8x16/8x8 monospaced arcade-style Latin font inspired by Old Church Slavonic manuscripts and Cyrillic Vyaz majuscules. Designed for all-lowercase body text with occasional all-caps headers, as in historical manuscripts- but works well with mixed caps.
500+ glyphs including extensive support for accented Latin letters, world currency symbols, and custom Roman numerals, along with assorted dingbats and multiocular O scribal glyphs used in Old Church Slavonic in text referencing eyes.
Support for majuscule punctuation, Vietnamese, more extended Latin & dingbats, and non-Latin scripts possibly upcoming.
IMO, serif fonts are much more versatile in that I don't have to squeeze a stroke or bar into a letter without it clashing with another letter. Meanwhile, in a serif font, the serifs create room to add strokes and bars.
Accent Serif v1.2.0 is copyright © 2022 AFontAbove.
~~~C~H~A~N~G~E~L~O~G~~~
v1.0.0 (03/20/2022) Added Basic Latin
v1.1.0 (03/20/2022) Added Latin-1 Supplement and changed: u
v1.2.0 (WIP) Adding Latin extended-A and changed: ¥
the font i use for my 88×31 neocities buttons. designed to be used at 1:1 size, so it may look odd at larger sizes. i will update it as i need more chars, so keep checking for newer versions. has oldstyle numbers. includes latin/cyrillic (some diacritics), & greek (tonos marks but no dia's). alternative glyphs for g (2bl-storey, ğ), K (Ƙ), s (more horizontal, ƨ), Z (wider, Ƶ; narrower, Ȥ), Л (ball serif, Ԉ), б (serbian form, Ѣ), в (bulgarian, ѣ), д (cursive, ѿ)& и/й/ѝ (cursive, Ѡ/ѡ/Ѿ), п (cursive, ҏ), 8 (more horizontal, ȣ/§). (similar font i found after making this: http://www.pentacom.jp/pentacom/bitfontmaker2/gallery/?id=373)
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.
Got inspired by some nice custom lettering on and old equalizer I own. Looks a lot like "Just Square".