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Fontstructions tagged with “Image Generator”

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PixelGen 8x8 

by zephram
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33651 Published: 7th June, 2018
Last edited: 7th June, 2018
Created: 7th June, 2018

8x8 pixel art generator. It can be used to draw at any size once you understand how it works. Feel free to write your own scripts/code to automatically draw with this!

Glyphs are mapped to pixels as follows:

456789,.
wxyz0123
opqrstuv
ghijklmn
YZabcdef
QRSTUVWX
IJKLMNOP
ABCDEFGH

ABCDEFGH will make a horizontal line at the bottom edge, HPXfnv3. would make a vertical line on the right edge, and so on.

*

- INSTRUCTIONS -

Type to draw! See the sample for an example of how I do it.

1 space = 1px of spacing. Use 8 spaces to start a new block and 16 spaces to start a second block which is 8px away from the first. This fine space exists to allow any sort of pixel art to be drawn within an infinitely large "canvas".

- COMING SOON -

A guide to preparing any text for PixelGen 8x8 (I'm figuring this out now!)

*

If you draw something with this font, feel free to show it off in a comment. This is an unusual way to draw, but it has many unforeseen potential uses!

One form of beauty in this type of art is that your code IS the art. And, the code and art are yours to recreate and modify endlessly as you desire, all without ever having to draw, save/load files, or even touch an image editor.

Have fun!

*

- PREDRAWN ART -

(To see them, copy them, scroll up and use View -> "User Input" -> Ctrl+V)

1. 8x8 Black Square: ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.

2. 16x16 Black Square: ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.          ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.          ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.

3. 8x8 Circle: CDEFJOQXYfgnovx26789

4. 8x8 Square Border: ABCDEFGHIPQXYfgnovw3456789,.

5. 8x8 Chessboard: ACEGJLNPQSUWZbdfgikmprtvwy02579.

6. 8x8 Sword: ABEIJKLMRSTZacghjlsu13,.

7. 8x8 Smiley Face: CDEFJOQSTUXYdfgiknoqsvx26789

8. 8x8 Rosary: DLSTUbehiklnovw356789,

9. 8x8 Cartoon Bomb: BCDEFGIJKLMNOPQRSTUVWXYZabcdefghijklmnpqrstuz089,

10. 8x8 Microscope: ABCDEFGHLMRSTUVWYZaghkostwz015678

11. 8x8 Bomberman: BCFGKNQSTUVXZabcdegilnoqtvw356789,

12. 8x8 Slime: BCDEFGIJKLMNOPQRWXYZabcdefghjkmnprsuyz0178

13. 8x8 Double Stars: EGMNOTUVWXdhjpqrwxyz06

14. 8x8 Brick Wall: ABCDEFGHIMQRSTUVWXaeghijklmnoswxyz01236,

15. 8x8 Floppy Disk: BCDEFGIKLMNPQSTUVXYfgijknoqsvwy0256789

*

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        Hextiles 

        by zephram
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        11141 Published: 7th June, 2018
        Last edited: 7th June, 2018
        Created: 7th June, 2018

        - 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...

        *

        - 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...

        *

        - 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

        *

        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!

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              Micromaze 

              by zephram
              7.99 Click on the stars to rate this FontStruction.
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              145321 Published: 4th June, 2018
              Last edited: 4th June, 2018
              Created: 4th June, 2018

              An attempt to produce a low-resolution pixel font which generates mazes from arbitrary strings of text. It requires the use of negative line spacing (available only to certain software) to look right without hand-editing.

              The mazes it produces aren't the best, but they are definitely interesting! I might just call this a cipher and be done with it...

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                  Pixel Staff 

                  by zephram
                  8.14 Click on the stars to rate this FontStruction.
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                  Average Rating: 9.50
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                  68912 Published: 3rd May, 2018
                  Last edited: 3rd May, 2018
                  Created: 3rd May, 2018

                  A pixel font for Western-style music notation. This allows treble and bass staff to be read and written at very small sizes, making it useful for pixel games, pixel comics, or anything else that needs to be at extremely low resolution.

                  Given the limits of the chosen method along with the limits of staff notation itself, this font won't please every musician. All suggestions are welcome for improving this one!

                  Original size: 10pt (use multiples of 10pt for pixel perfection)

                  ------------------------------------------------------------------

                  USAGE 

                  Read the wiki article on scientific pitch notation if you need help understanding note-names.

                  _ draws staff lines.

                  ` or ~ at the beginning mark your staff as either a bass or treble staff.

                  Use a letter from R-Z and then one from r-z to mark the time signature. (Most songs are in 4/4).

                  Use UPPER CASE to notate for bass staff.

                  Use lower case to notate for treble staff.

                  Use <.1234567890,> and {?!@#$%^&*()+} to mark sharps and flats respectively. I recommend using these markings to REPLACE the notes they are meant to alter, rather than writing them next to the notes as you would with traditional staff.

                  Create some new staff lines between each note to seperate the notes in time. When you place notes without these spaces, notes will stack up on one another. You can use this principle in different ways to create chords and arpeggios.

                  ------------------------------------------------------------------

                  BASS STAFF 

                  A - A1, B - B1

                  C - C2, D - D2, E - E2, F - F2, G - G2, H - A2, I - B2

                  J - C3, K - D3, L - E3, M - F3, N - G3, O - A3, P - B3

                  Q - C4 (middle C)

                  ------------------------------------------------------------------

                  TREBLE STAFF 

                  a - A3, b - B3

                  c - C4, d - D4, e - E4, f - F4, g - G4, h - A4, i - B4

                  j - C5, k - D5, l - E5, m - F5, n - G5, o - A5, p - B5

                  q - C6

                  ------------------------------------------------------------------

                  SYMBOLS & MARGINALIA 

                  _ - blank staff

                  RSTUVWXYZ’"' - beat divisions

                  rstuvwxyz“”‘ - beat times

                  `~ - treble and bass clefs

                  - - 8va/octave up

                  <.1234567890,> - sharp symbol in various vertical positions

                  {?!@#$%^&*()+} - flat symbol in various vertical positions

                  There is no "natural" symbol. Your writing should take this into account.

                  ------------------------------------------------------------------

                  Have fun!

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                        Hermann

                         from MyFonts
                        Hermann
                        Some fonts you just can’t FontStruct.
                        Buy & download premium fonts on MyFonts.com

                        Donjon16 

                        by zephram
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                        321201 Published: 16th April, 2018
                        Last edited: 16th April, 2018
                        Created: 14th April, 2018

                        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.).

                        •: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

                        - ROOMS & MAP SYMBOLS -

                        ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕ = floor number markers (B7 to F16)

                        רÙÚ = compass markers (North, East, West, South)

                        ABCDEFGHIJKLMNOP = 16x16 rooms

                        RSTUVW = corridors

                        space bar = empty voids

                        •: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

                        - 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) 

                        •: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

                        - 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.

                        •: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

                        - CREDITS -

                        Cookielord. He came up with "Dungeon Rooms (not only)" a few months ago. Check it out and show him some support too :D

                        (This sort of thing has been around for years... but, Cookielord was the first one I saw doing it on Fontstruct.)

                        •: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

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