LoadFont loads fonts from the "global" ( windows ) font folder, but it's very picky about the fonts it will load. In order to load a font, the filename of the font needs to be exactly the same as the "internal" name of the font. Double click a font, get the "internal" name and rename the font to match and you're fine. Of course, relying on what fonts will be on a system is dangerous.
FonText is great for making fonts, though I find SSwift's GUI system much more logical in actually using the code. Seth has a free 2d/3d Bitmap Font library, which is lurking around in the Blitzcoder showcase area somewhere, I'm pretty sure.
FonText is great for making fonts, though I find SSwift's GUI system much more logical in actually using the code. Seth has a free 2d/3d Bitmap Font library, which is lurking around in the Blitzcoder showcase area somewhere, I'm pretty sure.