programnoir / gdtemplate Goto Github PK
View Code? Open in Web Editor NEWGodot template for game projects (Godot 4.x)
License: Other
Godot template for game projects (Godot 4.x)
License: Other
Time to add fonts and font options to the project. The goal is not to offer a variety of font options for aesthetic themes, but to utilize fonts that are designed with intent of improving accessibility.
(English) Accessibility fonts:
Language fonts:
Nice going, me. Thoroughly test the thing, next time.
There are black borders along the top and bottom of the screen. This may be related to how the content scaling of the project works specifically. It is most likely that the solution could involve changing the size of the window itself. I'll need to explore this in more detail to get this issue ironed out.
Add the option to enable borderless windows in settings > video tab.
Per the wiki's guidelines, the project will need an update the correctly renames folders, nodes, variables, and so on, until the style guidelines are properly adhered to.
This project needs both documentation and a code cleanup pass. For now the guidelines need to be defined.
Steps to replicate:
Fixed in new branch, will merge soon.
Since GDTemplate is at a reasonably stable state, I'm going to move forward with porting a plugin featuring the dialog database as well as an example UI for it.
This occurred because I only have a 1080p monitor and failed to specify maximum font size values for monitors of that size.
Context for those seeing this: You can increase the scale of the UI content in this template, and this impacts the size of the font, which you can also change. To avoid text being too large for the UI, maximum font sizes need to be specified according to game scale. Because I have a 1080p monitor, my game scale only went up to 4, so I created an array for maximum font sizes for up to 4 values -- it's something that developers can easily modify (if they can find it, which is a separate issue), but the UI on the player's end can do weird stuff if these values are not set.
Probably should've considered a smarter solution than an array, haha. Probably the best course of action to handle this is to set up a mathematical fallback formula based on the current values for these fonts.
Steps to reproduce:
Message: E 0:13:51:0094 step: <Tween#-9223371888745510804>: started with no Tweeners.
<C++ Error> Method/function failed. Returning: false
<C++ Source> scene/animation/tween.cpp:301 @ step()
This is a first-time setup menu that attempts to accommodate users who are launching a game for the first time.
Ideas for this menu that would need to be implemented separately:
Currently, the names of Actions and InputEvents cannot be translated, meaning that the keybinding section of the template is exclusively in English. The main idea to fix this would be to provide translations for the unhidden built-in actions as well as the InputEvents that can be assigned to them.
Need a simpler folder and file naming system than the one currently being used. Some laptops are running into particular issues with filepaths being too long.
Caused by an invalid variable name reference in the signals file of the float manager in the dialog database.
Issue is fixed in the current branch as it's needed for testing the dialog nodes but I may need a branch to resolve this bug while I work on the example dialog UI.
Once the database editor is merged, the next thing to do is create an example dialog system that demonstrates some of its features.
Every change I make to the editor is adding nonsense to my github commits. Only the changes to the actual project need to be considered.
Keyboard navigation allows for players to navigate between tabs, but if the text of tabs is too large, it only brings the focus into view enough that the button displays, while the next tab does not.
In this visual example, the Audio tab cannot be clicked because it is still cut off and fails to be accessible via mouse.
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