FitQuill
You translated your pixel-art game. Now "Quit" is "Quitter le jeu", "Settings" is "Einstellungen", and somewhere in 800 lines of dialogue a sentence runs off the screen. FitQuill finds every one of them before your players do.
HOW IT WORKS
1. Drop your translation files: a Godot-style CSV (one column per language) or one JSON file per language.
2. Drop your pixel font: .ttf or .otf, or an AngelCode .fnt with its .png.
3. Tell FitQuill how big your boxes are: menu.* is 48 px × 1 line, dialogue.* is 240 px × 3 lines. It guesses a first size from your source language.
FitQuill then draws every text, in every language, with your real font, wraps it the way your engine does, and lists everything that does not fit.
WHAT IT FINDS
- lines too wide for their box, and texts with too many lines
- words so long that no line break can save them
- characters missing from your font: the ß, ł and « » that turn into empty boxes
- translations that lose or add a variable: {GOLD} in English but not in French
- duplicate keys, empty and missing translations
MEASURED THE WAY YOUR GAME DRAWS IT
Counting characters does not work with pixel fonts: an "i" is 2 pixels wide, an "M" is 6. FitQuill uses the real width of every letter and the font's kerning, and breaks lines with the algorithm of your engine, ported from its source code: Godot 4 (with the Unicode rules it uses for Japanese, Chinese, Korean, hyphens and punctuation), Phaser or LÖVE.
Tested against real Godot 4.3 Labels: same line count in 2,807 of 2,815 cases, and in the other 8 FitQuill was the stricter one. The Phaser and LÖVE modes give the same lines as the engines' own code on thousands of test texts.
Variables such as {PLAYER_NAME} or {GOLD} are measured at their longest value, so a line that passes fits for every player.
FIX IT RIGHT THERE
Click a line, type a shorter version and watch the red disappear. Then save your files: only the lines you changed are rewritten, everything else stays byte for byte as it was. Export the problem list as a CSV for your translators.
PRIVATE AND OFFLINE
One HTML file. No install, no account, no upload: your files never leave your computer. Works in recent Chrome, Edge and Firefox on Windows, macOS and Linux, and in Safari on macOS. A full Help menu inside the tool explains every option.
TRY IT FREE
The demo above checks everything and lets you try fixes. Saving the fixed files and the problem list is in the full version. Load your own project and see what it finds.
WHAT YOU GET
- fitquill.html, the full tool
- an example project: CSV, JSON and a pixel font in .ttf and .fnt
- a README with every step
FORMATS
Texts: CSV (comma, semicolon or tab), JSON (flat or nested keys, one file per language or all in one), in UTF-8, UTF-16 or Windows-1252.
Fonts: .ttf, .otf, .fnt (text, XML or binary) + .png.
Line breaks: Godot 4 Label (Word, Word Smart, Arbitrary), Phaser Text, Phaser BitmapText, LÖVE, or only at \n.
Formatting tags ([b], [color=…], <b>, RPG Maker \C[n]) are ignored when measuring, or counted as text if your game shows them.
MAKING YOUR OWN PIXEL FONT?
FontQuill turns your pixel-art letters into a .fnt font that FitQuill reads directly: https://decaz.itch.io/fontquill
Created by Decaz.
| Updated | 3 days ago |
| Published | 20 days ago |
| Status | Released |
| Category | Tool |
| Platforms | HTML5 |
| Author | Decaz |
| Tags | bitmap-font, Fonts, Godot, localization, Pixel Art, pixel-font, translation |
| Average session | A few seconds |
| Languages | English, French |
| Content | No generative AI was used |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $6.99 USD. You will get access to the following files:





Leave a comment
Log in with itch.io to leave a comment.