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How do you copy fonts to project in gamemaker?

Published in GameMaker Fonts 4 mins read

In GameMaker, you primarily integrate fonts by creating Font assets, which embed the necessary font data directly into your game. For specific scenarios requiring the inclusion of the original font file (such as for Marketplace assets or other distribution needs), GameMaker provides a dedicated "Copy To Project" option to bundle the actual font file alongside your compiled game.


Integrating Fonts as GameMaker Assets

GameMaker handles fonts by allowing you to create a "Font" asset. When you create this asset, GameMaker processes the selected font file (e.g., .ttf or .otf) and embeds the necessary font data directly into your project. This means you don't typically "copy" the raw font file for standard in-game use; instead, you're creating a usable resource that your game can render.

Steps to Create a Font Asset

To use a font in your GameMaker project:

  1. Open the Asset Browser: On the right-hand side of the GameMaker IDE, locate the "Asset Browser."
  2. Create a New Font:
    • Right-click on the "Fonts" group in the Asset Browser.
    • Select Create > Font.
  3. Configure the Font Asset: A new Font Editor window will open.
    • Font Name: Choose the font family from the dropdown list of fonts installed on your system.
    • Size: Set the desired font size in pixels.
    • Bold/Italic: Apply bold or italic styles if needed.
    • Character Range: Define which characters from the font should be included. This is crucial for optimizing performance and file size. You can select:
      • All: Includes every character.
      • ASCII: Standard English characters.
      • Digits: Numbers 0-9.
      • Custom: Specify a range (e.g., 32-126 for common symbols) or individual characters.
    • Anti-aliasing: Enable or disable anti-aliasing for smoother text rendering.
    • Scale: Adjust the font's scaling behavior.
  4. Save the Font Asset: Close the Font Editor, and your new font asset will appear under the "Fonts" group. You can now use this asset in your game's code to draw text.

For more detailed information on creating and using font assets, refer to the official GameMaker Manual - Fonts.


Bundling Original Font Files with Your Project

While creating a Font asset embeds the data for in-game rendering, there are specific situations where you might need the original font file itself (e.g., myfont.otf or myfont.ttf) to be included alongside your compiled project. This is particularly relevant for:

  • Marketplace Assets: If you're creating an asset for the GameMaker Marketplace and need to distribute the font file for users to install or use separately.
  • Licensing Requirements: Some font licenses may require you to distribute the original font file.
  • External Tools or Launchers: If your project includes an external tool or a custom launcher that needs direct access to the font file.

Using the "Copy To Project" Option

When working with certain font types, specifically .otf fonts, and you need the original font file to be present in your project's final output bundle, GameMaker offers a direct way to include it:

  1. Locate the Option: Within the GameMaker IDE, when managing a font resource, particularly for .otf files, you can check the option Copy To Project.
  2. Select the Font File: This action will open your system's file explorer.
  3. Choose Your Font: Navigate to and select the desired font file (e.g., MyAwesomeFont.otf) from its location on your computer.
  4. Bundled with Project: Once selected, this font file will be automatically added to the collection of files that are bundled with your GameMaker project's output. This ensures the raw font file is available in the final distributed package of your game or application.

This method explicitly copies the source font file into your project's build directory, making it accessible in the compiled game's distribution folder, separate from how GameMaker internally uses the font data for rendering.


Best Practices for Font Management

Efficient font management is key to a polished and performant game:

  • Licensing: Always ensure you have the appropriate license to use and distribute any fonts in your project.
  • Character Ranges: Only include the characters you truly need. Using "All" characters for a large font can significantly increase your project's file size and memory footprint. Custom ranges or "ASCII" are often sufficient.
  • Font Consistency: Maintain a consistent font style and size throughout your UI for a professional look.
  • Performance: While modern systems handle many fonts well, using an excessive number of very large font assets can impact load times and memory usage.
  • Fallback Fonts: Consider having a simple, common font as a fallback for any text that might not be covered by your primary fonts.