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  1. Phaser ver 2.0.3-2.0.4 ____________________________________________________________________________________________________________ NOT SOLVED YET ____________________________________________________________________________________________________________ Firstly, I'd like to ask whether bitmap fonts are faster than webfonts when rendering with strokes. ____________________________________________________________________________________________________________ QUESTION IS SOLVED ____________________________________________________________________________________________________________ Secondly, I cannot load my bitmap font. I've tried http://kvazars.com/littera/ and FontBuilder for generating the xml and atlas (also converted *.fnt to *.xml) but Phaser keeps saying that error on adding that damn font when I'm trying to place it on the scene: Uncaught TypeError: Cannot read property 'size' of undefined phaser.js:2806 PIXI.BitmapText.updateTextphaser.js:2806 PIXI.BitmapTextphaser.js:2749 Phaser.BitmapTextphaser.js:31321 Phaser.GameObjectFactory.bitmapTextphaser.js:26296 SetupGUIpopulo.js:93 StartGameplaypopulo.js:290 mainmain.js:79 Preloader.createpreloader.js:146 Phaser.StateManager.loadCompletephaser.js:14388 Phaser.SignalBinding.executephaser.js:15296 Phaser.Signal.dispatchphaser.js:15174 dispatchphaser.js:14941 Phaser.Loader.nextFilephaser.js:44211 Phaser.Loader.xmlLoadCompletephaser.js:44162 _xhr.onload That trouble almost stopped my development process. It is really annoying. I guess the font was not really loaded. But why there was no Phaser log error that says what is really wrong? I've found similar topics: http://www.html5gamedevs.com/topic/3688-how-to-make-bitmap-fonts-from-regular-fonts/, http://www.html5gamedevs.com/topic/1923-how-to-generate-xml-png-for-bitmaptext/, but none of them contain the real solution that worked for me. ____________________________________________________________________________________________________________ Sorry for my stupidness, the second question is solved. I was adding the bitmapText with the different font key.
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