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An iconic 5x7 pixels font typeface. Fixedsys - CTR is my first piece of work on this website, the name comes from a font file named "Fixedsys" that has on every windows computer. This was inspired by a variety of similar proportion sized fonts.
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. 2ble resolution version available here.
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/§).
i will update it as i need more chars, so keep checking for newer versions.
(similar font i found after making this: http://www.pentacom.jp/pentacom/bitfontmaker2/gallery/?id=373)
Ever seen the Undertale/Deltarune font in languages like Russian, Greek, Polish, Vietnamese ... ?
It's possible by downloading this font.
Kubasta is a monospaced pixel font designed with legibility in mind. The glyphs are easily distinguishable from one another and legible even in small sizes. It’s perfectly applicable for retro style interfaces and games.
An earlier version was created with BitFontMaker2 in 2014 and featured in Beat Cop by Pixel Crow.
I originally created this font for the point 'n click adventure Lamplight City but it was dropped late in the dev cycle to be replaced by regular smooth TrueType fonts instead of pixelated ones.
It was designed to be the typeface used in the notebook of the protagonist,
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.