Bitmap Font Generator
Pick a font and a character set to create a bitmap font atlas PNG, a BMFont .fnt file and JSON for your game engine. Supports outlines, shadows, your own font files and an optional set of 2,350 common Korean characters.
Font
Style
How to use
When it helps
Games often draw text from a bitmap font, a single image that holds every character, because it renders fast and looks the same everywhere. This tool lays out each character of the font you pick, then creates the atlas image and a coordinates file.
The .fnt file uses the widely supported BMFont text format, so engines and libraries such as Unity, Godot, Phaser and LibGDX can read it directly. If you write your own parser, the JSON file contains the same information in an easier format.
Most games only need ASCII, which is the default. If your game has Korean text, you can add the 2,350 most common Korean syllables in one click, or type only the characters you actually use to keep the atlas small. Outlines and shadows are baked into the atlas, so you do not need extra effects in the engine.
FAQ
What does the Korean 2350 option add?
It adds the 2,350 common Hangul syllables defined in the KS X 1001 standard, enough for most everyday Korean sentences. Add any missing characters with the custom option.
The atlas is too big.
Lower the font size or use the custom option with only the characters you need. A wider atlas also makes it shorter.
Can I put any font in my game?
No. Every font has a license. Check the font maker's terms to see whether you can embed it in a game or distribute it as an image. Pretendard uses the OFL license, so it can be used in games.
Can I make crisp pixel-style text?
Turn on Disable anti-aliasing to get hard edges with no gray pixels. It works best with pixel font files.
My engine cannot read the .fnt file.
Keep the .fnt and .png in the same folder and do not rename them. The page line inside the .fnt file stores the PNG file name.