I'm considering some of your fonts and I would like to ask about the fact that although the fonts are designed with different sizes as noted in their descriptions (like this one at 6px or NOCIVE at 15px etc.), they all have the same suggested sizes of 12/24px.
Would they all render correctly at the suggested sizes (or I assume multiples of 12px) when used in an engine?
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.
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.
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.
← Return to pixel font
Comments
Log in with itch.io to leave a comment.
Hello! Sorry for somewhat a noob question.
I'm considering some of your fonts and I would like to ask about the fact that although the fonts are designed with different sizes as noted in their descriptions (like this one at 6px or NOCIVE at 15px etc.), they all have the same suggested sizes of 12/24px.
Would they all render correctly at the suggested sizes (or I assume multiples of 12px) when used in an engine?
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.
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.
curious why this is one of a few of your fonts not on sale at the moment :)
Hey! No reason in particular, I just picked 40 fonts for my current bundle - maybe this will be in a "Season 2" of 40 more fonts eventually 😉
I really like the look of this font, does it work in Godot?
Of course it does!~✨