When making a game in DBP, you can't use any font that the player doesn't already have on their computer, else a low-quality "system-ish" font is automatically used. So how do we work our way around this issue? What method does one use to implement his or her own custom font into a DBP project?
I was thinking that maybe you could port the font into the player's font folder, but that seems a bit "piratey." Some people might get ticked off if they find bizarre fonts that they didn't directly download in their fonts folder the next time they open MS Word. So then I thought about deleting the font after the software is done with it, but again, it's pirate-ish and seems impractical.
So the question remains... how do you go about using custom fonts that aren't available on every system? Let's face it: most, if not all of the pre-packaged OS fonts are dull and "corporate inspired," seemingly designed for universal adaptation to business memos, college papers, and other such formal or semi-formal applications. Some games simply won't work using Arial, Courier, or Times New Roman. In the game my Binghamton NY - based team is working on, we've worked around this problem by using custom fonts in static art, like front-end imaging, textures, and other non-coded applications. For instances where text is created/ displayed in code (multiplayer chat, mission objectives, etc.), we use standard fonts like Arial to "get the message across." But I'm fairly sure there must be some way to display custom fonts in code-created text messages.
- Matt
"Hell is an Irish Pub where it's St. Patrick's Day all of the time." ~ Christopher, *The Soprano's*