Why bitmap
One size, drawn on purpose.
A normal font describes letter outlines with curves, then a rasteriser guesses how to fill the pixels at each size. That guessing is exactly what makes a pixel typeface look mushy: at small sizes the curves get hinted and anti-aliased into a soft blur. A pixel font skips the guessing. You place every pixel yourself at the size the font is meant to live at, so it stays crisp instead of being interpreted.
That precision is the whole appeal, and it is why pixel type carries so much character — a title screen, a watch face, a retro UI, a logo. The catch is that a hand-placed grid only looks right near its native size, so the move is to decide where it ships before you draw it.
Step one
Open the font tool.
The engine has a dedicated font mode. You can begin two ways: start from scratch at a chosen cell size and draw into blank glyph cells, or import a sprite sheet of glyphs you already have and let the tool slice it into cells you trace over. Either way you end up with one editable cell per character.
Step two
Fill the glyphs and set the spacing.
Draw the letters, numbers, and punctuation on the grid. The part beginners skip is spacing: a font is only as good as its rhythm. Set each glyph's advance width — how far the cursor moves after it — plus the left and right bearings, and a shared baseline so everything sits on the same line. A capital M needs more room than a lowercase i, and tuning that is what separates a font from a grid of letters.
If you need weight, generate Bold and Heavy automatically from your Regular master, then lock any glyph you have hand-finished so it is not regenerated. Preview with a real sentence as you go; spacing problems only show up in actual words.
Two exports, two jobs
Clean Web Font.
Exports TTF, WOFF and WOFF2 plus a font.css and a preview page. Use it for headings, nav, buttons, and labels as real selectable text.
Exact Bitmap Pack.
Exports a PNG atlas, a JSON manifest, a BMFont file, and a CSS helper. Use it where pixels must stay exact: HUDs, title art, fixed-size UI.
Experimental Color Font.
Keeps tonal edges where the platform supports colour fonts. Best for premium display type, with the usual colour-font compatibility caveats.
Step three
Export the profile that fits.
For website text, the Clean Web Font profile builds TTF, WOFF, and WOFF2 plus a ready-to-paste @font-face CSS file, so headings and buttons render as real, selectable, scalable text. For games, logos, and fixed-size UI, the Exact Bitmap Pack keeps the pixels exactly as you drew them — a PNG atlas, a JSON manifest, and a BMFont file many engines and renderers read directly.
The honest tradeoff: a web font scales and stays selectable but anti-aliases as it grows; a bitmap pack is pixel-exact but tied to its size. Pick by where the type has to live, or export both from the one source.
From blank cells to a usable font
Open font mode
Start from scratch at a cell size, or slice a glyph sheet.
Draw 95 glyphs
Fill the printable ASCII set, one character per cell.
Tune spacing
Set advance widths, bearings, and a baseline; preview real text.
Export
Ship a web font (TTF/WOFF/WOFF2) or a BMFont bitmap pack.
Pixel font checklist
- Decide where the font ships first: web text, or game and logo artwork.
- Open font mode and start from scratch or slice an existing glyph sheet.
- Draw all 95 printable ASCII glyphs, one per cell.
- Set advance widths and bearings so words space evenly, not just letters.
- Generate Bold and Heavy from Regular only if you need weight; lock finished glyphs.
- Export a web font (TTF/WOFF/WOFF2) for sites, or a bitmap pack for games and logos.