Additional notation that cannot be specified in a single character (usually post-game review):
!! – brilliant move
! – good move
? – bad move
?? – terrible move
!? – unusual move
?! – dubious move
Link to in-depth article about chess notation:
This is a clone of Chess Notation TypeA font resting on some columns. This was a doodle that became an experiment, so there was a lot of iterating.
I made the columns wide enough for a variety of different designs to be able to stand on them, so feel free to clone this and try your own!
A-smile улыбка
B-sad печаль
C-wondered удивление
D-happy счастье
E- подмигивание
F-shoked шок
G-смущение
H- печаль
I-crying плачь
J- показывает язык
K- открытый рот
L- игривый
M- duckface губки уточкой
N- nerd очкарик
O- boss крутой в очках
P- man мужчина с усами
Q- woman женщина в лифчике
R- shocked шокированный
S - sic больной
T- scared испуган
U- вампир
V- angel ангел
W-old man старый мужчина с бородой
X- сияние
Y- rofl
Z- alien инопланетянин
a-angry причетает
b-baby ребёнок
c-king король
d- dead man труп
e- крайнее удивление
f- широко открытые глаза
g- исподлобья
h- радостное удивление
i- скептический прищур
j- слёзы радости
k- сон
l- досада
m- ярость
n- дьявол
o- сомнение
p- kiss поцелуй
q- любовь во взгляде
r- доволен, намёк
s- мечтает
t- не в себе
u- dranked пьяный
v- невинное, жалосливое лицо
w- грусть
x- стыд
y- заплетается язык
z-poop какашка
1- черви
2- пики
3- буби
4- крести
5- ёлка
6- подарок
7- поток воздуха
8- корабль на волнах
9- коктейль
0- музыка
отвращение
See more:
https://www.fontstruct.com/fontstructions/show/1713592/jcm09
https://fontstruct.com/fontstructions/show/894162/emoticonestityly
https://www.fontstruct.com/fontstructions/show/1114839/ayes
https://www.fontstruct.com/fontstructions/show/1217134/brickface-1
https://www.fontstruct.com/fontstructions/show/149656/stachestruct
https://www.fontstruct.com/fontstructions/show/1136180/alphabetical_emoji
https://www.fontstruct.com/fontstructions/show/471218/xe_smile_ease
https://fontstruct.com/fontstructions/show/2124301/expression-pro
Donjon16: My take on a dungeon font. Create your layout with A-Z, move the caret to right after the room you want to edit, then type the letter for a trap, monster, and/or object and it will appear in that room. You can stack multiple smaller creatures or objects inside a room.
When one room's opening runs into another's wall, it makes a distinctive notch in the wall. I consider these to be closed or secret doors, but your design doesn't have to have them. :^)
Only the smaller monsters/items can fit into the corridors. However, you can fit up to three of the smaller monsters into a single corridor (5 if you use the 4-way corridor)!
This was actually designed to make minimap graphics for one of my games, and derives some inspiration from the maps in early Zelda games (The Legend of Zelda, The Adventure of Link, Link's Awakening, Link to the Past, etc.).
•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • :
- ROOMS & MAP SYMBOLS -
ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕ = floor number markers (B7 to F16)
×ØÙÚ = compass markers (North, East, West, South)
ABCDEFGHIJKLMNOP = 16x16 rooms
RSTUVW = corridors
space bar = empty voids
•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • :
- PLACEABLE THINGS -
(These all have a negative spacing, so they must be typed AFTER the room you want to put them in.)
X = teleporter or Magic Stone
YZ = stairs up/down (They take up the entire room)
0123456789 = traps & hazards - spike trap, pit trap, ice trap, trapdoor trap, teleport trap, arrow/dart trap, etc. (They can overlap monsters; use some discretion)
abcde,fghij,klmn = small monsters - kobolds/goblins, humanoids/skeletons, slimes (They appear in a cross or X shaped grid, max 5 per room, 9 if you use them together)
opqr,stuv = medium monsters - skulls, bats/imps (They appear in corners, max 4 per room)
wxyz = big monsters - knight, dragon, serpent, big skull (They take up the entire room)
!@#$%^&*()[]{}\|<>?/:';" = equipment - weapons, armor, potions, maps/scrolls, runes, compass, and more (Usually takes up a whole room)
`~_=-+ = gold, gems, key, chests (Usually takes up a whole room)
àáâãäåæçèéêëìíîïðñòóôõö÷ = special characters (NOT YET IMPLEMENTED)
•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • :
- TIPS -
Make the dungeon layout first, THEN start adding things to it.
Better to have a treasure vault guarded by monsters in the next room than to try to cram them all into the same room. The same holds true with many traps.
If you use the floor number markers, you can have up to 23 floors in all - 7 below-ground and 16 above-ground.
•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • :
The "gremoji" symbols used in Virtual Gremlin. These are spoken to the player by those Gremlins who are not intelligent enough to form words, and can be used to guage the Gremlins' moods.
Original size: 21pt (use multiples of this value for pixel perfection)
Fontstruct's first vacuum tube font!
This is a design inspired by Nixie tubes. Since these "tubes" are iconographic, they could theoretically represent 12AX7s, 6L6s, KT88s, or whatever tube/valve you wanted. Feel free to clone and build on this concept.
A cipher/code used by the Kibble Cabal, a mostly animal-based team of misfits and food thieves in the game Trap Farmer Brer Brah. This code is very similar in application to the "Hobo Code" from the United States in the late 1800s. It makes a pretty good cipher, as well!
Original size: 8pt (use multiples of this value for pixel perfection)
dice based cypher made from 2d6 sets for each letter~
the key is attached as the sample; the letters shown there correspond to the letters typed out in lowercase as default. As upper case the colors of the dice are flipped but the order of the numbers is the same for each letter.