Implementing Fonts

Adding fonts is relatively simple. So let’s go to our fonts area and import fonts.

Now in the free version, you’re only allowed one font at a time.

So I’m going to pick one that looks pretty good here, FasterOne-Regular.ttf

Then go to import.

So in that import, you select FasterOne, which looks pretty good.

It seems pretty good for a specific font, although the font itself may be a little bit outdated.

It’s pretty simple. So you can play with as many fonts as you want there. For example, let’s say you want to change the font. First, we’ll go to the System and On start of layout and display Text.

And in this Text here, we will set the Text.

We can set the font face.

And then, in this case, if you want to set it to FasterOne, you can do it there.

You can select the style to be bold if the font allows it or doesn’t.

You won’t be able to do that because the font has to enable it. Now another thing I’m going to add is a sprite font. Now sprite fonts are kind of old.

And if you look at the sprite font, all it is is that its kind of like a matrix of fonts, and these fonts are just crudely drawn in. And if you’re going for a new retro feel, this is what you want to use. I wouldn’t say I like sprite fonts because I’d use Monospace fonts instead. I wouldn’t say I like using the best. I think the best way to make a retro game is to create a retro game that doesn’t exactly use retro technology but is more of a hallmark of old-fashioned technology. You can have pixel art. You can use Monospace fonts here, but instead of 256 colors, you can use the standard RGB colors. That’s what many new retro games, or the retro feel games, do. They use modern technology to give an approximation or take whatever was limited to the technology back then and make it better. So that’s something you want to do as well.