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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3
votes
2answers
277 views

LibGDX - Can't read .ttf file when running Android configuration

when running or debugging my game on android device, i get this error in the logcat: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: data/fonts/myFont.ttf (Internal) which is ...
2
votes
2answers
144 views

Android libGDX FreeTypeFontGenerator exception

I am working on a libGDX project for Android. Since I added the following code, running the game on my Android phone produces an exception: final FreeTypeFontGenerator generator = new ...
0
votes
0answers
50 views

How can I use ImGui to render simple text instead of using stb_truetype directly?

Since ImGui builds on top of stb_truetype for its font rendering, I thought it could be nicer to use its already built font-processing capabilities (ImGui::GetIO().Fonts), and render with those, ...
3
votes
1answer
460 views

Drawing fonts with LWJGL3 with OpenGL

I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
5
votes
2answers
180 views

Can I use fonts under C:\Windows\Fonts for text in my game?

I'm using Unreal Engine and their UMG system which comes with only one font by default ("Roboto"). The engine allows importing new fonts so I'm wondering whether I can use the fonts already available ...
26
votes
7answers
11k views

Where can I find fonts for my game? [closed]

Where can I find fonts (preferably free, but a reasonable fee is acceptable) that I can use in my for-pay/commericial game?
1
vote
1answer
80 views

Loading font in Monogame

This question is probably a duplicate but I'm still asking it since it's all yesterday that I'm trying to get this done without any success. I followed many solutions and tried even more libraries ...
0
votes
1answer
52 views

OpenGL dynamic font glyph cache library

I have begun work on an OpenGL application (all on my own and with little knowledge) and started with FTGL, rendering true type fonts, which, with alot of text has a great impact on frames per second. ...
0
votes
2answers
113 views

Inverting a Font? [closed]

How can I invert a font like so: See here: This is my own .ttf font, I can edit it. The image that I posted was inverted manually by me. I am searching for a way to invert automatically all ...
0
votes
1answer
60 views

Mapping “Color” parameter from SpriteBatch.DrawString() function to a custom shader

I've recently found a nice way to render text in XNA with custom font AND custom shader. Here is the game code**: using System; using System.Collections.Generic; using System.Linq; using ...
0
votes
0answers
39 views

Error loading MonoGame Fonts

I'm getting to the end of transposing the MonoGame Asteroids tutorial app to VB, all going very well until I got to the font. I would assume the VB Syntax would be myFont = Content.Load(Of ...
1
vote
1answer
1k views

Unity UI Text Font Size changes with the screen resolution Problem

I am working on a project and now I have a problem . The problem is the font size. The font size is OK inside the Unity but it is really small when I play the game on a real Android device . My ...
0
votes
0answers
51 views

How to render Fonts with correct size?

I'm making a game using libgdx and box2d so my Orthographic Camera Viewport is only 20x12 pixels/meters, when I try to render the a font on screen it becomes really big and pixelated, I also tried to ...
-4
votes
2answers
630 views

Which font does Crossy Road use? [closed]

I took some screenshots from Crossy Road and I'm wondering what font the developers used. What font is this? I wish to implement the font in the Unity game engine.
-1
votes
1answer
61 views

Why not draw a custom font with lines and/or polygons?

Reasons/advantages I see: More flexible procedural animation. Completely custom font. Performance (no texturing or high-poly)? No assets (unless data-driven). Multi-resolution compared to sprite ...
1
vote
1answer
38 views

How can I handle markup sequences in a libGDX TypeWriter implementation?

I've implemented my own TypeWriter for text that looks like this public static String GetWords(String text, float wordCount) { float words = wordCount; // loop through each character in text ...
2
votes
0answers
30 views

Bitmap font engine: When is color modulation not supported?

I am developing a bitmap font renderer for a 2D game using SDL 2. (If it matters, I'm using Debian 8 "jessie".) I had planned on storing the glyphs as a grayscale image, translating gray levels to ...
0
votes
0answers
20 views

AndEngine Font garbled on engine.setScene

I load a font as a member of my main activity with the intent of using the font in two different scenes on the same activity. The two scenes are also members of the mainActivity. public class ...
6
votes
2answers
388 views

How do I render Unicode characters that my font doesn't support?

How would I go about rendering all Unicode characters? Most font files don't include characters like these.
4
votes
3answers
3k 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. ...
3
votes
1answer
53 views

How can I find a free or cheap redistributable font supporting runic characters?

I've been looking around for a font to include in my game which supports rune characters, specifically this Unicode block. All the sites I go to don't demonstrate what Unicode characters that font ...
2
votes
0answers
59 views

Scene2d cyrillic font

I'm trying to use cyrillic(Russian) letters in libgdx Scene2d. I drop default.fnt and default_0.png (generated with BMfont) into folder assets of my Android project (other files such as ...
2
votes
0answers
56 views

Creating a bitmapfont from images?

A bitmapfont consists of a image and a textfile that hold the position and size of each character on that image. Is there any way to create the text file with just a image? Or do I have to manually ...
0
votes
1answer
91 views

Certain Unicode Characters not displaying when setting text to TextButton in libgdx

Ok I am trying to do a word game much like Hangman Pro but for a different language(specifically amharic) using libgdx . And I have got a list of words saved to text file and I have taken care of BOM ...
0
votes
2answers
75 views

Kerning between glyphs using SDL2_ttf

I'm loading a number of characters (using SDL2_ttf) into a texture atlas to improve performance. The glyphs can be separately rendered correctly, however, how can you find the kerning distance ...
1
vote
1answer
71 views

LibGDX, BitmapFont strange position behavior

I'm using a Stage of LibGDX to draw a text, in my case the FPS. But after resizing, the position of the text does not behave properly. As you can see in the attached gif: The resizing function ...
6
votes
2answers
9k 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 ...
0
votes
1answer
293 views

How can I use OpenType Font in libGDX

Is there a way I can use an OTF file with libGDX. The following throws an exception: gameFont = new BitmapFont(Gdx.files.internal("data/font.otf")); Caused by: ...
0
votes
0answers
54 views

MonoGame disable spritefont anti-alising?

Ive got a pixel art font and when I draw it theres a lot of antialiasing going on which totally ruins the point of making the font pixel art? How can I disable this? My SamplerState is set to ...
1
vote
1answer
289 views

Word in different color in middle of string XNA

Is it possible to use different font colors for the same string, for example, when buying a weapon in CoD AW Exo Zombies: How do I do this? Thanks.
2
votes
2answers
950 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 ...
0
votes
0answers
107 views

How to improve textmesh quality?

In my game I using textmesh, but textmesh has a pixel problem even adjusting scale, character size and font size. How to solve it?
1
vote
1answer
124 views

Text rendering techniques for games

I'm researching text rendering techniques for 3D applications, and I'm having a hard time finding information on the topic. Do you know of any other methods of text rendering that are actually used in ...
4
votes
2answers
2k 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
2answers
133 views

Directx displaying selectable text

I am new to direct x and following this tutorial : brayzarsoft (part 14) I was able to display text. However, using this method the text is rendered to a texture. When you look at games that have ...
17
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 ...
0
votes
1answer
109 views

TTF fonts are being converted to image in CPU or GPU?

Once I use a TTF font, when they are being converted to images to be rendered? Does CPU or GPU do the conversion? How heavy is that operation?
2
votes
1answer
599 views

LibGDX scene2d good practices

I'm developing a game using LibGDX and in a part it has a pretty complex UI for profile selection and stuff. I have some general problems. I'd like to know good practices when generate good looking ...
0
votes
1answer
87 views

Arbitrary text for chat room

In my game I want to have a chat room where users can enter arbitrary text. I don't think bitmapped fonts will work for me since it must include multilingual characters and emojis (could be wrong ...
3
votes
2answers
3k 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 ...
2
votes
1answer
207 views

Alternative Font loaders in Monogame Framework

While working on projects of mine, I have been finding that it is a huge pain to switch operating systems just to create a simple spritefont when using Monogame. I saw that the Nuclex Framework can ...
2
votes
1answer
393 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 ...
1
vote
0answers
195 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 ...
2
votes
4answers
511 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
69 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
1k 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!
1
vote
1answer
487 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 ...
2
votes
3answers
1k 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 ...
6
votes
1answer
5k 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 ...
2
votes
1answer
698 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 ...