TEXT FONT
Fonts can be an otf (open type) or ttf (true type font) file.
To add a new font to your game, you have to copy the file in the assets/pictures directory.
Then, in the same location, create a text file called yourFontName.fontdef.
Open this file with a text editor, and add this:
font yourFontName
{
type truetype
source yourFontName.ttf (or yourFontName.otf)
size 64
resolution 72
code_points 32-255
}
!!! Don’t forget to replace yourFontName with the name of your font!
For example, if you are importing comic.ttf, the resulting script should be:
font comic
{
type truetype
source comic.ttf
size 64
resolution 72
code_points 32-255
}
For Japanese characters:
You need to use this template:
font myJapaneseFont
{
type truetype
source MochiyPopOne.ttf
size 64
resolution 72
code_points 32-255 //latin
code_points 12288-12351 // japanese-style punctuation
code_points 12353-12447 // hiragana
code_points 12448-12543 // katakana
code_points 19968-40959 // kanjis
code_points 65280-65519 // Full-width roman characters and half-width katakana
}
Note: please don't use any space in the font name.
BITMAP FONT
You can import a custom bitmap font. You can create a font using colors, shadows… The import process is a little convoluted, but you can do it!
With a software:
First, download and install Bitmap Font Builder:
http://www.lmnopc.com/bitmapfontbuilder/
>> Launch it.
>> Choose a font you like as a starting point
>> Choose a texture size (ex: 1024)
>> You can play with the font size: you can press the checkbox near the font size to maximize the characters. But if you want to add some drop shadows, for instance, you can decrease a little the size to add space around characters.
You can display the grid to help you in this case.
>> Save the picture in 8-bit in tga.
>> Then do File > Save Font Widths (Byte format ) and save this file with the same name as the tga, but with a .dat extension.
Converting the font
>> Download the small fontConverter.exe tool:
fontConverter.exe
>> Copy it into an empty directory
>> Copy your .tga and .dat in this directory.
>> Run the converter
>> You need to answer some pretty self-explanatory questions:
. Enter a name for your new font (ex: hardcoreMetal)
. Enter the name of your .tga (ex: hardcoreMetal.tga)
. Enter the size of the texture you saved (ex: 256)
. Enter the name for the .dat (ex: hardcoreMetal.dat)
. Then you need to add pixels around your font, only if you plan to add a drop shadow or glow. If not, answer zero.
Note: you can use your paint software to retouch the .tga, add gradient, colors…
>> Copy the .tga and the generated .fontdef in the Assets/pictures directory of your game
Or, customizing a sample:
The disadvantage of this method is that the letters have the same squared size. So the space between letters is going to be different.
A sample could be downloaded HERE.
Then, you can use your paint software to retouch the .tga, add gradient, colors…
Then copy the square.tga and the square.fontdef in:
>> Assets/pictures directory of your game.
SCORE AND MULTIPLIER FONT
Scores and multiplier font works like animated sprites.
You need to put all the numbers, an X, a dot, and a coma in the same picture. All numbers need to have the same size, like 32×32, or 32×64 for example.
Score pictures should be saved in Assets / Pictures.
An 832×64 pixels picture:
A 416×32 picture: