No, the SpriteFont content type starts as instructions to the content pipeline to convert a specific font at a specific size (in pt) into a set of textures for every UTF-8 character. Since a .SpriteFont doesn't contain any textures, it has to be compiled by the content pipeline to be imported in MonoGame as a SpriteFont.
For anyone having the same issue, I just added a bool variable called "isRight" and made it true when I am pressing the right key and false when pressing the left key. Then I check the velocity to see if it is less than or greater than (depending on the bool) 0.5 in the SlowDown method and set it to 0.
velocity.X *= FRICTION;
Although our world may be functionally infinite, we typically need only a finite, contiguous chunk of it at a time. We can exploit that structure to make our lives easier and our code faster.
One neat way to do this is with what's called a clipmap. Here we lay down a finite grid of tiles for our scene. Let's say for simplicity it's 1024x1024 tile on each ...