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0 votes
1 answer
291 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**: ...
cubrman's user avatar
  • 1,551
1 vote
1 answer
1k 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.
progamer3141's user avatar
0 votes
1 answer
81 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 ...
kasztelan's user avatar
  • 281
1 vote
1 answer
1k 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 ...
Chris Pietschmann's user avatar
1 vote
2 answers
5k views

Text contains characters that cannot be resolved by this SpriteFont

I'm trying to draw currency symbols in an Arial Spritefont. According to this site, the font contains these symbols. I've included the Unicode character region for these symbols in the Content ...
Appeltaart's user avatar
1 vote
0 answers
114 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 ...
t0rb's user avatar
  • 211
0 votes
1 answer
502 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 ...
Ergwun's user avatar
  • 161
7 votes
2 answers
455 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 ...
The Beruriah Incident's user avatar
1 vote
3 answers
980 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.
user22715's user avatar
17 votes
7 answers
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 ...
Vaughan Hilts's user avatar
5 votes
1 answer
616 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 ...
ProgrammerAtWork's user avatar
7 votes
2 answers
4k 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 ...
Acidic's user avatar
  • 171
2 votes
2 answers
4k views

XNA C# How to draw fonts in different color

I'm doing a simple chat system with XNA C#. It is a chatbox that contains 5 lines of chat typed by the users. Something like a MMORPG chatting system. ...
Zainu's user avatar
  • 123
6 votes
1 answer
5k views

How do I get the height of an XNA SpriteFont?

I have some text in a spritefont and I need to know the height in pixels. I would have thought that MeasureString() would get me close to it, but it seems to just be about length.
Miau's user avatar
  • 259
14 votes
3 answers
10k views

How do I get beautiful small text in XNA without using external libraries?

In XNA, the spritefont technology is horrible. Nuclex does the job so much better, but I don't want to have any external references, and I'm nearly done with my game. When using fonts like Sansation ...
Mathias Lykkegaard Lorenzen's user avatar
8 votes
1 answer
2k views

XNA - just a few more characters accepted in a SpriteFont

I have a SpriteFont in XNA, which has the standard 126 characters that are usable. However i would like to use the "ಠ" symbol in the game. So is there anyway of adding just a few more ...
Joel's user avatar
  • 1,517
6 votes
2 answers
735 views

Showing Unicode in XNA on Windows Phone 7

I am creating an application which downloads names from server. These names can be any unicode language text which I need to render in XNA on WP7. The biggest problem I see here is WP7 xna system can'...
Vijayendra's user avatar
6 votes
1 answer
949 views

Font library for XNA [closed]

Is there a free type library kind of implementation available for XNA? I wish to use it on WP7, so it should be a managed code. I know can alternatively use spritefont, but I wish to know if other ...
Vijayendra's user avatar
6 votes
3 answers
5k views

XNA: SpriteFont question

I need some help with the SpriteFont. I want a different font for my game, other than Kootenay. So, I edit the SpriteFont xml, i.e: ...
Zukki's user avatar
  • 193