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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libGDX font generating bug
Please, help me with my problem.
The character is rendering incorrectly.
R symbol looks like N. Also, the symbol ! is not drawn. But this problem was found only on Xiaomi Mi A1. On other devices, ...
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Font Changes in WebGL Build
I'm attempting to make a game for WebGL. However, everytime I export a build, the font always changes on everything, just like below.
Original
WebGL
My default font is Arial and I have made a ...
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How to convert png images to True Type Font?
I'm doing a clone of Colonization and I'm trying to use the same font type as the original game. I'm able to get the pixels from the original font files (.ff) using the application from this thread ...
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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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How does condition 5 of the Open Font License apply to using a font in my game/engine?
For my game-engine I have created an debug-console I use for more complex operations and tests, logging, etc.
When looking for a good & clean font I considered using Google Fonts. Many if not all ...
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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, ...
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Freetype: create Signed Distance Field based font
I am trying to implement Font Rendering in my OpenGL C++ game.
I read many articles on the subject and got to know different methods, but I am still learning.
Valve has published a paper for Signed ...
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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:
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Can I create realtime textures with text?
I have a large number of items in my game, that will eventually have a texture associated with them. The problem is, for right now, I have nothing. I would really like to do something with, say, the ...
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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 ...
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1
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LibGdx: set TextButton font to a TrueTypeFont
I am making my first LibGdx game, and having an hard time understanding font scaling on TextButtons.
Here is a comparison between the rendering on my Kindle Fire 7 and an high resolution tablet:
I ...
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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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Is it reasonable to use FreeType [closed]
Won't it slow my game if I use FreeType lib and convert 2 fonts from .ttf instead of using preloaded BitmapFont .png? Or may be FreeType so fast, that I can use fonts both ways?
All I need is to ...
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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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How do I render Hindi text in Libgdx?
How do I render Hindi text in Libgdx using any font? For example, I want to render the word "प्रकार".
Here is what I have, so far:
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