Written language of the Skalmish, people within my simulation ESOSVM. These were the people initially used to colonize the universe "Rskalmwayt" wherein several stories take place, including Dheen's Folly and Trap Farmer Brer Brah. 5132 random selections were taken from Oinai stock and placed on Planet Fyromr, and their descendants became the Fyromrese. Tandem AIs then began to refine and alter remnants of Unified Oinai language into this.
Glyphs of this style can be seen on cave walls, objects, signs, records, etc. dating up to the time when I began to intervene in the workings of the Rskalmwayt simulation (ESOSVM Canonical Year 16573440000). They were always pixel art - no high-res renditions of these shapes were ever created, so there's ample room for reinterpretation.
Like most Runic languages (including Elder Futhark), these glyphs have a specific ordering associated with them. Additionally, in written Skalmish the glyphs which make up a word are always written in alphabetical order. Glyphs have no associated sound components. They were used to record gestural communications, so there's no way to speak them. Had this language been spoken, however, it probably would have used a priority-based system wherein certain glyphs were pronounced before others or preferentially stressed. Kind of like Thai language, but way more convoluted.
Vector art used for the Halftruth Lens and Deceptive Lens in the game Naively. These are pecuilar objects which impart the holder with certain visions relating to things the holder wonders about.
These lenses and the symbols' meanings are randomized each game, so the player never knows beforehand which lens is which. Below is what would be the default layout for an unseeded game...
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A,B,C,D,E,F,G - thank you, no, yes, maybe, you're right, you're wrong, silence
H,I,J,K,L,M,N - you're right, maybe, yes, no, silence, thank you, you're wrong
O,P - you already know, it's nothing we have discussed
From my game Trap Farmer Brer Brah.
The 21 symbols of the written language used by "Eshira" - terrestrial zooid colonies amalgamated from bacterial, viral, fungal, plant, and animal components. Eshira use this language by secreting an enzyme at the top of their rocky, stromatolite-like structures, dissolving the material to reveal white glyphs. These glyphs are extremely shallow engravings, and material is removed much slower than it is added through metabolism. They are formed so that wind, rain, UV exposure, and/or wave action naturally weather them off in a day's time.
Each glyph represents an entire concept, question, plea, or rebuke. The glyph that appears depends on the eshira's environmental conditions and treatment. Intelligent creatures on Planet Fyromr read these glyphs to determine whether the fishing is good, what the weather will be like, whether their aquacultures and aquatic farms are healthy, and so on.
An eshira only etches one glyph at a time, so these symbols are only ever meant to appear one at a time. All the eshira in a particular place tend to produce the same glyph at low tide.
A combinatorial conlang whose symbols find many uses.
This is the written language of early Azwelke people from Planet Ashr in my game Endless Sea of Stars. The symbols are called "Moon Runes" (both pejoratively and not), and each represents a cluster of phonemes. The language is similar to Katakana Japanese in that written words are sounded out. Proper nouns cannot be written in Moon Runes, and so such nouns rely on Old Azwelkeland Script to be committed to record.
The Wolves of Euphedora still use these symbols as part of their own hidden language, here called "RZ". Since this cipher invents no new characters, these Moon Runes can be used to write RZ as well.
These symbols are also still used in modern Ashrian astrology. Their designations below reflect this fact.
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- ESOSVM DESIGNATION -
TextData Block #013-ASHRJ, "Moon Runes KF-21 Original"
6!000001 "Hunter's Moon, New"
6!000002 "Hunter's Moon, First Quarter"
6!000003 "Hunter's Moon, Last Quarter"
6!000004 "Hunter's Moon, Waxing Gibbous"
6!000005 "Hunter's Moon, Waning Gibbous"
6!000006 "Hunter's Moon, Full"
6!000007 "Traveller's Moon, New"
6!000008 "Traveller's Moon, First Quarter"
6!000009 "Traveller's Moon, Last Quarter"
6!000010 "Traveller's Moon, Waxing Gibbous"
6!000011 "Traveller's Moon, Waning Gibbous"
6!000012 "Traveller's Moon, Full"
6!000013 "Demarcator L"
6!000014 "Demarcator R"
6!000015 "Traveller's Moon Eclipses Ashrflame"
6!000016 "Hunter's Moon Eclipses Ashr"
6!000017 "Traveller's Moon Eclipses Ashr"
6!000018 "Hunter's Moon Eclipses Ashrflame"
6!000019 "Northern Double Eclipse"
6!000020 "Ashr Eclipses Hunter's Moon"
6!000021 "Ashr Eclipses Traveller's Moon"
6!000022 "Southern Double Eclipse"
Symbols used on board Marengi Mk.0 and later ships.
- SEMIOTIC STANDARD -
1. All symbols are to be sized at least 72cm high for physical signage/labels and at least APX2.2 for use on electronic displays.
2. All symbols are to be prominently placed such that personnel do not obscure them as they perform their duties.
3. All labels/signage will use a strongly photoreactive pigment of hexadecimal color #E43B44 for the outline. All electronic versions will use the aforementioned hex color for their outlines as well.
Another conlang/conscript from my own works. These are the Symbols of Starborn Lightness used by Asgari.
Asgari is an artificial sun orbiting Gara, an interstellar planet. It was built to use Starborn Lightness symbols as concept-units in order to electronically convey information to the Garai people about itself. So, these symbols were originally something like status indicators. Until C.Y. 1997, they could be seen on displays in the Celestial Telemetry Room at Magong Stack One in Upper Netazeca.
However, some Garai re-used the symbols to make constructed languages and ciphers. Monsaic Sun is unique among these in that it uses only the existing symbols, without any alteration. So this font can be used to write either language.
Appears in: Seven Candles Trilogy (2013)
Made by request: An experimental logotype design meant to be high-impact and high-energy, such as befits a speed metal band's album cover.
It contains my own inspirations as well as those of the band, who sketched a few prototypes.
This is clearly unfinished not only in terms of glyphs but also kerning. I was only requested to make the glyphs "AEIMNPRV" and the rest can be considered as doodles... at least, for now. It seems that there's a trend wherein people who make requests of me just want one-off designs like this as opposed to refined and finished ones. But, I'll continue this one on my own if inspiration strikes.
A written court language used by Ashrians on Bysonce Island, Planet Ashr in my video game Endless Sea of Stars. This one is used for public court documents, and its brother language Calystiphos Hand is used for private documents and old government records.
These glyphs could be considered a form of shorthand unto themselves, since each court stenographer has its own way of writing these down and its own way of abbreviating or embellishing them. Through knowledge of these glyphs, and their accompanying interpretation, one can surmise all of the important proceedings and notes.
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Common methods for stenographers to alter these glyphs involve:
- Adding/removing quadrants
- Crossing out one or more elements in colored ink
- Drawing connecting lines between points within one or more quadrants
- Inscribing shorthand or marginalia within negative spaces
- Marking or coloring within the central circle
- Shading via different means (scribbling, crosshatching, or with colors)
- Rotating a quadrant upon its own axis
It's important to note that stenographers also often write (either in Royal Bysoncian, Sea Bysoncian or Voktlandish) in accompaniment with these symbols. The idea is for each stenographer to come up with a system of encoding that works for it. Eudastiphos Hand could thus be considered an amalgamate, interlingual cipher built from other Ashrian languages.
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In terms of communication systems which exist on Earth, this is most readily compared to Nsibidi.
- WORK IN PROGRESS -
A font for making hexagonal grids and maps.
You can make a map which is infinitely wide and up to 6 rows tall. This will increase to 26 rows tall once I figure out why the spacing breaks down after 6. Once this problem is solved, I'll begin adding setpieces and more tile variations!
13SEP2018: I never did figure out a way to stop the spacing from breaking down. No matter where I place the 7th row or how I alter the spacing, it's always out of place...
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- INSTRUCTIONS -
Type starting with a or A, then b or B, up through fF, to build a column.
Once the map is as tall as you want it, repeat these letters to make the next column.
Use UPPER CASE to create land/floors and lower case to create water/walls.
"A" or "a" must be present in each sequence and each letter must be in its proper place and order for the map to generate properly. Making of irregular maps is possible, but it takes some cleverness to get them to look even. This problem seems to be insurmountable, sorry!
Use six spaces to create a void with the same width as a hex...
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- MAPS TO TRY -
(Copy one, scroll up to the preview & use View -> "User Input" -> Ctrl+V)
1. Plains: ABCDEFABCDEFABCDEFABCDEFABCDEFABCDEFABCDEF
2. River & Pond: ABCDEFabcdEFABCDefABCDEFABcdEFAbcDEFABCDEF
3. Small Maze: aBCdeFABCDEfabcDEfABcdEfaBCDEFabcDefABCdEf
4. Honeycomb: AbCdEfABCDEFAbCdEfABCDEFAbCdEfABCDEFAbCdEf
5. Space: abcdefabcdEfabcdefaBCDefaBCDefabCdefabcdef
6. Coastline: abcdefABcdefABCdefABCDefABCDEfABCDEFABCDEF
7. Stripes: abcdefABCDEFabcdefABCDEFabcdefABCDEFabcdef
8. Broken Terrain: ABA ACDFABCDEFABEABCDEF
9: Yin Yang: AbcdefAbcDefAbcdefABcDefABCDEfABcDEfABCDEf
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Using antialiasing broke the tile arrangements in my graphics software. You may be luckier, but I recommend having both antialiasing and kerning turned OFF.
Have fun!
BARcode to macro for calc. GPL, Free.
Macro for generating barcodes in a spreadsheet.
Code128:
https://forum.openoffice.org/pl/forum/viewtopic.php?f=28&t=1330
Code 2of5 interleaved:
https://forum.openoffice.org/pl/forum/viewtopic.php?f=28&t=1333
EAN, UPC, addon barcode:
https://forum.openoffice.org/pl/forum/viewtopic.php?f=28&t=1343
Code39, 3of9:
https://forum.openoffice.org/pl/forum/viewtopic.php?f=28&t=1347
Code11 generator:
https://forum.openoffice.org/pl/forum/viewtopic.php?f=28&t=1413
Recreation of a design from 2011. This was used for the logo and certain menu text in my most treasured and popular video game, "Seven Candles", so it was designed to write only a few words - Seven, Candles, Save, Lines, etc.
This will eventually be used in the remake as well, once I get around to that...
This is a logotype, so it only has a few letters in it. No more glyphs are planned.
149 custom bricks for your perusal! Only custom bricks are in the palette, so you can clone this and easily start drawing right away.
I'll definitely be adding more with time. I love this sort of experimentation!
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Ever since I saw jonrgrover's "Heavy Chain", I wondered what forms of Celtic knotwork and chainmail weave could be created on a small grid. This design contains all the ones I have found so far. Feel free to clone this or make suggestions!
All these designs are 1x1 or 2x2; I made larger swatches to show how they tessellate and can form even larger shapes.
If you clone this, I recommend opening another new FontStruction at the same time, then copy-pasting the knots you want from the cloned project over to the new one. This will help reduce the chance that your creation gets corrupted.