Clone of Final Fantasy Adventure GB. Font from Final Fantasy Adventure (1991), Final Fantasy Legend II (1991) and Final Fantasy Legend III (1993), all for Nintendo GameBoy by Square Co. Alternate and extra characters from Final Fantasy Legend III included.
This is a clone of Final Fantasy Adventure GBScript font for a version of the Infernal language from the tabletop RPG Dungeons & Dragons, for personal use. Abjad script (only consonants are written, and vowels must be filled in by the reader). Characters are, in order: B, D, ŋ, H, K, L, M, N, P, R, S, T, θ (keyed to U), V, Y, Z, 1, 5, 10, fullstop, exclamation mark, underscore line, underscore terminus, underscore beginning, semicolon, and space.
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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A connected script which attempts to depict an obvious ductus or flow to the writing. To set this one apart even more from my others, I built the capitals on a 6x6 grid.
The name comes from yet another old joke band.
Original size: 5.25pt (use multiples of this size for pixel perfection)
Semibold version of Nobody's Treasure. Most glyphs have the same width as before, and the overall width of the font is the same.
This is a clone of Nobody's TreasurePixel gothic somethingorother. Diabolical + Malicious = Diabolicious.
Original size: 5.25pt (use multiples of this value for pixel perfection)
Recommended: Use with kerning turned ON!
A semi-bold Diabolicious. It is the same width and size as the original!
Original size: 5.25pt (use multiples of this value for pixel perfection)
Recommended: Use with kerning turned ON!
This is a clone of DiaboliciousHandwritten medieval pixel font in 6x6. This one is made to have an eloquent, enchanting look - the sort of look merchants might use to advertise and sell goods.
Original size: 6pt (use multiples of this value for pixel perfection)
A fairly standard 5x5 design with a little added flair. The sort of text you might expect to see in fantasy maps and atlases.
Uppercase only!
Original size: 3.75pt (use multiples of this value for pixel perfection)
A design with long ascenders and descenders, even on letters that don't normally have them. Good for "old book" text in video games.
This is used in ESOSVM for most text which occurs while the player is in the dimension "Ladede", thus the name. Ladede has a canon, cosmology, and eventing which are seeded by in-jokes relating to roguelike games, especially Dungeon Crawl: Stone Soup. A font like this, in that context, is meant to be elegant but also mocking. This makes it seem subtly adversarial, as roguelike game elements are wont to do, and helps let the players know that they are in a bad, screwed-up place that they are unlikely to understand.
Experimental brush/pen thing. Has a slightly spooky look. Because of their tapering curves, many glyphs can render with a "split" or "stencil" look about them. This is due to software-imposed limitations on vector rendering. Designs which share this property can be considered Pseudostencils.
This design is not informed or inspired by any existing typographical traditions. I set out to make the "claw" bricks (as I call them) into a font and this is the result.
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