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Oh very interesting. Yeah sometimes certain software just renders the pixel fonts wrong, because not all software uses the same rules for how it places pixels it can be tricky to really track down the issue.

On the LOVE website it says that 12.0 is "In development" so this might be worth reporting as pixel art games probably aren't entirely unheard of in that engine. Looking through the changelog, there definitely were some changes to font/text classes:

  • Added initial support for right-to-left (RTL) text when using TrueType and OpenType fonts
  • Added a variant of Font:getWidth which takes a codepoint number argument
  • Added optional settings table variants for love.graphics.newFont, love.font.newRasterizer, and love.font.newTrueTypeRasterizer
  • Added love.graphics.newTextBatch (renamed from love.graphics.newText)

There was also this change:

  • Changed text layout and rendering in high-dpi situations to be more consistent across DPI scales.

This last one seems most likely the culprit, so if I can track down what exactly they changed there, this could be the source of the problem.

hmm

(2 edits)

This might be the relevant commit, and most likely line 127 is where it goes wrong. Not sure what would have to change to solve both my problem and the issue it's referring to, or if that is even possible. For now I can use the hack that I render the font as size 32, but then scale it down by half. It's not great, but it works.

Edit: Okay maybe it's not that commit specifically. But anyway, I'll make an issue for it. Thanks for the reply.