Hello,
before:

after:

code:
function localGroup:newOutlinedText(group, txt, tx, ty, font, size, color\_in, color\_out) local mc = display.newGroup(); mc.x, mc.y = tx, ty; group:insert(mc); local txt\_outline = 2; local txt1 = display.newText(mc, txt, txt\_outline, 0, font, size); local txt2 = display.newText(mc, txt, -txt\_outline, 0, font, size); local txt3 = display.newText(mc, txt, 0, txt\_outline, font, size); local txt4 = display.newText(mc, txt, 0, -txt\_outline, font, size); local txt5 = display.newText(mc, txt, 0, 0, font, size); txt1:setTextColor(color\_out); txt2:setTextColor(color\_out); txt3:setTextColor(color\_out); txt4:setTextColor(color\_out); txt5:setTextColor(color\_in); function mc:setText(txt) txt1.text = txt; txt2.text = txt; txt3.text = txt; txt4.text = txt; txt5.text = txt; end return mc end
It sounds and looks sily, but why not. I just place a same text behind with offset and different color. If you need more smooth/bigger outline - you can use more textfields and locate them as hex.
game: http://store.steampowered.com/app/439920
sorry for jpgs - in game they look readable and more accurate.