How do I prevent anti-aliasing on the text in string object?

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  • I'm making a game with low-res graphics. Like a pixel game. But when i use the string object and the game goes full screen you can see that the text is anti-aliased but i don't want that, i just want the text to be plain and sharp otherwise it looks wierd. Can anyone tell me how to do this, cause I don't know how to. Thanks. :)

  • Do you have "anti-aliasing when resizing" ticked in your application properties? Note this will affect the whole game, not just the text.
    Also, check that the string object's own properties doesn't have anti-aliasing ticked.

  • Thanks for the reply salamanderpants. None of those checkboxed are ticked. In fact the text looks BETTER when i click anti-aliased. Strange. But i still don't know why the text is like that or how to make it non-aliased. And the option for anti-aliasing when resizing is grayed out, but not checked. Here is a pic to show what my problem looks like. The font is Tahoma. Regular. Size 10.
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  • By the way. This is what i'm trying to get the text to look like. See there is no anti-aliasing.
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    The text looks like this only when I go to Windows control panel/ Performance Information and tools/ Click on the adjust visual effects task and uncheck smooth edges of screen fonts.
    However, I'm guessing if I make my game available to other people, they won't have "smooth edges of screen fonts" unchecked, and the font will look nasty on their screen, ya know? So is the problem with windows or is there a way to make the text unsmoothed even with "smooth edges of screen fonts" checked? Thanks again.

  • From my tests it seems the game will be executed using the settings under which it were exported, regardless of the settings on other's Windows.

    You can check it by first turning all Windows blurrying off, export your game, then turn Cleartype (or Font Edge smoothing, or both) on and execute your freshly exported game. The text should look sharp regardless. At least that's how it works on my end (Windows 7) and everybody I asked to test my project.

    I also had this problem, no idea why is Microsoft so hellbent on forcing Cleartype and font smoothing on everybody when it doesn't work as well as they think. It's also irritating that once you turn ClearType off, it leaves Font Edge Smoothing on even if it was off before you turned ClearType! etc etc…

  • Thanks for the reply. By export, do you mean build? I tried what you said. I turned off the smoothing, then built the exe. Then I turned it back on. But still the text is smoothed out. Btw I'm on Vista.

  • Oh. Hmm, maybe it's different in Vista. Out of curiosity can you try my game (I can send you a link in a PM) and let me know whether the text is blurry? I'm also using a plain String object with AA turned off. From what I know the text there is always sharp regardless of all possible permutations of ClearType, Font Edge Smoothing on and off.

  • I don't think it's possible with a String object. But it's not that hard to do text yourself. Try one of the Active Text Blitting examples by Chris Burrows or Nifflas here: Please login to see this link.

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  • There's gotta be something... It's weird, but i downloaded the "Text Blitting Engine" from Chris Burrows site, and i noticed the text string on the bottom "Blit Speed, Loop Delay etc." Isn't affected by cleartype or font edge smoothing! When i uncheck Anti-aliasing when resizing, you can see even more that it isn't affected. But then listen to this, the moment i go in to change the font it goes right back to being cleartype and smooth font edged. What's going on??? There has to be some way to get a unsmoothed un-cleartyped font. Even controptor was able to achieve this effect somehow. The small font on the bottom left in chris burrows Text Engine, doesn't seem to have this problem, yet the moment I change the font it changed to cleartype. How was his string text able to maintain a non-smooth edged/cleartyped format???

    *EDIT*
    One more thing. I can create more string objects in that application, and they are all non-smoothed. If i make a string object in my own application, they are smoothed. If i change the font, that's the only time the text of that particular string in the "Text Blitting Engine.mfa" goes smoothed/cleartyped.

    Take a peek at this.
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    If he can make his text non-smoothed in his app, then there's gotta be some way I can do it too, right? Otherwise it doesn't make any sense.

    Edited once, last by ezzypixel (February 24, 2013 at 11:54 AM).

  • Is it Direct3D9? If so, then AA is applied to string objects I've noticed... One would hazard a guess that it is forced due to a different draw routine(s) from the standard runtime.

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  • Under your Application's runtime properties...

    Yes, Standard runtime is just the basic MMF2 runtime which is compatible with any PC, Direct3D9 uses the GPU to render. It's the fastest option available, Hardware Accelerated (HWA).

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  • Not in D3D9 as I would presume it's like this because HWA as I suspected. The only other option would be to blit the text yourself or create the text in the string object then right click > Create Active and create actives from the string object in the frame editor.

    Blitting would probably be your best approach.

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