My approach to handling multiple resolutions is to figure out the scaling and baking all the flash vector assets to texture atlases at startup or when needed.
This works great for most of the assets, BUT not with fonts.
1)Using anything other than bitmap fonts is unreasonable if you want to ever change the contents of the field or have too many fields on the screen. This leaves us with...
2)...using bitmap fonts. Just today I coded a simple workflow, where I generate bitmap fonts for all the scales of given size of a font. For instance I want to use Comic Sans MS 20 pixels high, so I generate (with a batch script) a bitmap font for 20 pixels but also for 20 * 2, 20 * 1.5 for different resolutions. At runtime I pick only one bitmap font, suitable for current resolution.
3)The above approach works but for bigger resolutions I get fonts relatively thinner. I would rather upscale the font's vector image than change its' point size. That is AFAIK not possible with AngelCode BMFont.
4)I'm considering writing my own runtime bitmap font generator that would take a .ttf and then produce either an AngelCode .fnt XML or some own format.
That seems crazy and I assume that I am missing something. Did anyone encouter problems like that? What are the popular solutions? How do you handle fonts in your code?