Note: This font is being heavily worked on, many of the expanded assets are bound to change in the future. With new ones being added semi-regularly.
The main language seen in the videogame Stray, used by the robots as communication. However it's more of a cipher than a proper language. Therefore it can be transformed into a font/typeface for people to use.
9/5/2022 - First Release, only basic latin.
Original typeface credit given to developers of the game Stray, I only take credit for the portions added onto the already existing typeface.
First font: Arcade Typewriter. Integrates arcade letters with typewriter format. Five stars, please! Published in Public Domain for free use. Use productively please!
This is something I've doodled on for a while. I'd like to incorporate shapes other than triangles and rectangles into this but I'm just too busy with other projects. Feel free to continue it, make it better, or whatever.
I had help from BWM for suggestions to improve a lot of the glyphs. Thanks, man!
Font with a particular feel. The shapes are modified & filled versions of glyphs from my Tangereen series.
This is made to be a logotype for my band, so it's developed as far as it needs to for the time being. Uppercase, numerals, more refinements, etc. might come in future.
The Unicode bitmap font from Minecraft, also known as GNU Unifont. The game has a font priority system called "providers" that looks for bitmap data for a specific character in the non-Latin European character set first, then in the accented Latin character set, then in the game's low-res default font, then finally here, in the high-res Unicode character set. You can override this priority system by going into Options... > Language..., then setting "Force Unicode Font" to ON.
The game stores this font in images containing 16 rows and 16 columns of characters. Each character is 16 pixels wide and 16 pixels tall, totalling 256 characters per image. Each image represents one Unicode codepage, and there are 256 pages, which covers characters U+0000 to U+FFFF. Control characters and most CJK characters are omitted here, because FontStruct doesn't officially support them.
The font is not monospace, however, so the effective widths of each character are stored in a separate file called glyph_sizes.bin. Information for each character is stored in one byte, and the upper and lower 4 bits of this byte represent the start column and end column with a number ranging from 0 to 15, where 0 is the leftmost column of the character's allotted 16x16 space, and 15 is the rightmost column, respectively.
Knowing all of this allowed me to automate most of the steps involved in creating this recreation. I did not use the FontStructor to make this, I instead used a program to directly interact with FontStruct's API. It is possible to add unsupported characters to a font with this method, but I chose to stay within the limits of what is officially supported.
The thin sans-serif terminal font from old Japanese DOS machines.
Credits font from M.C. Kids for the Nintendo Entertainment System. Sprite sheet obtained from MatiasNTRM on The Spriters' Resource.