It's so ironic that space does not count if it's only made of empty blocks.
It contains full ASCII set as well as select extra characters including German letters.
Image: https://i.stack.imgur.com/D8O9x.png (this is size 9)
Bitmap form: https://www.dropbox.com/s/ezc2x5tqfmf7kyd/fontboth.fon?dl=0
I've had a specific font in mind for a design project for a while now, but I haven't been able to find anything like it online so I decided to try and replicate it myself. Using this font in Blender with an 'offset' value of about 0.20 yields pretty much the exact same font I was imagining, which is good enough for me :)
(fortunately I won't ever need to use a V or Z in the aforementioned project!)
While suffering some serious fonter's block, here's another "wonky" experiment: this time, based on my "21st Century Dot Matrix" font. Random numbers were used to determine each dot's nudged position for the vertical (–½ / –¼ / 0 / +¼ / +½), and another set of random numbers for the horizontal. Each position had an equal 20% chance of placement.
On the previous "wonky" font ("Wonky Pins"), I adjusted some dots manually to be more visually pleasing, but I refrained from doing that here. Because so many dots were nudged to extreme positions (–½ & +½ vertically and horizontally) WITHOUT further adjustment, the printed text is still legible but definitely not as refined at "Wonky Pins"...
This typeface was also based on 2 sets of dots this time: one randomized set for an even number of dots across a row (6 or 8), and the other set for an odd number of dots (7). Sometimes, even dots and odd dots are used together on the same row in order to match the placement in the original design. These blocks are present in the "À" position. A slightly larger generic block in position "Á" is only present to prevent word processors from 'cutting off' dots nudged too far vertically up or down; initial test printings resulted in ½ dots being printed at those extremes.
Perhaps another "wonky" experiment will place the extreme ends at a lower chance of occurance (perhaps 10%) while the other three (–¼ / 0 / +¼) more at likely at 26.67% each. Or perhaps an even higher chance that the dot is not even nudged at all, with lower likelihoods as you move outwards to the extremes. This might alleviate the need for any manual adjustments, yet still get the point across that something... something has gone wonky with the printer...
Complete Sheikah Alphabet from Zelda: Breath of the Wild.
Includes J, Q, Space, Period and Digits. Exact thickness and angles.
To add a "blank" (invisible space), type an hyphen or underscore.
- james0x57.github.io/sheikah/ (They've got digit corners wrong. Couldn't confirm 0 and 6-9 with another source.)
- imgur.com/a/PnlGQ/ (For Q. Source unknown. They have errors in J, U, W, Y and space.)
- neogaf.com/forum/showthread.php?p=207210063ost207210063 (Original decipherer.)
- gamnesia.com/journals/entry/the-legend-of-zelda-breath-of-the-wild-how-to-decrypt-hylian-runes (For J.)
Recreation of the secondary pixel font from Capcom's "Gargoyle's Quest II: The Demon Darkness" (1992) on the NES. This font is used primarily for the end credit sequence. Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Capcom's "Gargoyle's Quest: Ghosts 'n Goblins" (1990) on the Nintendo Game Boy. Only the characters present in the game's tile set have been included.