Thanks, this is something that Construct really needed. I didn't notice that the fonts wouldn't work on a different computer until I made a test .EXE of one of my near-completed games and ran it on another computer...
Thanks to you, I won't have to settle for the boring Small Fonts font if I want retro fontage.
Great job, R0j0!
EDIT:
As for finding the true file-name of the font, I just right-click and go to properties, right?
The font I want to load is called Atari Classic Chunky, and that's the file name.
When i rightclick properties, it says at the top ATARCC_
Does that mean I do AppPath + "ATARCC_.ttf" ??
EDIT 2:
NVM, I think I answered my own question after a little experimentation.
EDIT 3:
Ok I thought of a real question, bear with me.
Now, in your example .cap, you nonetheless have the font in the .CAP directory file (where all the examples are kept), so I assume the .CAP gets the font from there.
If I make a .cap with a font that computers wouldn't normally have, would I have to put it in with all the other files I put together (like the music) before I export to an .EXE? Or will the plugin carry over the font into other computers without me needing to put the .ttf file into it?
I don't think the plugin would be that powerful, but I would like to make sure, just in case.