When programming a game you need to pick the right font that matches your game, now 99% this is great if all you need is text in your own language. But a problem arises when you need to translate your game into multiple languages - the characters tend to be missing from the font you picked.
So the dilemma is you either have to change the font in your game to a different font that supports a larger variety of characters, or you have to have multiple fonts and load a particular font depending on the language.
Gideros (2017.9+) now has a better solution - Multi-font fonts!
Here is an example:
local chrs=" !$%&'()*,-./0123456789:;<=>?ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]_`abcdefghijklmnopqrstuvwxyz£ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõöøùúûüýþÿ¥¢¿¡«»ČčĎďĚěıŇňŒœŘřŠšŤťŮůŸŽž"..'"'
chrs=chrs.."ъяшертыуиопющэасдфгчйкльжзхцвбнм" -- some extra Cyrillic characters not present in my normal font
What will happen is that if the character exists in the first font then it will be used, else the 2nd font will be used and so on.
Attached is a screenshot of what this looks like.
This is the syntax:
This makes things 100x easier when dealing with translations and multiple fonts.
Thanks to @hgy29
for implementing this amazing idea (mine!