I recently sunk about two full days into using FontForge to develop my own custom pixelated font. Most font tutorials weren't designed for pixelated fonts, so there was a bit of a learning curve. I thought I'd post a tutorial outlining what I'd learned, both for posterity and for myself when I inevitably forget all of this in a month or two.
My font currently looks like this:
You'll notice that I've replaced a lot of the latin-1 character set with standard RPG symbols like swords, shields and potions. You may have also noticed that the & symbol is a heart. An advantage to making your own font is the freedom to add whatever symbols your game requires.
In this tutorial, you'll learn how to create a font, how font sizing works, how to draw glyphs by outline, and how to use the bitmap strike editor to draw your font pixel-by-pixel. I'll then cover two options for converting bitmap strikes to outlines so that they'll be rendered correctly by other applications, with a custom shell script I wrote for this purpose that will trick FontForge into tracing pixelated outlines of your bitmaps for you. Note that this tutorial is not so much about how to design the appearance of the font, but in the mechanical aspects of creating a TrueType font that can be rendered by standard text libraries.
We'll be using FontForge, a free font editor that's quite powerful and easy enough to use once you get the hang of it. Note that I'm doing this on a Linux system; FontForge works on Windows and OS X, but some of the minor details might be different, so you'll have to figure those bits out yourself.
After you install and start FontForge, you have two choices: either use an existing font as a starting point, or create everything from scratch. To create a new empty font, choose File > New - this gives you freedom at the expense of making things a bit more difficult. To use an existing font, just open it with File > Open.
Font Sizes
One thing you need to understand right off the bat is how the final pixel size of your font will be calculated. Knowing this will allow you to get everything pixel-perfect from the beginning.
The size, in pixels, of a character in your font is given by this formula:
pixel width = (glyph width / em size) * font size
The glyph width is set on a character-by-character basis by choosing Metrics > Set Width from the menu. The em size is a font-wide property. You can change the em size by choosing Element > Font Info from the menu, clicking on the General tab, and changing the value in the box, which by default is 1000. (Strangely enough, if your em size is not a power of 2, FontForge will complain, so by default it's going to complain about the em size! You can safely ignore these warnings - you probably don't want an em size that's a power of two, unless the pixel resolution of your characters is also.)
If your goal is just to turn an existing pixel font into a fixed width font, it's pretty easy: select all the glyphs you're going to use or use Edit > Select > Glyphs Worth Outputting, Metrics > Set Width to the maximum width, and Metrics > Center in Width to center them all.
Getting the size right from the start is important. If your pixel font ends up being a non-integer number of pixels across, you'll have spacing issues. As an example, I was originally using a maximum glyph width of 400 but left the em size at 1000. With a font size of 24, 400/1000 * 24 = 9.6 pixels. This resulted in uneven spacing until I corrected the em size.
You have a couple of decisions to make from the offset: the resolution in pixels of your font, how many points you'll use in FontForge per pixel, and whether the font will be fixed width or not. There's no special setting for fixed width - to make a fixed width font, you just set the width of each character to the same value.
My example font is designed to be a maximum of 10x10 pixels. I decided to make capital letters, punctuation, and numbers fixed width, but lower case letters variable width (this lets me have nicely aligned menu screens that use all capital letters, but saves space when displaying other text.) The font I used as a starting point was using roughly 40 points per pixel. So, my em size is 10x40 = 400. When the font is finished, I'll use it at multiples of 10 points (the same as the number of pixels) so that everything is an integer: if a glyph is the full 400 points, it will span 400/400*10=10 pixels; a 6 pixel glyph would take up 40*6=240 points for 240/400*10=6 pixels, etc.
Editing Font Outlines
From the onset, if you're starting with a blank font, all of the glyphs will have red X's in them. To create a new glyph, first set its width by clicking on it and selecting Metrics > Set Width. To demonstrate, we'll create the capital letter I. Since my capital letters are fixed width, I'll set the glyph to have the maximum width, which is my defined em size, 400.
After setting the width, double click on the empty I box to bring up the outline editor.
You can mouse over the tool icons to find out what they do. We'll use the rectangle tool to draw a simple outline of the letter I:
This is definitely not pixel perfect right now. Click on individual points or edges and you can see their exact point coordinates in the upper left corner of the window; you can use the arrow keys to adjust them one pont at a time until everything is a perfect multiple of 40. Choosing Element > Overlap > Remove Overlap from the menu will merge the overlapping rectangles into a single shape.
The letter I is not particularly challenging, which is why I chose it. Letters like Q, R, S and W are going to be incredibly tedious to draw using rectangles and manipulating things point by point.
"There has to be a better way," you may be thinking. Well, there is - sort of.
Bitmap Strikes
A "bitmap strike" is a bitmap version of your font at a specific point size. It allows you to draw, pixel by pixel, exactly what your character should look like at a given size.
Choose Element > Bitmap Strikes Available from the menu and the bitmap strikes window will pop up - add the desired font size to the "pixel sizes" list (in our case, 10.) Make sure the "create rasterized glyphs" box is checked and press OK. Now, choose View > 10 pixel bitmap to leave the outline view and see your new bitmap glyphs. Double click on any of them to bring up the bitmap editor:
The green outlines are the rectangles I just drew, but you can also see a 10x10 grid. I can click on individual grid cells to fill or erase them. This makes drawing individual glyphs much easier, as it's similar to how you would draw them in GIMP or Photoshop or Paint.
Now, here's the catch - programs don't always seem to respect these bitmap strikes. For one, Adobe Flash doesn't seem to. In order to ensure that your font displays properly, you really should have outlines for all of your characters. So, after drawing glyphs in the bitmap strike editor, we need to convert them into outlines.
Save your font as a TTF by choosing File > Generate Fonts. Now, import the font into itself. Choose File > Import, find your font, check the "import as background" box, and press OK. Your glyphs now have a background image generated from the bitmap glyphs you created earlier. This background image doesn't do anything on its own - it's just there to help.
We have two options here. First: you can use the rectangle tool to trace this background image. This is a bit easier than trying to create the glyphs freehand in the outline editor.
The second is more automatic but also a bit more involved to set up.
Autotrace
FontForge supports "autotracing" vectors from bitmaps, which is a feature we'll be abusing. You'll need the Autotrace or Potrace tools installed (refer to FontForge documentation.) When editing an outline, if you have either of these tools installed, you'll see the menu option Edit > Autotrace. Click on it and it will create an outline from the background bitmap image.
You'll notice, however, that the new outline isn't pixelated! Autotrace and Potrace aren't designed to trace pixels, they're designed to smooth them away, which is not what we want. To fix this problem, we'll need to trick FontForge.
I'm using Potrace for autotracing. When FontForge calls Potrace, it runs an executable called potrace on my system path with a set of arguments. This means I can trick FontForge into calling a custom executable by renaming potrace to potrace-bin and creating a new executable shell script at /usr/bin/potrace.
The script will look like this. What it does is first magnify the background image passed in by 10 times, then trace the resulting magnified image. This means that what previously was a pixel is now a 10x10 square of pixels, and potrace won't smooth these over.
Now when I use Edit > Autotrace, this script is called. Voila!
We're not quite finished, though. Ideally, my script would also scale the resulting outline down to 1/10th of the size, but I wasn't able to figure out how to do this - so you'll need to do it yourself. Choose Element > Transformations > Transform from the menu. Choose "Scale Evenly" and enter 10%, then set the origin to "Glyph Origin."
Okay, so that was a bit involved. The good thing is that you only have to do all of this once. Draw all of your bitmap strikes, save your font and import it as a background, select each glyph you want to create an outline for, Autotrace, and Transform. FontForge will apply these same operations to every glyph, and you'll have a new set of pixelated glyph outlines. Save your font and load it into your game!
If you're on Linux or OS X, this should work. If you're on Windows, I can't help you, but hopefully you could use a similar strategy with msysgit or cygwin.
Conclusion
To wrap up: it is absolutely feasible to create a pixelated font for your game. Expect to spend a few hours getting used to FontForge's interface and drawing the glyphs; if you're able to use a Linux or OS X machine to do the design, the shell script I've written should save you a lot of time generating pixelated outlines.
Hope this helped! Leave any questions in the comments and I'll do my best to answer them.
Comments on Reddit
This is super useful tutorial. Thanks a lot!
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