Clone of PIXELA CYR featuring some changes of the Cyrillic letters along with even more additional (extra) characters for Cyrillic and Latin. Note: it's a work-in-progress... more letters will be added in the future... this typeset may also receive a slightly differing derivative one day... EDIT1: I added support for the Finnish letters "å (Å)", "ä (Ä)" and "ö (Ö)".
This is a clone of PIXELA CYRThis font was created around the theme of repetition, it was inspired by Art Deco design and how repetition and pattern aren't just pointless ornaments but fundamental to the structure of the font. I have been able to reach this stage after 5 weeks of continuous development, sketching and experimentation which I focused around trying to create a bridge between 2D and 3D fonts. Built up of a single repeated component this font is not suitable or made for large amounts of text, but instead has been created to highlight the strength and complexity of each individual letter. http://oliver-james-town.blogspot.co.uk
I wanted to create my font based around the theme of cracks in buildings. I took Inspiration from the formation of cracks in buildings. Everyone is familiar with cracks in bricks, concrete blocks and walls of houses and how some of these cause structural instability. They take on all sorts of shapes and sizes. They can start thin and then widen following a zig zag path between points that resembles a lightening bolt. I want to recreate this cracking within my font. I started with a font style that had curves and straight edges associated with different building styles. I then constructed cracks from potential weak spots in the letters. I diffused the edges of these cracks to try and demonstrate crumbling concrete.
I designed this 16x16 pixel font to facilitate texturing and dithering for pixel artists. Not every piece of art software has tools designed for texturing/dithering, and loading lots of custom brushes for the purpose can slow one's software way down as well. This font was made to attempt to solve these problems. Now you can dither, shade, and texture by typing! Every glyph repeats as a seamless texture both horizontally and vertically.
The name comes from my emulator/game, "Virtua Gremlin". Although these patterns weren't in the game (it used 9x9 tiles, not 16x16), many of the patterns here are based on that earlier work. "Skins" is a reference to graphical skins, of course. :D
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USAGE GUIDE
A-Z = textures
a-z = dithering/shading patterns
0-9 = scanlines
The rest is sort of a mishmash... I'll organize it better once I have enough glyphs to warrant a good classification system...
Have an idea for a pattern? Want to see a particular sprite or aesthetic included? Let me know :D
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Original size: 12pt (use multiples of this value for pixel perfection)
Tip: View this in the Character Map so you can more easily grab and paste glyphs when designing!
See also: Gremlin Skins HD
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.).
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- 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
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- 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)
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- 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.
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This font was designed around the theme word Elegant. I was inspired to create a typeface that was ornate and palatial; it is a ode to Baroque design.
I have tried to emulate columns for the body of the font and created a crowned frieze for some of the letters with decorative toppers for the remaining characters.
Oil Spill is a font inspired by the theme destructive. I looked on the destruction of buildings at first and the cracks on them. More from that I looked on how stress can affect people and cause primature wrinkles, but I focused more on the habitat destruction and decided to work on oil spills. The design shows the relationship between water and oil and how people's activity in the sea can lead to disastrous consequences
This font relates to the theme "Sharp" and is inspired by Cubist architecture. Cubist architecture is very rare and can be found only in The Czech Republic, especially in Prague. I took a core element of Cubist architecture, the triangle, and implemented it into a font. I divided each letter into sections and used different shades to make it look like decorative elements of a Cubist facade.
This is a cloneA typeface inspired by the theme 'systematic', developed through finding hidden shapes within geometric architecture and using them as building blocks for the letterforms. Sister font to - STACKED BLACKOUT