A simple remake of my original Brixel, but made to be monospace and 8x8
(being extended with the help of meloonics)
This font is completely free to use in any project.
The aesthetic of this font is part inspired by my own handwriting, and part just wanting to make the smallest font I could. Standard height is 8p.
Unicode Tables: Basic Latin, Latin-1 Supplement, Greek and Coptic, General Punctuation, Currency Symbols (mostly), Mathematical Operators (mostly), Block Elements, Geometric Shapes, Katakana, and Fullwidth Forms.
If you have suggestions or comments, email me at magicanstar@live.com
Credit is appreciated.
Credit should be to "MagicianSketch".
Recreation of the pixel font from Software Creations/Sony Imagesoft's "Equinox" (aka "Solstice II", 1994). This font includes an almost complete set of hiragana and katakana characters. Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Quintet/Enix's "ActRaiser" (1990) on the SNES.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned on the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
The japanese version of this game features subtly different punctuation. This recreation only includes the punctuation marks from the western release.
Only the characters present in the game's tile set have been included.
Recreation of the secondary pixel font from Pack-in-Games/Nihon Bussan's "Die Hard" (1990) on the PC Engine/Turbografx-16. This font is used for the dialog boxes.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the main pixel font from Nintendo's "The Legend of Zelda: The Minish Cap" (2004) on the Game Boy Advance.
This is the proportional variant, as used in the game's intro and dialog boxes.
A handful of characters - ™ trade mark sign (U+2122), ♪ eight note (U+266A), ❤ heavy black heart (U+2764), ▶ black right-pointing triangle (U+25B6) - had very subtle antialiasing. In this recreation, it has been removed. The tileset also includes two different sets of double quotation marks (which are not used in the game itself) - the "fatter" ones have been mapped to heavy double turned comma quotation mark ornament (U+275D) and heavy double comma quotation mark ornament (U+275E).
This font includes a full set of hiragana and katakana characters, with custom glyphs for characters with a dakuten and handakuten. The game itself also uses a series of complex kanji characters (particularly in the introduction). Some of those characters are also wider than the default 8 pixel tiles. These have not been included in this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of The Legend of Zelda: The Minish Cap (Mono)Recreation of the pixel font from Namco's "Bakutotsu Kijūtei: Baraduke II" (1988).
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Nintendo's "Zelda II: The Adventure of Link" (1987) on the NES.
This font includes a full set of katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Namco's "Pistol Daimyo no Bōken" (1990).
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the main pixel font from Nintendo's "The Legend of Zelda: The Minish Cap" (2004) on the Game Boy Advance.
This is the monospaced variant, as found in the game's ROM and as used in the initial character name entry screens. In game, the font is then used proportionally - this will be provided as a separate font recreation.
A handful of characters - ™ trade mark sign (U+2122), ♪ eight note (U+266A), ❤ heavy black heart (U+2764), ▶ black right-pointing triangle (U+25B6) - had very subtle antialiasing. In this recreation, it has been removed. The tileset also includes two different sets of double quotation marks (which are not used in the game itself) - the "fatter" ones have been mapped to heavy double turned comma quotation mark ornament (U+275D) and heavy double comma quotation mark ornament (U+275E).
This font includes a full set of hiragana and katakana characters, with custom glyphs for characters with a dakuten and handakuten. The game itself also uses a series of complex kanji characters (particularly in the introduction). Some of those characters are also wider than the default 8 pixel tiles. These have not been included in this recreation.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Sega's "Castle of Illusion Starring Mickey Mouse" (1990) on the Sega Mega Drive.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Sega's "QuackShot Starring Donald Duck" (1991) on the Sega Mega Drive/Genesis.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Sega's "Phantasy Star" (1987) for the Sega Master System.
This font includes an almost full set of katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Similarly, in-game the single and double quotes are positioned on the preceding line (and the single quote reuses the same glyph as the comma), but have been vertically spaced accordingly in this recreation.
This font also includes a handful of thin/small latin characters - these are used in the stats/fight screens for "HP", "MP", "LV", "EP", and for "AW" in the japanese version's intro story screens. These have been mapped to the lowercase, and the remaining lowercase characters have been left blank.
Lastly, the original tile set also includes six kanji characters. These have not been added to this recreation. Apart from that, only the characters present in the game's tile set have been included.
Recreation of the pixel font from the japanese version of Activision's "Predator" (1987) on the NES.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
This is a clone of Predator NESHere is an extended version of my Atemayar Rigid Script. This script has taken me years to get to the point where it is. It is incomplete however I figured I would release it with the current list of characters that I have created. While I plan to complete it, it will be some time before this is achieved so please bear with me as life tends to get in the way sometimes.
I began this font August 31, 2017, and I'm releasing it 30 days short of its 2 year anniversary.
Based off the original alphabet of Atemayar Qelisayér featured on Omniglot created by Simon Halfdan Hvilshøj Andersen. Credit for all the original characters of this alphabet goes to him, as well as credit for inspiration. Some characters in this alphabet are wholly original to this font (most are not however), these are inspired wholly by the original Atemayar alphabet in one way or another.
I truly and sincerely hope you enjoy, this font is made for all to enjoy and to spread such a beautiful alphabet to be used for all languages and all writing systems. I love Atemayar more than any existing writing system, I take all my notes in it, and I wish that Simon Halfdan Hvilshøj Andersen's alphabet will be spread around the world and used by many.
The alphabets can be categorized into groups based on the following criteria:
- Pseudo-Atemayar: shares no letters with Atemayar, but appears similar
- Semi-Pseudo-Atemayar: shares a few characters with Atemayar, but overall still looks like its base alphabet and can't be read by Atemayar users
- Modified Atemayar: Follows all/most of the same letters as Atemayar, however has added or modified letters as well
- Classic Atemayar: Original Atemayar alphabet without change
The alphabets' classifications are as follows:
Basic Latin: Classic (except X, which is a ligature of K and S)
Punctuation (all except . , : ; ? ! ... " '): Modified
More Latin: Modified
Extended Latin B: Modified
Extended Latin A: Modified
Greek & Coptic: Modified
Cyrillic: Modified
Arabic: Modified (reversed letters)
Devanagari: Modified (line above letters)
Georgian: Semi-Pseudo
Armenian: Semi-Pseudo
Katakana: Modified
Hebrew: Modified (reversed letters) ***Incomplete***
Hangul: Pseudo ***Incomplete***
Bopomofo: Modified (dots above letters, ligatures)
Thai: Pseudo ***Incomplete***
Recreation of the primary pixel font from Vic Tokai's "Clash at Demonhead" (aka "Dengeki Big Bang!", 1989) on the NES.
Note that the game features two distinct exclamation marks ... the second/straight one has been mapped to "inverted exclamation mark" (U+00A1).
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the hiragana and katakana pixel fonts from Konami's "Akumajō Densetsu" (aka "Castlevania III: Dracula's Curse", 1987) on the Nintendo Famicom.
This font is only used on the title screen, intro story crawl, and dialog boxes - otherwise, the game uses a standard "Nintedoid" type font like https://fontstruct.com/fontstructions/show/676742/nintendoid_1. In contrast, the western release uses a single stylised font throughout - see https://fontstruct.com/fontstructions/show/682911/castlevania_3_1.
In the game's tileset, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
The game also uses a handful of actual kanji characters - however, due to their limited number and usefulness, these have not been added in this recreation.
Only the characters present in the game's tile set have been included.
Recreation of the katakana pixel font from Konami's "Dracula II: Noroi no Fūin" (aka "Castlevania II: Simon's Quest", 1987) on the Nintendo Famicom.
While the title screens use the same latin font as the western releases (see Castlevania 2 - https://fontstruct.com/fontstructions/show/682905/castlevania_2_1), this font is used in the game itself (including the dialog boxes and inventory/menus) . In the game's tileset, the dakuten and handakuten are separate tiles, positioned to the right of the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
The font also includes a set of basic box drawing elements (U+2501, U+2503, U+250F, U+2513, U+2517, U+251B).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Make Software/Capcom's "DuckTales 2" (1993) on the NES/Famicom.
This font includes the katakana characters from the japanese release. In the game's tileset, the dakuten and handakuten are separate tiles, positioned to the right of the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Capcom's "DuckTales" ("Wanpaku Duck Yume Bouken", 1989) on the NES/Famicom.
Now includes the katakana characters from the japanese release. In the game's tileset, the dakuten and handakuten are separate tiles, positioned to the right of the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
This is a clone of DuckTales (NES)