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Hello! The suggested size is expressed in points (pts!) not pixels. A font rendered at 12 points will be shown 1:1 on screen. So, in the case of Torch, it will have a cap height (the height of uppercase letters!) of 6px. 24 points will scale it 2x , 36 will be 3x and so on.

It's important to use pixel fonts at the correct point size to avoid uneven upscaling (that will look horrible and create artifacts, like with pixelart in general!). If you want, you can try with one of my free fonts before committing to a purchase. What about Yolk? https://somepx.itch.io/free-font-yolk

Let me know if I can help in any other way, no problem at all.

Heya! Thanks for replying to me.

Yeah I noticed it was expressed in points too, but I wasn't sure what that means. I just know text editors like Microsoft Words or Google Docs uses points, but game engines use pixels (I'm using Godot), so I assumed it was meant as pixels. As you can probably tell I'm not much of a font expert haha.

I tried out Yolk like you suggested and saw that the font is meant to be used in multiples of 16. I noticed most of your other fonts say set font size at 16 in Aseprite, so I assume it means all of your fonts, regardless of different cap height, are meant to be used with multiples of 16px sizes? Except for some larger fonts that are suggested to be set at 32px.

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Hey! That's correct: to show my fonts at the intended size in Godot, set them to a multiple of 16 (or 32 for those larger fonts). Make sure to disable any kind of antialiasing.