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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.

32 votes
12 answers
90k views

Tool to create a bitmap font from a true type font [closed]

What tool do you use to convert ttf fonts to bitmap fonts? Following is a list of features I'm looking for. I'd be happy with any tool really, but one that had these features would be better. ...
30 votes
7 answers
20k views

Where can I find fonts for my game? [closed]

Where can I find fonts (preferably free, but a reasonable fee is acceptable) that I can use in my for-pay/commericial game?
17 votes
7 answers
1k views

UI mockups to the code

My UI designer has made a lovely photoshop PSD of the UI and everything pretty. The biggest problem I'm having is converting some of the more elegant fonts used into something renderable in-game. Is ...
Vaughan Hilts's user avatar
17 votes
5 answers
20k views

Preferred way to render text in OpenGL [closed]

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
dukeofgaming's user avatar
16 votes
5 answers
6k views

Where can I find fonts which I can distribute with an open source game? [closed]

I want to be able to release my game as open source, and I need to be able to distribute font files with my game. Where can I find fonts which I can use in this way, and what font licenses should I be ...
14 votes
3 answers
10k views

How do I get beautiful small text in XNA without using external libraries?

In XNA, the spritefont technology is horrible. Nuclex does the job so much better, but I don't want to have any external references, and I'm nearly done with my game. When using fonts like Sansation ...
Mathias Lykkegaard Lorenzen's user avatar
14 votes
1 answer
21k views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
Aon GoltzCrank's user avatar
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 ...
Iñaki Bedoya's user avatar
9 votes
2 answers
3k views

Is Font Squirrel for real?

I found Font Squirrel, and while it claims to have fonts free for commercial use, i can't find a license or legal pages anywhere. Are these fonts really usable for commecial use like they say?
RCIX's user avatar
  • 1,116
9 votes
6 answers
2k views

Why can't I read .ttf file when running Android configuration?

When running or debugging my game on Android device, I get this error in the logcat: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: data/fonts/myFont.ttf (Internal) Which is ...
Davide Cattani's user avatar
8 votes
2 answers
8k views

Are fonts covered by copyright?

I want to use the font Trajan Pro, but I'm not sure that it would be legal. I've read a bit on fonts and copyright, and the only thing I could get was it depends on the license and where it was ...
Russell's user avatar
  • 259
8 votes
2 answers
2k views

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 ...
Divelix's user avatar
  • 107
8 votes
5 answers
5k views

OpenGL's matrix stack vs Hand multiplying

Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics ...
deft_code's user avatar
  • 7,612
8 votes
3 answers
7k views

Font outline in OpenGL, FTGL

I'm using FTGL library to render fonts in my game, but I have completely no idea how to create an outline around text. Achieving a shadow could be easy, because I can simply do it like this: (pseudo ...
Piotr Chojnacki's user avatar
8 votes
1 answer
2k views

XNA - just a few more characters accepted in a SpriteFont

I have a SpriteFont in XNA, which has the standard 126 characters that are usable. However i would like to use the "ಠ" symbol in the game. So is there anyway of adding just a few more ...
Joel's user avatar
  • 1,507

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