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Feeling inspired after reading Arcade Game Typography: The Art of Pixel Type by Toshi Omagari, I set out to make my own 8x8 pixel font. I worked with a similar approach to the one I used in the larger grid font offstruct rgb.
First started in Adobe Illustrator, each character consists of three iterations of the same 6x6 pixel letter: in RGB Red, Green and Blue. These were layered, offset by one pixel diagonally, filling the 8x8 box. To achieve additive blending, I applied the "Lighten" transparancy setting. Combinations of overlaying these three primary RGB colours result in the secondary RGB coloured pixels Yellow, Cyan and Magenta. In the additive mixing of coloured lights, the equal blending of all three primary colours results in White. All pixels were then entered manually into the fontstructor and black pixels were added for display purposes.
Colourized and 3D version of "zeropixel", product of the union of the outline version plus the fill version (and a small displacement added). My admired four had the idea, so I have tried to put it into practice. Hope you like it.
This is a clone of zeropixel eYe/FSColor recreation of the pixel font used in Capcom's "Hyper Street Fighter 2 - The Anniversary Edition" (2004) - though it actually made its first appearance in "Super Street Fighter II: The New Challengers" (1993).
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
This is a clone of Hyper Street Fighter 2 Anniversary EditionRecreation of the pixel font from Taito's "Double Axle" (1991).
As this is my 1000th font (with most of them computer/game recreations, collated for The Video Game Font Preservation Society), it's worth noting why I chose this.
The arcade game itself is rather obscure, and not very good. However, the characters are, for the most part, very "classic arcade font" - though this font does have a few notable little quirks that make it unique (the weirdly slanted "0", the "8" with its offset counters, the mix of serif and sans serif). But most of all, what really struck me about the font is the colour treatment in game - a beautiful "desert chrome" rendition that just screams late 80s/early 90s.
This recreation uses the special OpenType SVG (TTF+SVG) format, which currently has limited support.
One minor tweak I made was to the "T", which had a very odd inbalance. Apart from that, only the characters present in the game's tile set have been included.
Recreation of the colour pixel font from The Bitmap Brother's "Gods" (1991) port on the Sega Mega Drive/Genesis.
Note that in the game, there is also a separate set of 0-9 numbers used for the score counter. This recreation only includes the slightly "cut off" letters and numbers used on the title screen, status messages, and high-score screen.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
Recreation of the monospaced version of the pixel font from Square/Nintendo's "Super Mario RPG: Legend of the Seven Stars" (1996) on the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Super Mario RPG (Mono)Third font in a series of three colour pixel experiments, made after reading Arcade Game Typography: The Art of Pixel Type by Toshi Omagari. This one has a double shadow, which gives an extruded 3D effect at a smaller scale.
Recreation of the pixel font from Sculptured Software/Acclaim's "Virtual Bart" (1994) on the Sega Mega Drive/Genesis and the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a cloneRecreation of the large pixel font from Irem's "Lightning Swords" (1991).
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Lightning Swords (Large)Recreation of the main pixel font from Kaneko/Taito's "Prebillian" (1986).
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
In the game, the colours in the font are generally cycling. This recreation uses one specifically pleasing combination of colours during these constant transitions.
Only the characters present in the game's tile set have been included.
This is a clone of PrebillianRecreation of the small pixel font from Nintendo's "Super Metroid" (1994) on the SNES.
This font is used primarily for the intro/story screens. Note the strange "J" that descends below the baseline.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Super Metroid (Intro) (SNES)Recreation of the alternate large pixel font from Nintendo's "Super Metroid" (1994) on the SNES.
This font is used for the initial "The last metroid is in captivity. the galaxy is at peace..." message at the start of the intro, and for the end screens and credits.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Super Metroid (Large Alt) (SNES)Recreation of the pixel font from Activision's "Pitfall: The Mayan Adventure" (1994) on the Sega Mega Drive/Genesis and the SNES.
This recreation uses the special OpenType SVG (TTF+SVG) format, which currently has limited support. For a monochrome version, see this recreation.
The font is the same between the two platforms, with the exception of punctuation characters - this recreation combines the best characters of both version.
Beyond that, only the characters present in the game's tile set have been included.
This is a clone of Pitfall: The Mayan AdventureOffstruct RGB is a pixel colour font made using Adobe Illustrator and Fontstruct's new layers feature. It is inspired by the additive colour model in which Red, Green, and Blue light are mixed together. More samples here: Behance
This is a clone of offstructRecreation of the pixel font from Capcom's "Super Ghouls 'n Ghosts" (1991) on the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see the recreation of the "Ghouls 'n Ghosts" arcade font.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Namco's "Splatterhouse 2" (1992) on the Sega Mega Drive / Genesis.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
This is a clone of Splatterhouse 2Recreation of the large proportional antialiased pixel font from Westone/Hudson Soft's "Riot Zone" (aka "Crest of Wolf", 1992) on the PC Engine CD/TurboGrafx-CD.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
Recreation of the small pixel font from Arcade Zone's "Legend" (1994) on the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
This is a clone of Legend (SNES)Recreation of the pixel font from Capcom's "Hyper Dyne: Side Arms" (1989) on the Turbografx-16/PC Engine.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
This is a clone of Hyper Dyne: Side Arms (PC Engine)Recreation of the colour pixel font from The Bitmap Brother's "Gods" (1991) on the Amiga and Atari ST.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters used in the game have been included.
This is a clone of Gods (Amiga)Recreation of the pixel font from Aprinet's "Eliminate Down" (1993) on the Sega Mega Drive/Genesis.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Eliminate DownRecreation of the main pixel font from Technosoft's "Thunder Force III" (1990) on the Sega Mega Drive/Genesis.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Thunder Force III (Sega Mega Drive)Recreation of the pixel font from Konami's "Contra III: The Alien Wars" (1992) on the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Contra III: The Alien WarsRecreation of the pixel font from Sculptured Software's "Looney Tunes B-Ball" (1995) on the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Looney Tunes B-BallRecreation of one of the pixel fonts from Johnson Voorsanger Productions/Sega's "ToeJam & Earl" (1991) on the Sega Mega Drive/Genesis.
In the game, this font is dynamically switched with another variant, creating an animated text effect.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of ToeJam & Earl (Variant 2) (Mono)Recreation of the pixel font from Konami's "Pop'n TwinBee" (1993) on the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
The same font (with a few extra characters like the "%", "×" and "/", which have been added here as well), was used in the follow-up "Pop'n TwinBee: Rainbow Bell Adventures" (1994).
Only the characters present in the game's tile set have been included.
This is a clone of Pop'n TwinBee (SNES)Recreation of the pixel font from Sega's "Columns II: The Voyage Through Time" (1990).
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Columns IIRecreation of the pixel font from Allumer/Taito's "Rezon" (1991).
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of RezonRecreation of the large pixel font from Konami's "Castlevania: Dracula X" (aka "Castlevania: Vampire's Kiss", "Akumajō Dracula XX", 1995) on the SNES.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Castlevania: Dracula X (SNES)