71 Squared Blog

New at 71Squared

Posted by Tom & Mike on Tuesday, December 8th, 2015

We've been incredibly busy over the last few months at 71Squared and have finally found the time to tell you all about it!

We'll start things off with the most exciting announcement we have ever made!

71Squared is now the proud owner of two more amazing apps!

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Sprite Kit Particle System

Posted by Tom Bradley on Sunday, February 1st, 2015

Source Code: https://github.com/71squared/ParticleEmitterDemo-SK

Ever since the introduction of Sprite Kit and it’s particle system we have been trying to figure out a way to support it in Particle Designer. On the face of it this seems like a simple problem to solve. Unfortunately this is far from the truth.

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Book Launch Cocos2D-X in Action

Posted by Tom Bradley on Saturday, January 31st, 2015

A fantastic new book has just been launched for all you Chinese Cocos2D developers! It’s an in depth look at all the tools you’ll need to make a successful game. Be sure to check it out.


Well done Tony!

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Online Bitmap Font Editor

Posted by Tom Bradley on Wednesday, November 12th, 2014

An online bitmap font editor is essentialy an editor that runs in your browser and has it's advantages :-

  • It's cross platform
  • Has a zero deployment footprint
  • It's a trivial task to issue updates

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Bitmap Font Editor

Posted by Tom Bradley on Wednesday, November 12th, 2014

What is a bitmap font

A bitmap font is commonly used in games for displaying text and consists of a single texture and a control file. The texture contains all of your chosen characters styled and rendered at a fixed size and the control file contains all the information about each character.

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What is a Bitmap Font?

Posted by Tom Bradley on Saturday, March 1st, 2014

All the text displayed on your computer is rendered using a font file. Each font contains all the information necessary to draw the shape of each individual character. Each character can then be scaled and rendered at any size without compromising quality.

Unfortunately, the process of scaling and rendering these fonts is fairly processor intensive, especially if you need to draw the font with a number of effects like outlines or shadows. This extra processing is unacceptable in games where the hardware is already under immense pressure. OpenGL itself doesn't even understand fonts, so in order to display text in your game you would need to use whats known as a bitmap font.

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Bitmap Font File Format

Posted by Mike Daley on Saturday, March 1st, 2014

For BMFont binary format please read BMFont Binary Format

This section describes the contents of the BMFont output format used by Glyph Designer. The BMFont format was originally created by Andreas Jönsson and can be found at http://www.angelcode.com. Information about BMFont format was taken from information found on that page.

Glyph Designer provides a number of different output options:

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BMFont Binary Format

Posted by Mike Daley on Saturday, March 1st, 2014

For BMFont text format please read BMFont Text Format

File Header

The first three bytes of the header are the file identifier and are always set to 66, 77, 70 (BMF). The fourth byte is the version which is currently 3.

After the header are a number of blocks based on the tags described above.

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