beta test, but I'm encouraged by y'alls kind words so far, so keep in touch if you're interested when that time comes.

More to come after I get this playtest out the door. I'd like to finish my work on the website soon enough so I can begin actually publicizing.


Man, I've been wanting to play this.
Posted by LAR Games February 07, 2017 13:34 - 6.4 months ago
| [#1]

Ah, the joy of "Screw licensing fees, find a royalty-free replacement!"
Posted by DesertFox February 07, 2017 14:01 - 6.4 months ago
| [#2]

Ah, the joy of "Screw licensing fees, find a royalty-free replacement!"

I'd actually be fine licensing a few of the fonts I was looking at, which asked for a modest amount for unlimited embedding. The real issue is when I looked up how to license the font I was originally using (as I had grown pretty attached), it was fucking $3,600 for THREE APPLICATION LICENSES, so for every three copies of the game distributed, I'd owe $3,600.

The legalese defined an application license as a single instance of an executable application. I have no idea why they even bother having a license at that point.
Posted by twisterghost February 07, 2017 14:35 - 6.4 months ago
| [#3]

I see that font in a lot of games. But I still don't know which font it is! Aaaaa

I like that font more. More indie game feely tbh.
Posted by Kenon February 08, 2017 13:04 - 6.4 months ago
| [#4]

Ahh, Now I see why you brought up fronts with the UI framework I'm designing...

Right now I am not doing anything with fonts, but I easily could. But, you can adjust the sizing of the interface itself by setting a cell width and height.

Which led me to think, maybe I should have an option to wrap text inside groups... Thanks!
Posted by Alert Games February 11, 2017 15:28 - 6.3 months ago
| [#5]

Random note: I read somewhere, if you render the font to an image, you don't have to pay license fees for using. So, if I copy the ttf font to a bitmap font, doesn't that mean I can use the font freely as long as I distribute the bitmap file, not the ttf file?

(EDIT: Found this:
Posted by Jani_Nykanen February 11, 2017 15:34 - 6.3 months ago
| [#6]

@Jani, problem with that is, at least in america, it doesnt count :/

It's per-country, depending on what the copyright law defines. For most cases, making it a bitmap font still counts, because its technically software that is capable of rendering the font-as-designed to a screen. In some cases, you can get around it by rendering all possible strings in your game to static bitmaps and then rendering _those_ files, but thats really pushing it.

I did so much reading about this for like three weeks, its really upsetting lol
Posted by twisterghost February 11, 2017 16:04 - 6.3 months ago
| [#7]

problem with that is, at least in america, it doesnt count :/

Stupid America, ruins everything fun!
Posted by Jani_Nykanen February 12, 2017 3:20 - 6.3 months ago
| [#8]

Whats so special about that font anyway? it looks like it could have been made with ms paint
Posted by Alert Games February 16, 2017 0:09 - 6.2 months ago
| [#9]

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