Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Adding new languages proved to be more work than expected. Almost all languages added required new characters that were not in the pixel font and adapt the game code to use the new characters and add the ReadMe in the new language and update all the ReadMe with credits to the new translator... both for Windows and Linux.

The web upload is ideal for small files like 10MB. It worked before so it feels like a software regression.

(+1)
That's fair on the regression, and the ticket is the right route for it. If it used to work at that size, something changed on their side. On the font work, one thing that bit us hard when we added accented glyphs to a pixel font. The font was generated from one shared table, but each build also carried its own hand typed copy of the alphabet and searched it using the generated character count. Adding nine glyphs moved that count everywhere, so the lookup ran past the end of the older arrays. It didn't crash. It printed a wrong glyph, most often for the space, and only on some screens. Worth checking that everything indexing your character set reads its length from the same source the font is built from, rather than from a constant that was correct before the new languages went in. If Windows and Linux embed the font separately, compare the built bytes. Ours both compiled fine while one was wrong.

Yes, character index was one of the issue for me too. It was also my first project were I used multiple languages. At first it read text from UTF-8 and read characters that had up to 2 bytes per characters. Guess what happened when came a new language using some 3 bytes characters...