All Questions
15
questions
0
votes
1
answer
508
views
LibGDX Letter spacing is reduced if I use GlyphLayout to draw a bitmap font
I need to use glyphlayout so that I can centre the text, but I found if I do the text gets distorted due to the spacing being incorrect.
...
3
votes
0
answers
423
views
Weird libGDX BitmapFont Color Change (And Alpha) Bug
I want to change the color of my libGDX BitmapFont, but it can't change it. The font is generated with Hiero v5 (Lastest as I Know) but the color of the font doesn't change. Here is the example code, ...
1
vote
1
answer
527
views
Two BitmapFonts from one .ttf font using AssetManager
I'm trying to start using AssetManager in my game. Previously I used to generate two BitmapFonts (bigger and smaller) from my .ttf file and it worked well. Here's how it looked in the code:
...
1
vote
0
answers
55
views
Font loads with artifacts
I've recently come on to an error when loading fonts in my game, some letters show up perfect while others have artifacts around them. Here's an example of this:
While some letters are perfectly ...
6
votes
2
answers
5k
views
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.)
...
0
votes
2
answers
1k
views
Resize font when screen resizes desktop Libgdx
I create my font using the following code:
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8
votes
2
answers
796
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:
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0
votes
1
answer
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: ...
7
votes
1
answer
4k
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 ...
2
votes
1
answer
2k
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 ...
11
votes
2
answers
16k
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
1
answer
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 ...
2
votes
1
answer
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 ...
1
vote
0
answers
447
views
Why do my LWJGL fonts have dots and lines around them?
When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like:
Our font class looks like this:
...
4
votes
3
answers
4k
views
Bitmap Font Displays in Center Always Without Coding it Manually (Fix Coordinate Problem onText)
Is there a way on how to stay the texts in center without manually coding it or something, especially when making an update? I'm making a display for the highest score. Let's say that the score is 9. ...