OneMoreLevel VS signed-distance-field-font-generator

Compare OneMoreLevel vs signed-distance-field-font-generator and see what are their differences.

OneMoreLevel

A turn-based Roguelike game made with Godot engine. (by Bozar)

signed-distance-field-font-generator

Automatically exported from code.google.com/p/signed-distance-field-font-generator (by Vailias)
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OneMoreLevel signed-distance-field-font-generator
3 1
40 18
- -
0.0 0.0
over 1 year ago almost 8 years ago
GDScript C#
MIT License GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

OneMoreLevel

Posts with mentions or reviews of OneMoreLevel. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-05-21.
  • Sharing Saturday #363
    5 projects | /r/roguelikedev | 21 May 2021
    It is not a technical issue. I draw four maps with REXPaint, which is quite handy. I use two Godot scripts (FileIOHelper.gd and DungeonPrefab.gd) to read a txt file and output terrain data. I can flip the map horizontally and/or vertically if necessary. Problem is, in my mind, ninjas should enclose on all sides and our ninja slayer keeps dodging attacks until the time is right. He fights back with lightning speed and covers narrow corridors and chock points with soul fragments (yellow question marks). But the game does not play like that. I need more time to find a solution.
  • Sharing Saturday #358
    6 projects | /r/roguelikedev | 16 Apr 2021
    This week I have raised the difficulty of a few dungeons. I have also added more colors based on players' feedback which greatly improves game experience (see demo above). Therefore I published a nightly release on GitHub and itch.io. I picked all the colors ([grey](f8f9fa-e9ecef-dee2e6-ced4da-adb5bd-6c757d-495057-343a40-212529), green and orange) from Coolors. Below are their hash values.
  • Sharing Saturday #352
    11 projects | /r/roguelikedev | 26 Feb 2021
    Demo | Github | itch.io | Twitter | Dev Blog

signed-distance-field-font-generator

Posts with mentions or reviews of signed-distance-field-font-generator. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-16.
  • Sharing Saturday #358
    6 projects | /r/roguelikedev | 16 Apr 2021
    If you're interested in nice-looking fonts at any resolution, check out the paper Improved Alpha-Tested Magnification for Vector Textures and Special Effects by Valve, and you can find code online (here and here)

What are some alternatives?

When comparing OneMoreLevel and signed-distance-field-font-generator you can also consider the following projects:

RogueSharp - A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod

stb - stb single-file public domain libraries for C/C++

libGDX - Desktop/Android/HTML5/iOS Java game development framework

godot-mrpas - GDScript implementation of Mingos' Restrictive Precise Angle Shadowcasting algorithm

spdlog - Fast C++ logging library.

panspermia

BrogueLite - This repository is deprecated. Please see Brogue Lite at the new repository.

VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.

tcod_tutorial_v2

png2rex_rs - Utility for converting PNG files to REX Paint .xp files.