Questions tagged [spritefont]

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Monogame - SpriteFont build error

I am quite new to Monogame. When I try importing a .spritefont file using the Monogame Pipeline GUI Tool and then build it, it gives me an error: "System.DllNotFoundException: Unable to load DLL '...
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2 votes
2 answers
145 views

How do you deal with transparent fonts that you want to be white?

I'm a bit of a total amateur, but I thought I would learn how to make a simple game during quarantine. However, I stumbled into a problem with fonts. I'm thinking about using the free font "...
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DirectXTK: SpriteBatch::Begin and Draw methods give LNK2019: unresolved external

Right now, im using DirectXTK (version 2020.2.24.4) and Visual Studio 2019. My declarations look like this: ...
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Built in windows font wont load correctly in MonoGame

I am currently attempting to load this font in the MonoGame pipeline: I set the .spriteFont file to this: <?xml version="1.0" encoding="utf-8"?> ...
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1 answer
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Xna Spritefont from installed fonts

I am using Spritefont in my game and I have downloaded a .ttf font and installed it on my machine. I am now using this font in my game. My question is if this game is run on another machine will the ....
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1 answer
407 views

DirectX 11 Sprite Alpha (Invalid? + Bad Quality)

I have a bug with a texture font. This is the texture file in photoshop: This is the result I am getting: The alpha from 0 and 1 shows weird artifacts as the final result, alongside the low quality ...
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1 vote
0 answers
151 views

Changing Spritefont Sizes Without Anti-Aliasing in MonoGame

I'm using a custom font for a small game in MonoGame, and it is made on an 8x8 grid, so I have to scale it to make it bigger. Currently I am scaling the scale in the spriteBatch.Begin() method, but ...
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3 votes
1 answer
221 views

How to maintain char widths of non-monospace fonts?

Having a font via spritesheet (as PNG), the easiest way to render fonts from that is just showing chars as monospace, but as you can imagine, that looks not pretty with chars like ...
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4 votes
2 answers
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Creating and editing a .fnt file based on a PNG source

I am currently making a game, (obviously), with the LIBGDX Java Library. I have already made a font, (It's a PNG file, not a TTF or RTF), that looks something like this: (It's a mockup, by the way.) ...
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  • 110
1 vote
1 answer
497 views

How to render sprites without using SpriteRenderers

I'm creating a component that lets you write text, like the UI Text component, but using sprites as letters. I already have the mapping for characters->sprites, and now was going to draw the text ...
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1 answer
190 views

Error loading "SpriteFont1". File not found

I have an issue while trying to load a font file with the extension ".xnb" and I am receiving following error: Error loading "SpriteFont1". File not found. For ...
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3 answers
654 views

How do I draw non-smoothed fonts in MonoGame 3.5?

I don't want to smooth the tiny fonts I'm building but even disabling ClearType system wide doesn't let me create SpriteFont files with sharp characters. There doesn't seem to be an option for ...
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1 vote
1 answer
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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 ...
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1 answer
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DrawFont with VB

I'm having a problem with fonts. As far as I can see from the very limited information on the SpriteFont, I should be able to add a font to my Content as a SpriteFont. However the SpriteFont doesn't ...
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0 votes
1 answer
113 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 ...
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