Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Hello! I’ve run into a bug using the redacted shaders with google’s Spectral font & others like it. The font has quite a bit of vertical blank space (unaffected by line_leading and line_spacing, its within the font itself) that interacts oddly with the shader and produces an effect twice the height of the text. (black background demonstrates the size of my dialogue entries) I haven’t tested Every Shader, but it looks like most of the others work just fine.

I determined that it has to do with the font because it worked fine when I replaced it with DejaVuSans using GUI-level styling.

So I thought, hey, bandaid solution- lets just change the font for every instance that we use this shader! Nope.

j "Oh, uhm, {font=DejaVuSans.ttf}{shader=RedactedGlitch}Name{/shader}{/font}, right? It's, uh, good to see you!"

It’s hard to tell, but changing the font from within the dialogue kind of… stretches? the new font to act like the old font. You can see it when I change the entire line with the same method:

j "{font=DejaVuSans.ttf}Oh, uhm, {shader=RedactedGlitch}Name{/shader}, right? It's, uh, good to see you!{/font}"

This feels like the silliest bug I’ve encountered throughout my entire project, hope you can help! (edit: I’m using renpy 8.5.3, and couldn’t get the font gallery to work either so I didn’t use that to test anything)