Wild story, a font service was bought out by a US company and now they are absolutely dogshit and it'll particularly heavily affect JP games, especially service titles.
Wild story, a font service was bought out by a US company and now they are absolutely dogshit and it'll particularly heavily affect JP games, especially service titles.
No other options, no other recourse beyond "hope they change their minds I guess, this sucks!".
Monotype can go to hell lol they've always been like this.
Wild story, a font service was bought out by a US company and now they are absolutely dogshit and it'll particularly heavily affect JP games, especially service titles.
No other options, no other recourse beyond "hope they change their minds I guess, this sucks!".
Monotype can go to hell lol they've always been like this.
i have a quest tracking system now
#aLtProject #aLt-Project #gamedev #GodotEngine #indiegame #RPG #JRPG #DRPG
i have a quest tracking system now
#aLtProject #aLt-Project #gamedev #GodotEngine #indiegame #RPG #JRPG #DRPG
anyways uh here's the paradigm/weapon switching system i've been trying to do for a while now
#aLt-Project #aLtProject
anyways uh here's the paradigm/weapon switching system i've been trying to do for a while now
#aLt-Project #aLtProject
i have a quest tracking system now
#aLtProject #aLt-Project #gamedev #GodotEngine #indiegame #RPG #JRPG #DRPG
i have a quest tracking system now
#aLtProject #aLt-Project #gamedev #GodotEngine #indiegame #RPG #JRPG #DRPG
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.