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so I just need to port the shiftfont code into the subfont code, so that I can do shiftfonts of subfonts. but not subfonts of shiftfonts, that'd be silly
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the main trick is figuring out how to do it without having to copypaste like 8 lines of code, because again, inelegant.
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ok all my tests are now passing. admittedly that's mostly because I declared the output of the generator to be "correct", over screenshots of the game itself
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but yeah now I can generate clean dialogue in the death screen. that's, uh, 3 down! SEVEN more to go.
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based on the length of this thread I expect I'll have this done sometime around thursday if I don't slack off. and since I have ADHD and will definitely slack off, a more reasonable estimate is late 2027
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it's been over three years since I started working on Castlevania: Symphony of the Night in the generator and maybe sometime it will be done
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I went with a Neil Gaiman quote to introduce adding Castlevania: Symphony of the Night to the image generator! BUT ENOUGH TALK. HAVE AT YOU! foone.github.io/SierraDeathGen
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I might need to slightly edit out the fact I'm level 99 twenty minutes into the game
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oh fuck me THE TITLE FONT HAS TWEAKED SPACING and this doesn't show up normally because everyone has single word names, until you get to Master Librarian
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in the typography business this is own as the highly technical industry-specific term of "bullshit"
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anyway the worst part: you know how I talked about implementing shift-fonts of subfonts? this now means I can't use that work. I need to promote the shift-fonts to full fonts, because they're no longer identical.
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maybe I should just refactor the whole font system so fonts can have their own descriptions and also have an "parent-font" link which lets them inherit all their unspecified attributes from another font
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at some point I might want to put a bestiary thing into the generator but I've scope-creeped enough for today
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wait a minute all my stats are the same they didn't change at all! that means... THE GOGGLES! THEY DO NOTHING!
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