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	<title>Comments on: Bitmap Font Update</title>
	<atom:link href="http://www.71squared.com/2010/02/bitmap-font-update/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2010/02/bitmap-font-update/</link>
	<description>iPhone Game Development - Web Development</description>
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	<item>
		<title>By: ZeCreator</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-4544</link>
		<dc:creator>ZeCreator</dc:creator>
		<pubDate>Tue, 21 Dec 2010 15:30:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-4544</guid>
		<description>sorry, you can found the code here : http://www.71squared.com/community/viewtopic.php?f=10&amp;t=7&amp;p=1714#p1714

Thanks,
ZeC.</description>
		<content:encoded><![CDATA[<p>sorry, you can found the code here : <a href="http://www.71squared.com/community/viewtopic.php?f=10&#038;t=7&#038;p=1714#p1714" rel="nofollow">http://www.71squared.com/commu.....1714#p1714</a></p>
<p>Thanks,<br />
ZeC.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ZeCreator</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-4543</link>
		<dc:creator>ZeCreator</dc:creator>
		<pubDate>Tue, 21 Dec 2010 15:25:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-4543</guid>
		<description>OOps, sorry... sound like i cant post some code here.</description>
		<content:encoded><![CDATA[<p>OOps, sorry&#8230; sound like i cant post some code here.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ZeCreator</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-4542</link>
		<dc:creator>ZeCreator</dc:creator>
		<pubDate>Tue, 21 Dec 2010 15:24:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-4542</guid>
		<description>Hi all, i juste make a little improvement of BitmapFont :

Add the following: If the X position of the character to be displayed exceeds the width of the frame (rectangle) in which the text is justified or a return character line is detected, we modify the X and Y position of the next character to display to be displayed at the beginning of the next line.

[code]

- (void)renderStringAt:(CGPoint)aPoint widthMargin:(CGFloat)aWidthMargin textHeight:(int)aTextHeight text:(NSString*)aText {
    
	// Grab the scale that we will be using
	float xScale = image.scale.x;
	float yScale = image.scale.y;
	int nextLineOffset = 0;
	int startXPointPosition = aPoint.x;
	
	// Loop through all the characters in the text to be rendered
	for(int i=0; i aWidthMargin &#124;&#124; (unichar)(charID + 32) == &#039;\n&#039;) {
			aPoint.x = startXPointPosition;
			nextLineOffset -= aTextHeight;
		}
	}
}

[/code]

i hope that help,
ZeC.</description>
		<content:encoded><![CDATA[<p>Hi all, i juste make a little improvement of BitmapFont :</p>
<p>Add the following: If the X position of the character to be displayed exceeds the width of the frame (rectangle) in which the text is justified or a return character line is detected, we modify the X and Y position of the next character to display to be displayed at the beginning of the next line.</p>
<div class="codesnip-container" >- (void)renderStringAt:(CGPoint)aPoint widthMargin:(CGFloat)aWidthMargin textHeight:(int)aTextHeight text:(NSString*)aText {</p>
<p>	// Grab the scale that we will be using<br />
	float xScale = image.scale.x;<br />
	float yScale = image.scale.y;<br />
	int nextLineOffset = 0;<br />
	int startXPointPosition = aPoint.x;</p>
<p>	// Loop through all the characters in the text to be rendered<br />
	for(int i=0; i aWidthMargin || (unichar)(charID + 32) == &#8216;\n&#8217;) {<br />
			aPoint.x = startXPointPosition;<br />
			nextLineOffset -= aTextHeight;<br />
		}<br />
	}<br />
}</p></div>
<p>i hope that help,<br />
ZeC.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: FoxtrotF</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-2840</link>
		<dc:creator>FoxtrotF</dc:creator>
		<pubDate>Sun, 07 Mar 2010 20:23:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-2840</guid>
		<description>Hello Guys, I&#039;ve some question.
I&#039;m very new to the Game Dev. What is better for performance, bigger(dimensions) of sprites image, for example: animation of the movement to the left and right, or possible to have animation sequence only in left direction and during run time flipping(mirror) it to the right side?
I have this code where I&#039;m trying to flip sprite sheet image, but nothing happens, it&#039;s work fine with other single images (player.png)

ssi = [[Image alloc] initWithImage:[UIImage imageNamed:@&quot;spritesheet16.gif&quot;] filter:GL_LINEAR];
[ssi getSubImageAtPoint:CGPointMake(0, 0) subImageWidth:16 subImageHeight:16 scale:2.0];
[ssi setFlipHorizontally:YES];
ss = [[SpriteSheet alloc] initWithImage: ssi spriteWidth:16 spriteHeight:16 spacing:0];
sprite = [ss getSpriteAtX:0 y:0];</description>
		<content:encoded><![CDATA[<p>Hello Guys, I&#8217;ve some question.<br />
I&#8217;m very new to the Game Dev. What is better for performance, bigger(dimensions) of sprites image, for example: animation of the movement to the left and right, or possible to have animation sequence only in left direction and during run time flipping(mirror) it to the right side?<br />
I have this code where I&#8217;m trying to flip sprite sheet image, but nothing happens, it&#8217;s work fine with other single images (player.png)</p>
<p>ssi = [[Image alloc] initWithImage:[UIImage imageNamed:@"spritesheet16.gif"] filter:GL_LINEAR];<br />
[ssi getSubImageAtPoint:CGPointMake(0, 0) subImageWidth:16 subImageHeight:16 scale:2.0];<br />
[ssi setFlipHorizontally:YES];<br />
ss = [[SpriteSheet alloc] initWithImage: ssi spriteWidth:16 spriteHeight:16 spacing:0];<br />
sprite = [ss getSpriteAtX:0 y:0];</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-2786</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Fri, 26 Feb 2010 21:41:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-2786</guid>
		<description>Glen,

I&#039;m glad you got it worked out.  I am coming to Objective-C from C++ and C# and know how difficault it can be.

Personally, I like strongly typed languages, but there are some cool aspects in Obj C too I guess.

Good luck!

-Scott</description>
		<content:encoded><![CDATA[<p>Glen,</p>
<p>I&#8217;m glad you got it worked out.  I am coming to Objective-C from C++ and C# and know how difficault it can be.</p>
<p>Personally, I like strongly typed languages, but there are some cool aspects in Obj C too I guess.</p>
<p>Good luck!</p>
<p>-Scott</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: glen</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-2785</link>
		<dc:creator>glen</dc:creator>
		<pubDate>Fri, 26 Feb 2010 21:36:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-2785</guid>
		<description>Hi Scott
im still learning objective-c and still getting to grips with what variables will carry over to different areas of the program, needless to say i was creating everything correctly but it was no longer available when it came to rendering it. 
Thanks to your suggestion of using the debugger and a nights sleep i sorted it.
Thanks again for the help and hopefully im in a better position to sort out problems myself now.
Cheers
Glen</description>
		<content:encoded><![CDATA[<p>Hi Scott<br />
im still learning objective-c and still getting to grips with what variables will carry over to different areas of the program, needless to say i was creating everything correctly but it was no longer available when it came to rendering it.<br />
Thanks to your suggestion of using the debugger and a nights sleep i sorted it.<br />
Thanks again for the help and hopefully im in a better position to sort out problems myself now.<br />
Cheers<br />
Glen</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-2782</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Fri, 26 Feb 2010 15:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-2782</guid>
		<description>What was the issue?</description>
		<content:encoded><![CDATA[<p>What was the issue?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: glen</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-3/#comment-2780</link>
		<dc:creator>glen</dc:creator>
		<pubDate>Fri, 26 Feb 2010 09:08:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-2780</guid>
		<description>Thanks for the help
Slept on it made a couple of changes and now its working :)
Glen</description>
		<content:encoded><![CDATA[<p>Thanks for the help<br />
Slept on it made a couple of changes and now its working :)<br />
Glen</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-2/#comment-2778</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Thu, 25 Feb 2010 23:14:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-2778</guid>
		<description>Hi Glen

I am using Anglecode font to render all the text in SLQ.  My class though is a complete rewrite, but it still works in the same way.  I just need to pull out the project that uses the angelcode class to see if there are any problems.

I cannot think there are as I used the original angelcode class when prototyping SLQ and it was also using numbers in that way.

In SLQ I am creating strings in the same way you are and then rendering them by passing that string to the BitmapFont class as mine is called.

When it crashes what do you get, EXC_BAD_ACCESS maybe?

Mike</description>
		<content:encoded><![CDATA[<p>Hi Glen</p>
<p>I am using Anglecode font to render all the text in SLQ.  My class though is a complete rewrite, but it still works in the same way.  I just need to pull out the project that uses the angelcode class to see if there are any problems.</p>
<p>I cannot think there are as I used the original angelcode class when prototyping SLQ and it was also using numbers in that way.</p>
<p>In SLQ I am creating strings in the same way you are and then rendering them by passing that string to the BitmapFont class as mine is called.</p>
<p>When it crashes what do you get, EXC_BAD_ACCESS maybe?</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: glen</title>
		<link>http://www.71squared.com/2010/02/bitmap-font-update/comment-page-2/#comment-2777</link>
		<dc:creator>glen</dc:creator>
		<pubDate>Thu, 25 Feb 2010 20:28:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1166#comment-2777</guid>
		<description>Hi Mike
Sorry me again, i&#039;ve just took another look at the video for SLQ and i notice that you are displaying a time and a score which im guessing are int values so my question is are you displaying these using the anglecode font like im trying to do or is there another method?
Cheers 
Glen</description>
		<content:encoded><![CDATA[<p>Hi Mike<br />
Sorry me again, i&#8217;ve just took another look at the video for SLQ and i notice that you are displaying a time and a score which im guessing are int values so my question is are you displaying these using the anglecode font like im trying to do or is there another method?<br />
Cheers<br />
Glen</p>
]]></content:encoded>
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