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Thank you, finding the best way to convey informations was the hardest part in coding this. And there is still room for improvement, I was lucky to have a working game early to playtest and have feedbacks.
For the resolution, I think I've missed a basic of godot because I don't really know how to scale a node2D sprite... I'll have to look into it. But having a bit of gray is better than having the useful part of the map masked by the panel.

Also for the font, it's useful for people having difficulties to read due to visual impairment. Though I could have use directly the better font to prioritize readability over style...

Personally I think using the stylized font, then an option to switch was a good approach. For the scaling, you may just have to mess with the stretch options in Project > Project Settings > Display > Window > Stretch. Very minor issue, still had a blast!

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Thank you for the tip, I should have taken the time to check this...