You're reading text right now. Characters representing primarily letters and numbers, usually arranged to present a message.
0
votes
0answers
27 views
XNA Guide text input - maximum length
so I am using Guide.BeginShowKeyboardInput to get the user to enter their username. I would like this to be limited to 20 characters, and it seems to break expected behaviour to let them input ...
0
votes
1answer
54 views
How do I Draw Text at the End of a Countdown?
I am using the program GameMaker and I created a countdown with a variable of time. The countdown works properly and is displayed at the proper coordinates. The issue is when the countdown reaches ...
0
votes
1answer
35 views
Text not being rendered until I recreate the text class in SDL
I made a Text class, it is as shown below:
Text::Text(const int score, const float &x, const float &y, const float &w, const float &h, SDL_Renderer *rend)
{
font = ...
0
votes
1answer
89 views
How do I right-align text?
I'm using SpriteBatch.DrawString, which seems to not have an overload for text alignment. How can I draw aligned text?
0
votes
1answer
71 views
How to change colors of texture in lwjgl? [duplicate]
I have the following texture:
The black pixels are characters, the background is transparent.
How do I change the black pixels of the characters to another color?
I use this texture as a bitmap for ...
0
votes
0answers
28 views
Register Modifier to Parent Entity
As far as I know, with Andengine if you register a modifier to a parent, all the children will also be affected by the modifier. If I am wrong please let me know. I'm currently working on a game and I ...
0
votes
1answer
124 views
Poor text rendering quality with freetype
This is my first time that I use freetype library and I think I've got some problems. Right now, I draw the bitmap generated by freetype, but the generated image is really low quality. I've been ...
1
vote
1answer
91 views
NPC Dialogue directing the player [closed]
I recently gave a build of my game to some people and asked for any thoughts. One of the ones I keep getting is, 'I didn't know where to go first, but I guessed.'
The problem is, I'm still getting ...
0
votes
1answer
150 views
Spritefont in OpenGL
I develop in OpenGL using C# as programming language.
I want to draw some text on the screen. For this i created a texture that contains all the characters.
Now i am not sure how to continue. I can ...
2
votes
5answers
126 views
Working with multiple language text files in multilingual games
What kind of tools and practices are used for maintaining text for multilingual games? By "text" I mean literally any piece of text you see in the game: dialog, menu options, tutorials, etc.
I want ...
0
votes
1answer
329 views
LWJGL font not rendering, even with depth test and texture_2D
I'm running into an odd little problem here. I'm attempting to render a basic console over my LWJGL-based application, which should be easy enough through a decorator pattern of renderers (as in, one ...
1
vote
2answers
96 views
StringBuffer behavior in LWJGL
Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract ...
1
vote
3answers
2k views
How to Use Text in Unity3d
How Can i Create Text in Unity3D?
I Use "3D Text" But Its Always on Top Of Everything!
Can You Suggest Anything?
I creating a 2D Game So its not Necessarily a 3D Text..
Edit: Because I Building a 2D ...
0
votes
0answers
105 views
Monogame Font Problems in Windows Metro
Last week, I decided to see if I could develop a Windows 8 game for Metro using Monogame. I got the app to load, run and quit properly, but I cannot get fonts to render no matter what I try. When I ...
1
vote
2answers
221 views
Sprite erasing text in Pygame
I'm making a Pong clone in which the user can press the 'p' button to pause/unpause the game. When the user presses the 'p' button the word 'PAUSE' is drawn to the screen and when he presses again the ...
1
vote
0answers
244 views
Libgdx: scrolling background for preview screen
Good day, I have been coding for quite a while now and I'm at an certain point where i am having difficulties on solving something. I've been creating a preview screen which contains the following:
...
0
votes
1answer
233 views
Drawing text in SlimDX with Directx 11?
How can I draw text to the screen in directx 11 with slimdx? In SlimDX.Direct3D10 there's a font class which can be used but there's no font class in SlimDX.Direct3D11.
3
votes
1answer
97 views
center point of a text?
i'm drawing a text using a spritefont and the draw.string function of the spritebatch object. in some point, i need to augment the size of the text, so i use a variable to scale it. all this is ...
0
votes
1answer
153 views
Removing drawn Allegro texts and primitives
I'm working on a game with Allegro 5 that has a loop. I'd like to make the program write onto the screen, how much time the loop has ended. These are the rounds of a turn-based game, obviously. I use ...
2
votes
1answer
139 views
AngelCode's Bmfont about widths
In AngelCode's Bmfont is there a way to make it so that all of the widths are equal?
3
votes
1answer
178 views
Should Chinese text be grid aligned in game dialogs?
Title says it all, should I have my text using a variable width font, or fixed width. I didn't know if it is easier to read if its aligned on a grid?
1
vote
2answers
579 views
Does XNA/MonoGame have a text caching mechanism, or has an open source one been implemented?
I'm playing around with MonoGame, and I've noticed the SpriteFont class draws static text very inefficiently. Each time the text is drawn the spacing is recalculated. This isn't a big deal on my quad ...
1
vote
0answers
90 views
Rendering text with stb_font results in glitches
I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts
The relevant code for initializing the font & rendering:
LabelFactory::LabelFactory() {
static unsigned ...
1
vote
2answers
2k views
LWJGL Text Rendering
Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example:
Font f = new Font("Times New Roman",Font.BOLD,18);
font = new ...
6
votes
1answer
267 views
Text on a model
I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this:
public ...
1
vote
1answer
343 views
Displaying text letter by letter
I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from
h to he to hel to hell to hello
That would be a ...
1
vote
1answer
779 views
Creating a 3D text mesh from a 2D glyph
I have thought of three steps for doing this:
Acquire the vertex coordinates which will represent the glyph's form
Extrude them
Render
Can you suggest a better method? Can you give me an insight ...
5
votes
4answers
2k views
Should NPC dialog be stored in XML or in a script?
I'm developing an action RPG with some friends. I would like to know the differences and pros/cons of making NPC's dialogue using a file in XMLformat instead of using a script.
I see that script ...
-1
votes
2answers
289 views
FreeType2 Crash on FT_Init_FreeType
I'm currently trying to learn how to use the FreeType2 library for drawing fonts with OpenGL. However, when I start the program it immediately crashes with the following error: "(Can't correctly start ...
1
vote
1answer
467 views
Scrolling Text in jMonkey
I am looking for a way to include scrolling text boxes in a jMonkey game. I have, of course, looked around online and could not find any examples or libraries that fit.
My goal is to have "quests" ...
0
votes
2answers
1k views
Timer for pop up text in XNA
I am making an xna game which contains turn-based RPG battle elements. Any good game that features turn-based battle has to have a good feedback to the user.
For example, When my guy attacks, there ...
2
votes
1answer
789 views
How to draw text on a 3d sphere?
I am facing a problem in mapping 3d co-ordinate to screen co-ord . I require it because i want to draw text on the model . model is drawn at the 3d-cordinate, so if i know the position of that co-ord ...
5
votes
4answers
3k views
How to clip cut-off text in a textbox?
I'm writing a textbox class for my XNA game and I'm using SpriteFont to draw the text. It's only a single line textbox so when the text width exceeds the size of the rectangle box, it currently just ...
1
vote
1answer
274 views
How do I display same “proportional” text size on different resolutions?
I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution.
For example, if screen resolution is low, text wrapped and when it is ...
2
votes
1answer
361 views
How to refresh allegro textprintf_centre_ex text upon keypress?
I'm trying to print the coordinates of a drawn square upon movement. The problem is that the x value doesn't get refreshed on screen.
This is the code I have:
#include <allegro.h>
BITMAP ...
9
votes
4answers
883 views
Rendering Resolution Independent Text
I need a way to draw resolution independent text in my game. That is, I need to be able to zoom in on text and never see pixel artifacts.
Can anyone make any suggestions on how I could go about it?
5
votes
2answers
1k views
How can I render text above a mesh in DirectX 9?
I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
10
votes
4answers
10k views
Preferred way to render text in OpenGL
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 ...