I take this opportunity to ask the devs one or two things about fonts in REXPaint:
I'm working with some friends on a demo for a text graphic library I've been working on, which will consists in a text-art animation runnable from the terminal. Notice text-art animation, not ASCII, not ANSI, not PETSCII. The library supports full unicode.
I'm in the process of choosing an editor or two to support natively (the library is just a graphic library, it provides an "objects with sprites" environment, like Scratch, I'd like to encourage the usage of a proper editor to draw the sprites).
With the latest update rexpaint came a lot closer to an "unicode editor", with the addition of extended fonts. This way we can use the atlas more like a palette, we pick a charset of unicode characters and we use them.
This tile-based approach is quite common, and probably versatile, (also required if dealing with PETscii art: I've found out from talking with Polyducks that the commodore's glyphs have just been added to unicode, almost no fonts support them yet), but it's incomplete, as the "text" concept is lost.
Playscii deals with this by using some metadata along the atlas to pair up every tile with the corresponding character. It would be nice if rexpaint supported this too, to have a proper tex export feature. (that now is just a gimmick from what i gather, as the characters are hard-coded from the default charset).
lvllvl.com has the same "issue" as now, it's something that becomes apparent as soon as different charsets are allowed.
If the glyphs used do not resemble any unicode character (or no metadata is provided), the export behaviour may be the same as now, backward compatible.
This, or the charset would have to be explicitly defined every time a .xp file is loaded in my library, because i use real text. Would be nice to have a native format.