Questions tagged [fonts]
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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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
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1answer
106 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 ...
3
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0answers
143 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 ...
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1answer
140 views
How can I handle markup sequences in a libGDX TypeWriter implementation?
I've implemented my own TypeWriter for text that looks like this
...
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2answers
1k 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.
3
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1answer
127 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
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0answers
238 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 uiskin.atlas,...
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0answers
438 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 ...
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2answers
672 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:
...
0
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1answer
479 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 ...
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1answer
437 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 does ...
0
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1answer
221 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**:
...
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6answers
2k views
Why can't I 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 ...
0
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1answer
2k 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: ...
1
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1answer
849 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.
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0answers
397 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?
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1answer
3k 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 ...
1
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1answer
868 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 ...
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2answers
414 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 ...
0
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1answer
207 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?
0
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2answers
558 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 ...
2
votes
1answer
1k 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
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1answer
229 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 ...
2
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1answer
504 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 ...
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0answers
585 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
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4answers
1k 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 ...
0
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1answer
78 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 ...
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0answers
2k 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!
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1answer
877 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 ...
3
votes
1answer
687 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 ...
11
votes
2answers
15k 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 ...
4
votes
1answer
1k 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 ...
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1answer
1k 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 ...
12
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1answer
16k 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 ...
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0answers
758 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
2k 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...
(source: opengameart.org)
...
5
votes
0answers
656 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:
...
1
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2answers
3k 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 ...
4
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2answers
6k 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 (into ...
4
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2answers
3k 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, ...
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1answer
1k 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
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3answers
3k 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
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1answer
2k 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
2k 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
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1answer
1k 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
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1answer
567 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 ...
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1answer
1k views
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0answers
101 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
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1answer
425 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 ...
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1answer
1k 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:
...