diff --git a/README.md b/README.md index e3fd143..cd7ab3b 100644 --- a/README.md +++ b/README.md @@ -6,8 +6,6 @@ (note—you can't display Bulgarian and Russian glyphs at the same time, you must ```reload()``` them upon the change of locale of your game) -**Font demo** — head to the **[Release](https://github.com/minjaesong/Terrarum-sans-bitmap/releases)** tab - This font is a bitmap font used in [my game project called Terrarum](https://gitlab.com/minjaesong/terrarum) (hence the name). The font supports more than 90 % of european languages, as well as Chinese, Japanese and Korean. More technical side, it supports Latin-1 Supplement, Latin Ext-A, Latin Ext-B, Cyrillic (Russian, Bulgarian, Serbian), Greek, Chinese (limited to Unicode BMP), Japanese, Korean (all 11 172 possible syllables). The code for the fonts are meant to be used with Slick2d (extends ```Font``` class). If you are not using the framework, please refer to the __Font metrics__ section to implement the font metrics correctly on your system. @@ -22,7 +20,11 @@ You can contribute to the font by fixing wrong glyphs, suggesting better ones, e Font Spritesheets are stored in ```assets/graphics/fonts``` directory. Image format must be TGA with Alpha — no PNG. If someone needs PNG, they can batch-convert the font using utils like ImageMagick. -## Using on LibGDX +## Using on your game + +- Firstly, place the .jar to your library path and unzip spritesheets, then: + +### Using on LibGDX On your code (Kotlin): @@ -65,7 +67,7 @@ On your code (Java): } -## Using on Slick2d +### Using on Slick2d On your code (Kotlin):