imitation song-ish, hopefully with early 1900s century rough vibes, and not early 2000s century sanitized vibes
not usable as a real font, for obvious reasons. i do not plan to make this remotely usable, ever, for obvious reasons. not a serious entry, because of the above problems. just a smart-ass interpretation of 'twenties' (early 20th century / 1920)
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...
Typeface used for the opening credits of Hero's Quest: So You Want To Be A Hero (EGA) & Quest For Glory: So You Want To Be A Hero (EGA), (C) 1989 Sierra On-Line. The words and names were not generated using an in-game font; they were actually pre-rendered static images within the game's art assets. Letters Q & Z created by Goatmeal.
Because the flourishes/sparkles present in the center of several letters could not be recreated effectively in FontStruct, they are NOT included in this font recreation.
My first attempt at the Kayah Li script used to write Kayah Li spoken in Burma/Myanmar and also in Thailand. It was created by Htae Bu Phae in 1962. I based my design on the relatively blocky font used over on Omniglot. I'm not that happy about the result though. Letters were made on a 9×11 grid which allowed me to make vertical lines thicker than horizontal. It makes for very blocky letters though. I was hoping to create something similar to my Tai Le font but the letters simply didn't lend themselves to the same level of fluidity.
Kayah Li was added to the Unicode standard in version 5.1 in 2008. This font however uses an ad-hoc mapping to Ascii characters. The only real oddity are the tone markers mapped to 'f', 'j' and 'q'.
The script is a true alphabet with all vowels written out. There are however only four vowel letters: ‹a›, ‹oe›, ‹i› and ‹oo›. The rest are written as ‹a› plus a diacritic.
An experiment -- Half-tone uses dots, so why not replace dots with pixels? Thus, Half-Pixel Arcade was born.
This is a clone of The Video Arcade Game FontAn experiment -- Half-tone uses dots, so why not replace dots with pixels? Thus, Half-Pixel was born.
This is a clone of CASIOpeia (fx-7700G)My take on the Mongolian 'Phags-pa script designed by the Tibetan monk Phagspa in 1269, based on the Tibetan script, to write Mongolian, Tibetan, Sanskrit and Chinese. This font is based on the Tibetan style which consists almost entirely of straight lines and right angles. It seemed like a prime candidate for a FontStruct treatment. I've added rounded corners and serifs to make it more visually interesting.
The script is written in vertical columns top-to-bottom and left-to-right and thus needs to be rotated 90° clockwise and the columns then reversed.
'Phags-pa was added to the Unicode standard in version 5.0 in 2006. This font however uses an ad-hoc mapping to Ascii characters which admittedly doesn't always make sense. I kind of gave up in the end and started assigning a bunch of letters to digits. Letters are connected into syllable block by a thin line (mapped to '-'), usually on the right-hand side. A straight line clashed wth the serifs so I made it into a small arch.
The script is an abugida: the vowel ‹a› is inherent in each syllable and thus not written.
My take on the Tai Le/Tai Nüa/Dehong Dai script which is used mainly in the Dehong region in southwest China. The relative blockiness of the letters made it a prime candidate for a FontStruct treatment.
Tai Le was added to the Unicode standard in version 4.0 in 2003. This font however uses an ad-hoc mapping to Ascii characters. Thanks to the limited number of letters (for a Brahmic script) the mapping mostly makes sense. Aspirated plosives are mapped to upper case and tone markers to shift+digit. The latter have been mapped so that they work on both US and Swedish Mac keyboards (and hopefully many others). Luckily there were no conflict between the two.
The script is an abugida: a syllable-initial consonant letter has an inherent vowel ‹a›. Whether a consonant is initial or final has to be inferred from context, however only ‹p›, ‹t›, ‹k›, ‹m›, ‹n› and ‹ng› can appear in final position.
(The letter pair ‹tone 2› + ‹ka› could really use some kerning.)