> I think I read somewhere that you can't turn off font smoothing for text objects. Is there a reason you can't use the spritefont?
I could use it. However I have the intention of translating the game to other languages in the future (russian, mandarin etc) and it would make things more complicated.
My last shot will be applying some sharpness to the text object and see the results, if it doesn't work I guess I'll use sprite fonts.
Just wanted to chime in as a Chinese user and say the lack of spritefonts is pretty much a given for a non-alphabet based language, and non anti-aliased Chinese characters to be blunt are quite ugly. The only real reason to use them would be if you make your text really itty bitty, which is probably a bad idea to begin with.
From a usability standpoint, you're probably overthinking it. If you don't put aliased and anti-aliased text directly next to each other for an end user to see the difference, the average person won't notice at all, unless it makes it hard to read (in which case you could simply make it larger). Brains are wired to smooth things over by default. Even then, either way it is decidedly not going to change the impression of how fun your game is to play.
Also some general advice for international support, whenever possible you should focus on avoiding text completely by designing around symbols that can be universally understood to begin with. Bad translations/localizations are the source of much derision and amusement among my friends in the games we play at least. Of course this won't work if your game relies heavily on text, but just leaving this here for discussion anyway.