Here's a GREAT bit of information a friend sent me a while back re: using pixel fonts in Flash. I'm going to copy/paste everything because a little refresher never hurt anyone (if you are familiar with some of the things he reminded me about):
Before we continue, I don't know how much are you familiar with fonts, structure, etc, so I'll asume you don't know this stuff I'm going to tell you.
Every font, even the ones you know for years, have a structure, therefore, they are specifically design for different kinds of use.
For ex. did you know that:
Frutiger/Human777: was designed many years ago for the Charles de Gaulles Airport in France. The idea was to design a NON-SERIF font (in spanish, we call this kind of typography, palo seco) that would be able read in any speed, at any angle, at different sizes. That's why, all the vocals and letters like c, s, etc have their angles, just a bit opener than the ones in helvetica, etc.
Verdana: is a font that was specifically designed by Microsoft for ELECTRONIC USE. If you have some "print" experience, you'll notice that "printed" verdana, SUCKS big dick. I mean it's horrible when is used above 10, 12 points.
Having said this, let's check this stuff:
1) Is your typography a PIXEL FONT/BITMAP FONT compliant?
Ex. Pixel fonts: kroeger, standard, hooge
Ex. Bitmap Fonts, that aren't pixel fonts, but they're designed for screen use: Tahoma, Arial, Verdana, Times
Ex. Any other font, designed NOT as a pixel or bitmap font: Helvetica, Frutiger, Futura, Square, etc.
(this are the type of fonts, that, even if you do everything correctly, you wont' get crisp results, BECAUSE of their own structure, they weren't designed to be used on screen with aliases)
2) If you have a Pixel Font or Bitmap Font compliant, but you still don't get crisp results, check if they are in the correct size.
Ex. Font's like kroeger, only work if you use them at 8 points, SPECIFICALLY. Not 7, nor 9. 8. "Standard" family in the other hand, only work when used in 9 size. So, sometimes, even if you do everything correctly, like choosing the right font family, you won't get a crisp results because of the wrong sizes used. One of the ways to avoid this is, to try different sizes and check them with Test Movie, then, and only then, when you already know the precise size of the font you'll use, you create your symbol (either graphic, button, or whatever) and NEVER, EVER change the size of the object, cause that will affect, of course, the size of the text object inside as well. Even a little variation like, 8.1, 8.2 will make everything useless.
Ex. another example is that, Tahoma, work great in Flash, BUT ONLY when used above 10 points, even thought we all know that Tahoma it is prepared to use from size 7.
3) If you have a pixel font or bitmap font compliant, AND you do use them at the right size, BUT you didn't placed the object on a exact pixel on your movie.
Ex. Flash it's a vector animation program (illustrator, corel, freehand are other vector programs), therefore, everything rendered in there, from draws to fonts, are drawn by the CPU as a result of mathematical operations, in difference to pixels/bitmap formats (jpg, gif, tiff, psd are common bitmap formats) that in order to render something on the screen, they just use stored info in every pixel.
Why's this important? Because if you look closer at your "inspector" tab on Flash, you'll see that, every object is placed on a movie, based on a X: Y: info that aren't made by perfect pixels. So, in Flash it is possible to have a 10 x 10 pixel square located at coordinates x: 23.3 y: 43.5 in the movie. This doesn't seem like a big trouble when using vector squares BUT IT REALLY IS WHEN YOU USE PHOTOS OR, IN YOUR CASE, PIXEL/BITMAP FONTS.
So, what you want to do is to select your text object, and check on the inspector that it is located on a EXACT PIXEL coordinate, like x:23.0 y:43.0 (notice the .0 after the number, instead of a decimal or fraction like .2, etc).
If you have been using flash for a while, you'll notice how some pictures, when animated, sometimes are rendered with some errors, like chopping parts (usually in the borders) and some glitches. That's because the guy who used flash, didn't checked for exact pixels either.
In Flash MX you can avoid those nasty .X decimals at the end by selecting on the VIEW menu, the SNAP TO PIXELS option.
------------------------------------------------
I hope this helps
