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(+1)

Hi! Really like this font and I've been using it for my project (part of a jam, releasing tomorrow!). I have this issue where when I set the font to 11, if the text is too long it stops being sharp. Do you know why this could be happening? I have almost 0 knowledge in fonts so I'm not sure if this is an engine issue or a font issue (or both). Here's how it looks:

(1 edit)

Hi! Thanks for getting in touch

That's really odd, not sure what the issue is there but happy to help if I can. Could I ask what engine you're using so I can take a look at potential issues?

Also - does the issue only occur with this font or with any font selected?

I'm using Godot 4 and I tested with this other font and the issue wasn't happening at the default font size.

No worries! I'm in work at the moment, but I'll see if I can reproduce it when I get back this evening and get a solution for you :)

Ok great! I just published it here in case that helps: https://sparkyondo.itch.io/catch-the-greeble.

(+1)

Hi again! Sorry to keep you waiting, but I think I have the fix :)

In the default import settings for .ttf format fonts in Godot 4 antialiasing is turned on - for pixel fonts like mine, you'll want to disable this to ensure it renders correctly. 

To do this, double click on the font file from inside the Godot editor, which should bring up a dialogue box:

From here, you'll want to set antialiasing to "none", which should fix the majority of artifacts you see.

You may also want to disable hinting, or adjust subpixel positioning - these will likely have a subtler effect, depending on your project settings.

Make sure to reimport the font using the button at the bottom of the dialogue box before closing it to ensure your changes are saved.

Hopefully this helps, but let me know if there's any further issues! :)

That did it! Thank you so much! :D