Mari0 with different fonts
Ok, so these mods only change the font.
Super Mario Bros 2 Font:
http://www.mediafire.com/?sdcc5nbzdtm781e
Super Mario Land Font:
http://www.mediafire.com/?i3monezizrm34qz
Corrupted:
http://www.mediafire.com/?9lfqjc7rtd3evxq
Super Mario Bros 2 Font:
http://www.mediafire.com/?sdcc5nbzdtm781e
Super Mario Land Font:
http://www.mediafire.com/?i3monezizrm34qz
Corrupted:
http://www.mediafire.com/?9lfqjc7rtd3evxq
Last edited by Vyper on 17 Jan 2013, 15:26, edited 2 times in total.
- TripleXero
- Posts: 892
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The fonts in Mari0 are from an image file if I remember correctly, so that would be pretty hard if not impossible
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
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Through a mod? I can see with another program, but then again I'm not the smartest with LOVE
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Tiles are customizable. Graphics are becoming with a tileset. I don't see what the problem is with fonts.
It just needs to keep dimensions.
EDIT: I think editting this based on mappacks will already be in SE.
It just needs to keep dimensions.
EDIT: I think editting this based on mappacks will already be in SE.
- TripleXero
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- Joined: 08 Aug 2012, 00:23
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I was saying uploading fonts straight into Mari0 would be hard/impossible, not just editing them
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Upload? You could probably treat them like mappacks if you want.
That does seem simple, but I can't code.
It's actually extremely simple, you just need to call this line:TripleXero wrote:I was saying uploading fonts straight into Mari0 would be hard/impossible, not just editing them
Code: Select all
fontimage = love.graphics.newImage("path/to/font.png")