Font based on certain HUD elements from the game Metal Gear Rising, namely score numbers and nametags for codec calls. It is not a perfect 1:1 recreation, as I'm not very experienced with the fontstructor. If you have suggestions to make certain glyphs more closely match their in-game counterparts, feel free to leave a comment.
Metal Gear Rising and the Metal Gear series are owned by Konami and Hideo Kojima.
R U L E S O F N A T U R E
Designed for those members who want inspiration, it could guide them when they need ideas on which to base a font.
Use this like a font: close your eyes and type a 'word' with at least 7 letters.
If you can touch-type: forget it; you'll need to be quite unstructured in order to get a good variation of letters every time you want inspiration ;) If you want some uncertainty -bad spelling will be very helpful here;)- you could write the 'name' of the minute when you decided to get inspiration for a new font , inUpperCase ... then follow this with one of your names in LowerCase. But for fun and better chance at not getting the same word every time you need inspiration I suggest you just hit different keys and then look at the line of glyphs ;)
Just remember: use UpperCase to write the first part of this word, the LowerCase to write the other part of the word. Look at the [second or] fourth and the [penultimate or] third before last letter of your 'word'.
The UC will give you an 'image'. Your font will transmit the meaning illustrated by this letter (in the widest sense).
The LC gives the type of look your font should have. You now have 2 guides/ideas/starting points which influence the kind of font you make.
Remember that the UC should make you look at concepts, invisible messages and your own experience or lack of 'ken', as well as the visible things in the images I drew.
To express that differently:
Your font design is guided by a main theme (based on the UC) and a way to present it/a style of expression (based on the LC).The font will be influenced a little or a lot by each UC 'image'; you adjust the look of your font according to the "feeling"/a memory/a dream or wish/an experience/lack of familiarity that you have about what that which my playful pixel illustration represents.
The presentation of the font, the style, how the eye slides across to absorb information or spends time to investigate the beauty or quality of every glyph, is determined by the LC. Combine these two aspects from UC and LC, that"s what your font will convey through the shapes of th glyphs.
In my 'comment' below I give you a few ideas of what could be linked to each of the UC letters; it's up to your areas of study, experience, interest, and the time you want to use for designing and building your fonts, which -if any- of the proposed words and concepts I mention will be the one(s) you want to combine with the type of presentation you found in the LC letter.
Choose a good name for your font, it's probably a good idea to have a name that isn't the keyword I gave in the UC list -- I can imagine that those key words have long been taken by font designers for their fonts.
Note: the "INSPIRED FONT" is still in development; when I have more illustrations for objects, situations, feelings etc or styles of presentation (I am open to suggestions!) I will try to find a suitable design to add to the glyphs as there are still a few empty slots in the Basic Latin set ;)
..:*:.. Have fun ..:*:..
My take on the Tai Le/Tai Nüa/Dehong Dai script which is used mainly in the Dehong region in southwest China. The relative blockiness of the letters made it a prime candidate for a FontStruct treatment.
Tai Le was added to the Unicode standard in version 4.0 in 2003. This font however uses an ad-hoc mapping to Ascii characters. Thanks to the limited number of letters (for a Brahmic script) the mapping mostly makes sense. Aspirated plosives are mapped to upper case and tone markers to shift+digit. The latter have been mapped so that they work on both US and Swedish Mac keyboards (and hopefully many others). Luckily there were no conflict between the two.
The script is an abugida: a syllable-initial consonant letter has an inherent vowel ‹a›. Whether a consonant is initial or final has to be inferred from context, however only ‹p›, ‹t›, ‹k›, ‹m›, ‹n› and ‹ng› can appear in final position.
(The letter pair ‹tone 2› + ‹ka› could really use some kerning.)
This is the first font in the UnderFont series. The underfont series contains many different undertale sprites as text, such as owerworld sprites and battle sprites.
Using this font, you can Make COSTOM Sans poses. For example, you could put his suprised face on his right strike pose.
see the coments for examples.
KEY FOR USING THIS FONT:
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CAPITALS:
A = example pose
B-D = Basic Bodys
E = just a head
F = Basic head that works with B & C.
G = Basic Head that works with D.
H-N = Advanced Heads That work with B & C.
O-U = Advanced Heads That work with D.
V = Downward strike Body Frame 1.
Also V= Upward Strike Frame 3.
W = Downward Strike Frame 2.
Also W= Upward Strike Frame 2.
X = Downward Strike Frame 3.
Also X = Upward Strike Frame 1.
Y = Right Strike Frame 1.
Z = Right Strike Frame 2.
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LOWER-CASE:
a-h = all right strike heads (fames 1 & 2)
i-p = heads for Downward strike frame 3 and upward strike frame 1, as well as frames (downward strike) frame 1, and (upward strike) frame 3.
q-x = Heads for downward strike/upward strike frames 2.
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Examples of use for this font:
-Comics
-Emoticons to send to your friends
-Text animations with code.
-ECT.