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	<title>Comments on: iPhone Game Programming &#8211; Tutorial 4 &#8211; Bitmap Font Class</title>
	<atom:link href="http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/</link>
	<description>iPhone Game Development - Web Development</description>
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		<title>By: Day 7: Add bitmap fonts to our iPhone game</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-18/#comment-7426</link>
		<dc:creator>Day 7: Add bitmap fonts to our iPhone game</dc:creator>
		<pubDate>Wed, 04 Jan 2012 10:02:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7426</guid>
		<description>[...] found from reading various developer and startup blogs. The best one that I have found goes out to Mike Daley of 71Squared! I have also noticed a few other great tutorials on Mike&#8217;s site that I may consider for [...]</description>
		<content:encoded><![CDATA[<p>[...] found from reading various developer and startup blogs. The best one that I have found goes out to Mike Daley of 71Squared! I have also noticed a few other great tutorials on Mike&#8217;s site that I may consider for [...]</p>
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	<item>
		<title>By: swinger sex personal ads free - Nursema.Net</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-18/#comment-7373</link>
		<dc:creator>swinger sex personal ads free - Nursema.Net</dc:creator>
		<pubDate>Sat, 12 Nov 2011 07:01:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7373</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
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		<title>By: Asher</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-18/#comment-7169</link>
		<dc:creator>Asher</dc:creator>
		<pubDate>Tue, 28 Jun 2011 23:00:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7169</guid>
		<description>Actually never mind about the scrolling, just a case of aDelta in the new framework being a fraction of the value of delta in the old (2D) framework. To fix it all you need to do it increase the value&#039;s being input into the animation methods, (or reduce the delays).

Still don&#039;t know why the text alignment is off though. The x and y offsets just don&#039;t seem to be being set.</description>
		<content:encoded><![CDATA[<p>Actually never mind about the scrolling, just a case of aDelta in the new framework being a fraction of the value of delta in the old (2D) framework. To fix it all you need to do it increase the value&#8217;s being input into the animation methods, (or reduce the delays).</p>
<p>Still don&#8217;t know why the text alignment is off though. The x and y offsets just don&#8217;t seem to be being set.</p>
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	<item>
		<title>By: Asher</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-17/#comment-7164</link>
		<dc:creator>Asher</dc:creator>
		<pubDate>Tue, 28 Jun 2011 10:05:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7164</guid>
		<description>Does anyone have any idea why the text alignment and scrolling might not be working when placed into the new XCode4 openGL framework. So far I&#039;ve got everything else to work, but this seems to go wrong. 

I also know it&#039;s not a case of having missed something out, as after encountering the problem I copy/pasted the code from the example project which works perfectly. I&#039;m stumped!</description>
		<content:encoded><![CDATA[<p>Does anyone have any idea why the text alignment and scrolling might not be working when placed into the new XCode4 openGL framework. So far I&#8217;ve got everything else to work, but this seems to go wrong. </p>
<p>I also know it&#8217;s not a case of having missed something out, as after encountering the problem I copy/pasted the code from the example project which works perfectly. I&#8217;m stumped!</p>
]]></content:encoded>
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	<item>
		<title>By: Dave</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-17/#comment-7139</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Wed, 01 Jun 2011 17:35:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7139</guid>
		<description>I just wanted to let you know how much I appreciate your work.  This has been very helpful in getting me started in gaming development.  Please keep it up.</description>
		<content:encoded><![CDATA[<p>I just wanted to let you know how much I appreciate your work.  This has been very helpful in getting me started in gaming development.  Please keep it up.</p>
]]></content:encoded>
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	<item>
		<title>By: ThisIsMe</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-17/#comment-7135</link>
		<dc:creator>ThisIsMe</dc:creator>
		<pubDate>Wed, 01 Jun 2011 11:44:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7135</guid>
		<description>Hello mike,

You might not have heard this before, but your tutorials are great :-)!

We are using the AngelCodeFont class in our iPhone game, and I found a small problem with the Image class.

I use a font I made with Hiero with shadow and outline, and I experienced artifacts on the right and (a bit less obvious) on the left side of characters, which apparently came from neighboring characters in the font bitmap file. 

Digging in the code I found the problem: The calculateTexCoordsAtOffset function seems to use the formula

&quot;right edge of character = left edge + width&quot;,
 
but in my opinion that should be

&quot;right edge of character = left edge + width - 1&quot;,

as a character of width 2, starting at offset 10, covers the points 10 and 11. The current version gets the first pixel of the neighboring character (or part of, depending on the resolution and scaling). On the left side, there seems to be a rounding error when calculating the texture, I added 0.4 to the offsetPoint.x value when used for the left edge corners of the texCoords array to get rid of any artifacts on the left side while still keeping the most left pixels of the character in question.

Of course, this is only visible when the bitmap font file is packed without any free space between the characters, so it probably does not show when the font is not outlined or shadowed. There might also be a better place to make the necessary changes in the code, but the above worked for me.

And BTW: Good luck in your new job!</description>
		<content:encoded><![CDATA[<p>Hello mike,</p>
<p>You might not have heard this before, but your tutorials are great :-)!</p>
<p>We are using the AngelCodeFont class in our iPhone game, and I found a small problem with the Image class.</p>
<p>I use a font I made with Hiero with shadow and outline, and I experienced artifacts on the right and (a bit less obvious) on the left side of characters, which apparently came from neighboring characters in the font bitmap file. </p>
<p>Digging in the code I found the problem: The calculateTexCoordsAtOffset function seems to use the formula</p>
<p>&#8220;right edge of character = left edge + width&#8221;,</p>
<p>but in my opinion that should be</p>
<p>&#8220;right edge of character = left edge + width &#8211; 1&#8243;,</p>
<p>as a character of width 2, starting at offset 10, covers the points 10 and 11. The current version gets the first pixel of the neighboring character (or part of, depending on the resolution and scaling). On the left side, there seems to be a rounding error when calculating the texture, I added 0.4 to the offsetPoint.x value when used for the left edge corners of the texCoords array to get rid of any artifacts on the left side while still keeping the most left pixels of the character in question.</p>
<p>Of course, this is only visible when the bitmap font file is packed without any free space between the characters, so it probably does not show when the font is not outlined or shadowed. There might also be a better place to make the necessary changes in the code, but the above worked for me.</p>
<p>And BTW: Good luck in your new job!</p>
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	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-17/#comment-7086</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Fri, 20 May 2011 15:45:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7086</guid>
		<description>Thanks guys for the kind feedback. I&#039;m not getting the tutorials out as quickly as I would like, but they will continue.

Thanks again

Mike</description>
		<content:encoded><![CDATA[<p>Thanks guys for the kind feedback. I&#8217;m not getting the tutorials out as quickly as I would like, but they will continue.</p>
<p>Thanks again</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: IlyaK</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-17/#comment-7085</link>
		<dc:creator>IlyaK</dc:creator>
		<pubDate>Fri, 20 May 2011 15:33:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-7085</guid>
		<description>Hi Mike,

You and your tutorials rock. You are an inspiration to us all. Keep up the great work!

Regards,
Ilya</description>
		<content:encoded><![CDATA[<p>Hi Mike,</p>
<p>You and your tutorials rock. You are an inspiration to us all. Keep up the great work!</p>
<p>Regards,<br />
Ilya</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kai Engelhardt</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-17/#comment-6939</link>
		<dc:creator>Kai Engelhardt</dc:creator>
		<pubDate>Mon, 02 May 2011 03:59:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-6939</guid>
		<description>Hi Mike!
I am making a game in landscape mode.
Unfortunately I am too dumb to get the Bitmap Font class to draw horizontal text.
Is that possible? If yes, can you show us how to do it (maybe it&#039;s just a simple trick I&#039;m missing).

Anyway : YOUR TUTORIALS ABOUT OPENGL ARE THE BEST I&#039;VE EVER SEEN - KEEP UP THE INCREDIBLY GREAT WORK :D !</description>
		<content:encoded><![CDATA[<p>Hi Mike!<br />
I am making a game in landscape mode.<br />
Unfortunately I am too dumb to get the Bitmap Font class to draw horizontal text.<br />
Is that possible? If yes, can you show us how to do it (maybe it&#8217;s just a simple trick I&#8217;m missing).</p>
<p>Anyway : YOUR TUTORIALS ABOUT OPENGL ARE THE BEST I&#8217;VE EVER SEEN &#8211; KEEP UP THE INCREDIBLY GREAT WORK :D !</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/04/iphone-game-programming-tutorial-4-bitmap-font-class/comment-page-17/#comment-5770</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Mon, 21 Feb 2011 09:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=337#comment-5770</guid>
		<description>Hi CC

This is something I&#039;m pulling together at the moment. There is going to be a sample app for the 71Squared engine, Cocos2d and Sparrow. As you say, this will help people get started with GD :o)

Mike</description>
		<content:encoded><![CDATA[<p>Hi CC</p>
<p>This is something I&#8217;m pulling together at the moment. There is going to be a sample app for the 71Squared engine, Cocos2d and Sparrow. As you say, this will help people get started with GD :o)</p>
<p>Mike</p>
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