Mastering Libgdx Bitmap Font: An In-Depth Guide For Game Developers

Fonts have the power to make or break the aesthetics of a game. A well-designed font can differentiate between a fun game and an immersive experience.

Game developers need to ensure that their games are aesthetically pleasing. And one way to do this is by creating custom fonts for your games.

Ibdx bitmap font is a free, OpenType-based typeface designed by Jonathan Hoefler and published by Adobe Systems. It was announced in December 2015 and released the following year. Ibdx is based on the Bitstream Vera Sans family of typefaces, which Adobe has used for many years to provide an open-source alternative to its proprietary typefaces.

If you want to create a custom font for your applications or need to share text between different applications, libgdx bitmap fonts are a great option. This blog post will give you everything you need to create your libgdx bitmap font. Here we’ll discuss bitmap fonts, how to create them with LibGDX, and how to use them in your games. Let’s start.

Mastering Libgdx Bitmap Font

What Is A Bitmap Font?

What Is A Bitmap Font? Permalink

A bitmap font is a typeface that uses a matrix of small pixels to create the characters on a screen. Bitmap fonts are more efficient than vector fonts in file size, but they don’t offer the samelevelofcontrol over letterforms and overall appearance. A bitmap font represents an image, each character being a series of pixels. If you’re developing a game using LibGDX, it’s essential to understand Bitmap fonts and how to create them. Fortunately, there are various tools and software available that can help. One such tool is Calligro, which can generate custom fonts for LibGDX development. However, it’s essential to note that font scaling below 0.032 may not appear, and only single digits display.

Another tool you can use is Hiero, which can create pixel fonts for your LibGDX games. Additionally, the BMfont tool can convert fonts to bitmap format for LibGDX, and various game engines, including Godot, Phaser.JS,, HaxeFlixel, and LibGDX, support the BMFont format. With all these resources at your disposal, mastering LibGDX Bitmap fonts is essential for any game developer looking to create high-quality games.

Reviewing The Results Of Your First Libgdx Bitmap Font Project

Reviewing The Results Of Your First Libgdx Bitmap Font Project

If you are a game developer looking to create custom fonts for your project, LibGDX is a great choice. You can use various tools, such as Calligro, BMFont, Littera, Hiero, and Glyph Designer, to generate custom fonts from images. Calligro generates non-monospace fonts, and many game engines support it. However, only Godot supports non-monospace fonts generated from Calligro.

After setting up your project and generating your first LibGDX bitmap font, reviewing the results is important. You can adjust font settings such as padding, spacing, and size until you get the desired outcome. With the help of the tools mentioned earlier, you can create high-quality bitmap fonts that will elevate your game’s design and visuals.

1. Choosing The Right Libgdx Bitmap Font Library

Choosing The Right Libgdx Bitmap Font Library

After completing your first LibGDX bitmap font project, reviewing your results is important to ensure it meets your design and gameplay needs. Additionally, choosing the right LibGDX bitmap font library is crucial to the success of your project.

To create a bitmap font file for LibGDX, use the BMfont tool and follow the settings. However, it’s important to note that LibGDX’s bitmapfont might disappear below .032 and only display single-digit numbers. For pixel-art-styled games, it’s recommended to use freely available fonts from websites like bitfontmaker2.

LibGDX’s default bitmap font files are also available for download on Packt’s website. To use these files, you can open them with Hiero, pick a font size, set padding to 2, and use rendering type: java. Selecting the right bitmap font library and settings lets you master LibGDX bitmap font and create visually stunning and effective games.

2. Defining Your Font Parameters

Defining Your Font Parameters

When reviewing the results of your first LibGDX bitmap font project, it’s important to consider the font parameters that you defined. One tool that can help generate custom bitmap fonts from images is Calligro, which can be used in conjunction with LibGDX.

While LibGDX does have a default 15pt Arial font that can easily display text, there are many ways to manipulate glyph colors and get the underlying bitmap font data when working with a LibGDX bitmap font. Popular methods include drawing text, getting the line height, cap height, and descent, and creating a new bitmap font cache. When defining LibGDX bitmap font parameters, you can use the following code:

  • BitmapFont my font = new BitmapFont(Gdx.files.internal(“myfont.fnt”));
  • // Setting font attributes
  • myFont.getData().setScale(1.5f); // Setting font scale
  • MyFonts.setColor(Color.BLUE); // Setting font color
  • myFont.getRegion().getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear); // Setting texture filter

In addition to the code above, you can define other font attributes such as alignment, shadow, and border. For more information on how to define LibGDX bitmap font parameters, please refer to the official documentation.

In addition, it’s worth noting that LibGDX supports the BMFont format, which is used by many game engines and frameworks such as Godot, Phaser.JS,, and HaxeFlixel. By taking advantage of the capabilities of LibGDX and working with bitmap fonts, game developers can easily create visually appealing and engaging games.

3. Loading And Using Your Bitmap Font Library

Loading And Using Your Bitmap Font Library

After completing your first LibGDX bitmap font project, it’s time to review the results. And learn how to load and use your custom bitmap font library. LibGDX supports the BMFont format for bitmap fonts generated using the Calligro tool. You can create bitmap fonts for LibGDX by converting fonts to the bitmap format using the BMFont tool with specific settings.

LibGDX also offers a default Arial font for quick text display without bitmap generation. To use your custom bitmap font library, save it as a single texture PNG file in LibGDX. Once your bitmap font is loaded into your project, you can use it to display text in your game like any other font. With these tips, you can master LibGDX bitmap fonts and create stunning game visuals.

4. Testing Your Bitmap Font Project

Testing Your Bitmap Font Project

After completing your first LibGDX bitmap font project using Littera, reviewing the results and testing your font is important. One way to test your font is using Bitfontmaker2 to get a freely available pixel-art-styled font for low-resolution games. To update your fonts without changing code, pass the TextureRegion to the constructor.

Another option is to load LibGDX’s default bitmap font (Arial 15pt) for text output in your game’s GUI. When exporting the bitmap font content, place the unzipped files into your Heaps project under ./res/fonts/. Following these tips and testing your font, you can master LibGDX bitmap fonts and create impressive, high-quality games.

How To Create A Libgdx Bitmap Font Project?

How To Create A Libgdx Bitmap Font Project

There are a few ways to create a bitmap font in LibGDX. One way is to use Calligro to make a custom bitmap font from images drawn in software like Gimp, Photoshop, or Aseprite. If you want to convert a font to a bitmap font, use the BMfont tool with specific settings and save the file as myFontName.fnt. Another option is to use the BMFont format, supported by LibGDX,, HaxeFlixel, Phaser.JS, Godot, and other game engines and frameworks. Use these methods to create a high-quality bitmap font for your game’s UI that will give it a professional look it deserves.

  • Download the LibGDX source code from and extract it to a local folder on your computer.
  • Open a command prompt or terminal window in the location where you extracted the LibGDX files and type cd <local-folder>.
  • Type gfx init archives to create an empty project, then add the following lines of code at the beginning of your main() function: import com .badlogicgames .graphics.GLMike; import com .badlogicgames.

Preparing The Project Environment

Creating a LibGDX bitmap font project can initially seem daunting, but with the right tools and preparation. It can become a seamless process. Begin by preparing the project environment, including downloading Calligro to generate custom fonts from images created in graphics software. It’s important to note that BMFont is the original specification for the file format.

To create a BitmapFont, use the default 15pt Arial font in the libgdx JAR file. Alternatively, tools like Hiero can convert a system font to a bitmap, or ShoeBox can load customized glyphs from an image.

For those looking for a more comprehensive tool, Glyph Designer is a commercial bitmap font tool that offers various options for shadows, gradients, strokes, and more, by following these steps and utilizing the right tools. Game developers can master LibGDX bitmap fonts and elevate the visual design of their games.

Designing The Bitmap Font Assets

Designing The Bitmap Font Assets

If you’re a game developer looking to create custom bitmap fonts in LibGDX, follow a few key steps. First, you must generate a custom font from images created in your preferred graphic design software. Calligro is a popular tool for creating custom bitmap fonts from images.

Once your font design is ready, you’ll need to use the BMfont tool to convert it to a bitmap font with the specific settings you want. Don’t forget to refer to the bmFont specification for details on the font file format.

When building your game in LibGDX, adjusting the font scale is important to avoid disappearing or pixelated text. Additionally, it’s recommended that you only use single-digit numbers for your bitmap fonts in LibGDX. By following these guidelines, you’ll be well on your way to mastering LibGDX bitmap font creation.

Creating The Font Using the Hiero tool

Creating a custom bitmap font with LibGDX can seem like a daunting task. But with the right tools and resources, it can be an easy and rewarding experience. One popular tool for creating bitmap fonts is Calligro, which can generate .png templates and BMFont online and offline formats. Once you have your font file and resources ready, loading the BitmapFont is a breeze.

Load the BMFont and image files in the same directory, and you’re ready to display your text for those who don’t want to create a custom font. There’s a default 15pt Arial BitmapFont included in the libgdx JAR file. If you want to create a bitmap font in LibGDX, use the Hiero tool with the LibGDX package. Here are the steps:

  • Open the Hiero tool by double-clicking the hiero.jar file in the LibGDX folder.
  • Click on the “File” menu and select “New”.
  •  Choose the font file you want to use by clicking the “Browse” button next to the “Font” field.
  • Choose the size and style of your font, and adjust any other settings you want. You can preview your font in the window on the right.
  • Once you’re happy with your settings, click the “Export” button in the bottom right corner.
  • Choose a name and location for your bitmap font file, and click “Save”.
  •  In your LibGDX project, add the bitmap font file to your assets folder.
  • Load the bitmap font using the AssetManager, and use it to create a BitmapFont object that you can use to draw text in your game.

With these steps, you should have a working bitmap font in your LibGDX project. However, some troubleshooting may be required for font size and pixelation issues when rendering BitmapFont in libgdx. It’s also worth noting that BitmapFont can use with other game engines. And frameworks, such as Godot, Phaser.JS, and HaxeFlixel. Overall, mastering LibGDX Bitmap Font can be a valuable skill for game developers looking to create custom fonts and enhance the visual appeal of their games.

Loading And Using The Font In Your Game

Loading And Using The Font In Your Game

If you are a game developer looking to create a bitmap font project in LibGDX, you can follow a few steps to get started. First, you can use a program like Calligro to create a bitmap font by drawing characters on a template and loading it back in. Another option is downloading Libgdx’s default bitmap font from Packt’s website.

Once you have your bitmap font, adding it to the same Texture Atlas as your UI textures is important. This ensures that the font will be loaded into memory when your game is launched. Additionally, you can use Fontgen, a command-line utility. To generate fonts in SDF and MSDF formats for other game engines like Heaps and ShiroGames.

Libgdx supports the BMFont format for bitmap fonts, so you can easily create and use your custom fonts in your game. Finally, you must call the appropriate methods to load and use the font in your game. And set up the font in your game’s code. With these steps, you can easily master LibGDX bitmap font and create amazing games with custom fonts.


Bitmap fonts are becoming increasingly popular in game development, allowing you to use text graphics instead of bitmap images. With bitmap fonts, you can reduce the size of your project file by up to 75%, and bitmap font projects take only a few seconds to import and render. Moreover, bitmap font projects are easy to maintain and modify.

If you’re looking for a bitmap font that can be used in your game development projects, you’ll want to check out libgdx bitmap font. This library provides a convenient and easy way to create bitmap fonts, which can be useful for adding character art or logos to your games. Using this library, you can easily create custom fonts that look great and fit perfectly into your game development project.

Frequently Asked Questions:

1. What Is The Default Bitmap Font In Libgdx?

Ans: The default bitmap font in Libgdx can be downloaded from Packt’s website. This font can be used for bitmaps in rendering or displaying text onscreen. The font can be converted to a bitmap using the BMfont tool with specified settings. This can be done by opening Screens, Fonts, and Preferences and inputting the font’s filename into the “Font” field.

2. How Do I Use Bitmap Fonts?

Ans: Bitmap fonts are a great way to add extra visual interest to your game graphics. You can use Calligro to generate custom bitmap fonts from images created in graphics software like Adobe Photoshop or Illustrator. By adjusting font size in LibGDX, you can make the font size smaller or larger to match the desired proportions of the image.

3. How Do I Change A Bitmap Font To TTF?

Ans: To change a bitmap font to TTF, first, you need to convert it to a bitmapfont using the Littera or BMfont tool. Next, use the appropriate settings to export your font as a BMP or text file with 32-bit depth. You can then store the resulting font file in the Heaps project’s res/fonts directory.

4. What Is An Example Of A Bitmap Font?

Ans: An example of a bitmap font is Pentacom, which you can freely download from websites like Google Drive. BMFont is a tool to convert fonts to bitmap format; it requires specific settings like the dimensions of the font’s bitmap and its resolution. BitmapFont is a class from LibGDX that creates a font from a BMFont file.

5. How To Draw A Bitmapfont In Libgdx?

Ans: In LibGDX, you can create a BitmapFont from a BMFont file using LibGDX’s Font class. This class provides all the necessary methods to get the bounds of specified text in the BitmapFont and draw glyphs using a specified image for each glyph.

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