0 votes

I have a dialog box in my 2D game implemented using a RichTextLabel with a custom font (Vormgevers at 16px).

My game has an internal resolution of 432x243 (Project > Project Settings... > General > Display > Window > Size > Width / Height).

For some reason, sometimes letters in the dialog won't be displayed (the "i" in "in" is missing):
enter image description here

Even though they show correctly in the editor:
enter image description here

I also noticed that if I enter a space before the missing letter it shows up after the space:
enter image description here

I've tested the font and it works perfectly at this size on GIMP, so I'm guessing this issue has to do with the rendering the font in a small resolution...

Does anyone have any idea what I can I do to fix this? Thank you.

in Engine by (20 points)

Do you have Project Settings > General > Rendering > Quality > Use Pixel Snap enabled?

Your font doesn't look like it is lining up 1:1 with the pixels you are rendering. Note how sometimes the same character is rendered with a different number of pixels. (s in your example)

I do have it, yes. But you're right, some letters somehow are showing up smaller...

1 Answer

0 votes

Since you are working on a pixel art game, you could try using a BitmapFont instead of a DynamicFont.

by (866 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.