Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Ah. Well, you say the font is 8x11, so that sounds like a monospace font. Do you have most of the ASCII table covered? In that case, you can just distribute it as a png sprite sheet, layed out correctly, similar to this: https://opengameart.org/content/bitmap-font-pack  (that's what I just used last weekend for a pixel art game.) I guess many developers will know how to use that. You can also do that if you don't have most of the ASCII table covered, but then include sufficient white space in your sprite sheet, or replace them by random custom symbols.

I also read that you can convert it to angelcode .fnt font format, which can be used in Unity, but I'm no expert there. Some links:

https://www.angelcode.com/products/bmfont/

https://github.com/litefeel/Unity-BitmapFontImporter

In any case, don't try to make a true type font (.ttf file) out of it - that's a waste. Bitmap fonts have disadvantages (fixed size), but also advantages (can be colored, fit with "pixel art" look).

(1 edit)

i do have the full sprite sheet, thanks this is actually a great idea !

i will most definitely release the font this way, next time i'll maybe learn a font program for colored fonts but for this, 

it's better to not have to start over in a program i'm not familiar with

i will also probably go through my released fonts and add the .png files as they are all in ttf, that way people can use or convert them however.

i did eventually notice the scaling issue with ttf, i had not previously known about it until i had already created several fonts that way.

now i know lol