Monospaced Sprite Font?

Well i think the easiest thing is to just use a font that is already monospaced.

If you’re intending to convert one that isn’t into a monospaced font you would probably have to alter it a bit yourself either in a program that basically makes fonts or on load or just create one that is monospaced.

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Dunno if this will help but you might find it interesting. You can maybe get some insight on altering a font on load from this, which i made as much for the heck of it. As sort of a starting point so someone can see how the values coming in from a font can be manipulated. If they want to do some sort of custom manipulation of their own this might help a bit to see how a font is pieced together.

The following project goes by the following idea you make a new game1 project add the class then.

  1. load a font to the game1
  2. give it to the class instances constructor
  3. tell the class instance a directory location via the write command.
  4. close the running project.

    What you get in that directory you specified is a .cs text file.
    You add that to any game1 and it will basically let you load a hard coded font that is generated from the cs file constructor that you just made.

Links…

the github project and below this a link to another page with just a example class created from it.

example hard coded tahoma font text file generated from the above class with .cs extension.
take this then load it into a vs project its constructor returns a font that is built from the class.

Basically if you look at the glyphs and texture you can pretty much get the idea of how you would need to rescale the pixels and change the glyphs information so they are all the same width for a proportional font.
You can imagine there are probably a few ways to do what you want all with their own pro’s and cons.