Tagged Questions

A collection of text characters according to the size and style of a particular typeface. Often used as shorthand when referring to said typeface.

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0
votes
0answers
16 views

How can I use a texture as a font in Unity3D

I am making a game in unity and I am trying to make a custom font for showing numbers. I created a png with the numbers, turned it into a material and added it to a custom font object. I set up the ...
0
votes
0answers
10 views

Using fonts in Scene2D GUI

I'm learning how to use Box2D and Scene2D together. I'm trying to create a Sprite class that combines a Box2D body with a Scene2D actor. Before I can do this I need to set up the environment I plan to ...
0
votes
0answers
23 views

Problem with changing font color in libgdx

I recently noticed that my version of libgdx was way out of date, so I updated from version .9.something to 1.4.1. I copied files for the project I'm working on over into a new project generated with ...
2
votes
4answers
111 views

.fnt font file offset issues in Unity

I want to display 2D text in Unity using bitmap fonts (.fnt files). There are some solutions out there, but I'm writing my own. Each character is a game object with a SpriteRenderer. It works. ...
0
votes
1answer
52 views

Varying spritefont quality depending on string

I'm using Kleymissky font size 26 made via Nuclex font renderer (Hinting Method: AutoHinter) - download Why the thickness of the font drawn on screen depends on the string itself? What can I do to ...
0
votes
0answers
44 views

How do I open/edit a *.xnb file in XNA Game Studio 4.0?

I've downloaded a *.xnb font sprite, but I don't know how to open/edit it. I installed XNA Frameword 4.0 in VS 2010. Thanks for your help!
0
votes
1answer
97 views

How do you create a .XNB Font file for use with CocosSharp?

I know the .XNB file format is an XNA thing and that CocosSharp inherits this from its MonoGame roots. However there doesn't seem to be any information on how to create your own .XNB fonts to use with ...
1
vote
1answer
78 views

Vertical alignment of a padded font generated by Hiero in libgdx

I've generated bitmap fonts for libgdx using Hiero. I've got several distance field fonts that require a lot of padding, unfortunately they don't seem to align correctly. Below is a font with a ...
2
votes
2answers
695 views

Problem to match font size to the screen resolution in libgdx

I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size ...
1
vote
1answer
158 views

Dialog Title Does Not Fit

I successfully added my own font to the default .json file and it displays, however I get some weird sizing issues. Specifically when I try to create a Dialog. This is what it looks like: Ignore the ...
1
vote
0answers
101 views

Hiero Font not working [closed]

For ease of use I decided I would use the Skin class to make buttons and text, and the like, rather than draw them myself. So I downloaded Hiero to package a .ttf font into a BitmapFont and it all ...
0
votes
1answer
218 views

“Couldn't load font” LibGDX

yesterday I started working om making custom sized fonts to my game, in game, using FreeTypeFaceGenerator, and yesterday it worked fine, except an exception I was going to handle today. When I loaded ...
2
votes
1answer
806 views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
1
vote
0answers
97 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
2
votes
1answer
156 views

How to make a bitmap font having only a PNG file?

Is there a way to "convert" an existing PNG file with the characters' images into a bitmap font? Basically, I want to create a FNT file using an image like this... ...without the access to a TTF file ...
1
vote
0answers
81 views

Text alignment in OpenGL with FreeType2

I'm trying to implement font rendering and have got into some trouble with glyph metrics. Here's the code where I get the metrics: Glyph gl; gl.width = face->glyph->metrics.width / 64; ...
0
votes
2answers
135 views

Text contains characters that cannot be resolved by this SpriteFont

I'm trying to draw currency symbols in an Arial Spritefont. According to thissite, the font contains these symbols. I've included the Unicode character region for these symbols in the Content ...
0
votes
2answers
615 views

How do you create fnt (angelcode format) files from existing bitmaps?

I often gets the same problem: Someones creates a nice bitmap font for me in form of a sheet nicely formated into a png, like this: ...and i need to create the angelcode .fnt atlas for using it ...
1
vote
1answer
153 views

Why is my text is too large even when scaled to .05f in libGDX?

I'm trying to scale down my fonts as my game objects are also small. I'd like to scale them down the same way as my sprites. However, if I scale them below .05, the font disappears! My attempt at ...
1
vote
1answer
106 views

Is there a way to use other fonts, besides the default ones in OpenGLUT?

I'm using OpenGLUT functions like glutBitmapString to render sentences and words in a game. However, there is a limited set of fonts to use and I need some bigger size fonts. Is there a way to add new ...
2
votes
3answers
570 views

SharpDX/D3D: How to implement and draw fonts/text

I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to ...
0
votes
1answer
838 views

LibGdx and in-game fonts - any proven methods?

I use 3 sizes for fonts in my game: small, medium, and large. I take the base font size and attempt to scale the font based on screen size and density, but this is proving to be pretty hard. Does ...
2
votes
1answer
257 views

Libgdx Get Font Height with a Wrap

is possible to get the 'Height' of a font drawed with the drawWrapped methods (with a wrapWidth) ? getMultiLineBounds only works when \n is used, but when drawing with drawWrapped it doesn't give the ...
0
votes
1answer
196 views

Poor text rendering quality with freetype

This is my first time that I use freetype library and I think I've got some problems. Right now, I draw the bitmap generated by freetype, but the generated image is really low quality. I've been ...
1
vote
1answer
118 views

Reuse VertexBuffer or new VertexBuffer object?

I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though. So ...
1
vote
1answer
458 views

AndEngine Font Issue

I am learning AndEngine. I am displaying Hello world using this code: public class myactivity extends SimpleBaseGameActivity { private final int CAMERA_WIDTH = 320; private final int CAMERA_HEIGHT ...
0
votes
0answers
51 views

Spritefonts gets very messed up when scaling up

I'm recoding a retro video game, but because the original resolution is very low, I scale everything up. I render to a renderTarget and render the renderTarget to the target resolution. I'm using my ...
0
votes
1answer
252 views

MonoGame crash trying to load font from .xnb file

My MonoGame project uses a pre-compiled .xnb file to load a sprite font, and it works fine on Windows XP. The .xnb file is marked as content and copied to the output directory. I've copied the ...
1
vote
1answer
352 views

How to properly calculate y position when drawing from .fnt bitmap font?

I want to render text to bitmap to use it later as a decal texture. I've read through libGDX fonts drawing code and came up with this: private void writeTextToPixmap(Pixmap destPixmap, Pixmap ...
0
votes
1answer
295 views

Drawing text in SlimDX with Directx 11?

How can I draw text to the screen in directx 11 with slimdx? In SlimDX.Direct3D10 there's a font class which can be used but there's no font class in SlimDX.Direct3D11.
1
vote
0answers
210 views

Why do my LWJGL fonts have dots and lines around them?

When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package ...
5
votes
2answers
472 views

How to create a font from an image for a game?

I found a font in a free pack of sprite as an image: I'm wondering what would be the best way to use it in a game? Is there tools to create a font from this image? Do i have to code it myself? I ...
2
votes
1answer
356 views

Include a custom font when publishing in Visual Studio XNA

I have a custom font called "Gold Box Games" that I want to use in a game I'm making. I have the font installed on my computer and it works just fine in the program when I run it in test. However, ...
1
vote
0answers
145 views

What part of my engine should load images and fonts? [duplicate]

Right now, I have an AssetLoader interface, which has one implementation per platform. There can only be one instance of it, because it has some state (e.g. the path to the APK on Android). It has ...
7
votes
2answers
294 views

How do I implement variation in font letters, like handwriting?

I can use a sprite sheet to automatically use a custom font. What I'd like to do though is to have several versions of each letter, such that the letters can be varied and more natural looking (a la ...
8
votes
3answers
2k views

Font outline in OpenGL, FTGL

I'm using FTGL library to render fonts in my game, but I have completely no idea how to create an outline around text. Achieving a shadow could be easy, because I can simply do it like this: (pseudo ...
2
votes
1answer
166 views

AngelCode's Bmfont about widths

In AngelCode's Bmfont is there a way to make it so that all of the widths are equal?
4
votes
2answers
1k views

Bitmap Font Displays in Center Always Without Coding it Manually (Fix Coordinate Problem onText)

Is there a way on how to stay the texts in center without manually coding it or something, especially when making an update? I'm making a display for the highest score. Let's say that the score is 9. ...
4
votes
1answer
243 views

Rendering only a part of text FTGL, OpenGL

I'm using FTGL library to render text in my C++ project. I can easily render text by using: CFontManager::Instance().renderWrappedText(font, lineLength, position, text); Unfortunately there is a ...
1
vote
0answers
108 views

Rendering text with stb_font results in glitches

I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned ...
1
vote
3answers
424 views

How do I enlarge a SpriteFont without it becoming blurry?

How do I make spritefonts not blurry when I make them bigger? I have searched Google and haven't found any useful answer.
1
vote
2answers
3k views

LWJGL Text Rendering

Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new ...
16
votes
7answers
1k views

UI mockups to the code

My UI designer has made a lovely photoshop PSD of the UI and everything pretty. The biggest problem I'm having is converting some of the more elegant fonts used into something renderable in-game. Is ...
3
votes
1answer
856 views

What's best to use OTF or TTF?

What's the most recommended format should I use for fonts, OTF or TTF or another? In looking for: Performance/Efficiency with SDL_ttf library Free/Open-ness [1] [1] I'm planning to use GPL3 and ...
4
votes
1answer
405 views

Can't load vector font in Nuclex Framework

I've been trying to get this to work for the last 2 hours and I'm not getting what I'm doing wrong... I've added Nuclex.TrueTypeImporter to my references in my content and I've added Nuclex.Fonts ...
4
votes
2answers
898 views

Legality of AngelCode's BMFont

Is it legal to use a bitmapped version of a proprietary font (such as Arial) in a commercial app? I'm using AngelCode's BMFont to generate a bitmapped version of a few various system installed fonts ...
1
vote
1answer
358 views

UIView with IrrlichtScene - iOS

i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : ...
1
vote
0answers
2k views

bmGlyph alternative for windows (Bitmap font generator) [closed]

I have been using this tool (bmGlyph http://www.bmglyph.com/) to create fonts from apple machines, but now, I'm on windows and need a program with same / more features. The main features about this ...
7
votes
2answers
1k views

How to deal with variable size font in XNA 4.0

After searching for a while, I found no way to draw vector/scalable fonts in XNA 4.0 (which would be perfect...) and I am currently in a bind about how to render fonts for my game. In the game I use ...
6
votes
2answers
3k views

Vector-based fonts vs. bitmap fonts in (2d) games?

I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? ...