3
votes
Accepted
How do you deal with transparent fonts that you want to be white?
Here's another technique you can use.
Select your font asset in the Inspector and set the Font Size to the size you want, and Character to the full set of characters you want to use. For this font, &...
3
votes
Accepted
How to maintain char widths of non-monospace fonts?
You need to input intended character widths, but not necessarily in a separate text file: the image itself can contain graphical markers at the boundaries of character sprites.
For example, you can ...
2
votes
Accepted
Creating and editing a .fnt file based on a PNG source
The simplest way is probably just to redraw it maually, using a simple .fon editor like Fony.
It will probably take less than a hour.
2
votes
How do you deal with transparent fonts that you want to be white?
I am afraid this won't be possible with that font. TrueType-Fonts only have solid areas and transparent areas. They don't have a way to define which parts of each letter are "inside" and ...
1
vote
Accepted
Xna Spritefont from installed fonts
When a font is located in the content folder, and you keep the content folder along with your game, then it shouldn't be much of a problem.
Spritefonts are treated similair like images, They both ...
1
vote
DirectX 11 Sprite Alpha (Invalid? + Bad Quality)
This is a rather odd setup for blend state:
...
1
vote
Creating and editing a .fnt file based on a PNG source
you can use Hiero for generating the .FNT file using your .ttf font file. Go through the link and download it.
https://github.com/libgdx/libgdx/wiki/Hiero
1
vote
Accepted
Error loading "SpriteFont1". File not found
Reflecting the ContentManager.Load(assetName) method, it gives this note:
assetName:
Asset name, relative to the loader root directory, and not including the .xnb extension.
Even though ...
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