I made a native-DBP module that you can use to get bitmap fonts up and running using a few very handy functions.
In the attached demo, I used a font called "Old German" that I found on
SimplyTheBest.net/fonts/.
Download the latest demo (07 Aug 2008 12:14:00)
This code will take your bitmap font image (it can be any format) and copy each section to separate images according to the specified rows and columns. It copies each section by memblock, so there's no loss of quality and no opaque background if your font bitmap is transparent.
To use this...
Take a look at whichever bitmap font you intend to use.
The bitmap font must be in line with a universal grid! It is also recommended that your lower-case letters are smushed against the left edge of each grid cell.
Create a text file with all the letters and symbols in the same exact order, left-to-right and top-to-bottom, with no spaces (unless there is a "space" character in your bitmap font) and no linebreaks. If there are any unused spaces, type a symbol that you don't think anyone will be typing in your game (like å or я, or a Chinese character).
So, go ahead and use it as you like, just put me in your credits if you decide it's good enough for your release. I also want your opinions on its functionality, and even the code itself, seeing as you have the whole thing.
Remember those old guys? They made epic renders, I think one of them was called DaVinci, and all they used was MS Paint. Sometimes it's just skill....