An experimental pattern-fill design. Check it out at 2x Pixel size!
Supports Dutch, English, and German at present.
I finally made a folded-/ribbon-style design. This one contains a number of experimental techniques. Most notably, the swept parts of glyphs are allowed to extend beyond the letterwidths and sometimes even the baselines. This enhances the sense of movement, creates some interesting linkages, and reduces the need for kerning.
All of these shapes can be constructed with paper or ribbon, although lots of clever folding tricks, doubling, and pinning down/securing with glue would be required.
Alternate tilde on "±".
Chamadarya is an Integral Artifice (synthetic universe) I created for the ESOSVM simulation in 2013. It's a place dominated by vast stretches of open sky punctuated by extremely tall mesas and plateaus. Most of the buildings and temples there are made from chrysoberyl, which is extensively engraved, often with a lettering style that looks much like this. Of course, that language is non-Latin so it looks nothing like this design.
Version 1.1: Improved several letters and numerals.
The center portions of these glyphs make me think of sliced oranges and moon phases. They could act as cabochon settings, as well! So you could use these shapes to make jewelry set with a birthstone, monogrammed pendants/insignia, and so on.
* WIP *
A double design in which an inner letter becomes the loop of an outer letter (best seen on "a"). I don't know how to finish it, and I might not figure that out for some time, so here it is. Feel free to take it further.
A skeletal version of Modron March.This is a clone of Modron March
This tileset was developed specifically for use with GBStudio, where graphics are stored in the system as 8x8 tiles. By using these tiles, one can incorporate a greater variety of tiles into a map without running into the 192-tile limit which Game Boy hardware has.
Well, before making this I already found ways to break that limit (and to use larger tiles), and the resulting games compile fine and even work on real hardware. I made this anyway for those who wish to never exceed 192 tiles, thus keeping their games small in filesize and reducing the likelihood of compiling problems.
Original size: 6pt (use multiples of this size for pixel perfection)
Experimenting with a new letter concept. This is not the final concept of course, but I developed this along the way, so I kept it.
For best results, use upper and lower case on seperate layers, then merge them together.
5x5 pixel serif design with no wasted matrix AND no kerning! For a long time I didn't think such a design was possible, but here it is.
A simple 16x16 terrain tileset. This is designed to work in color AND in monochrome.
In making this, I condensed all known biomes (terrestrial, aquatic, air, space, manmade, transitional) into 26 tiles. This allows a given tile to define multiple different types of areas/terrain, and it allows you to come up with your own meanings for these tiles, rather than having to memorize a legend. Some of the tiles are obvious and some are not; this is by design.
A-Z, a-z = terrain
0-9, 0-9+SHIFT = map borders/frame
Original size: 12pt
I use multiple text editors, and made this font to be an alternate font for Windows Notepad.
This was designed to be similar to Marengi Mk2, the font used in my FS Tutorials. Apart from using a smaller grid size, Eglantine achieves a closer line spacing through the use of short ascenders/descenders and the removal of the dots from i and j. It is also more condensed and optimized for speedreading, resulting in a font that is pleasant to read despite being quite small.
This design does have some wasted matrix, but this is necessary to achieve the desired effect. The global matrix is still only 7px tall, so this can still be used on most small canvasses.
Original Size: 4.5pt
A banded version of Jungle High. Lots of brickswapping and manual adjustments were needed to make it!This is a clone of Jungle High
A continuation of Tangereen. This version took a lot of figuring out and a lot of changes, both aesthetic and structural. I managed to make it different from other double-line designs like Glitzfang and Junglira while still keeping it simple and cute.This is a clone of Tangereen
A more patterned version of Jungle High. This will be used for the title screen text.
It also gives me a bit of a "casino" feeling with its diamond pattern and ornate appearance.This is a clone of Jungle High
Font for the second remake of Jungle High, which was one of my first games. Originally for RPG Maker 2000, the game was later ported to Game Maker Studio for inclusion in Seven Candles Trilogy and is now being remade for the second time as a standalone game in a custom engine. This font was inspired by the original game's art (which I created) and will be used in the second remake.
This font makes me think of leaves and cabochon gems, both of which figure prominently in the games. Its slightly plantlike appearance makes it a good companion font for Goud, Junglira, or even Sahuagin.
A design in which every glyph has an open center. It alternates between aesthetic and logical, sometimes within the same glyph. It also has mercury poisoning.
A design based on waffles and cheap lawnchairs - you know, the ones with woven plastic stretched over a tubular frame. "Awful Waffle" is a colloquial nickname for Waffle House.
Like many of my fonts, I'm just doodling and publishing this one to get the idea down. Maybe I'll continue it later.
An experimental design using 1/8 weight lines alongside 1/16 ones. The 1/8 lines are the smallest that can be accurately nudged. Centering them is still a problem at times, and I need a few impossible composites to perfect the glyphs ABEFHKQRXYijkx34789, but overall I'm quite fond of how this doodle turned out.
A design that combines tropes from fantasy, sci-fi, and sports in a subtle and pixel-optimized way.
Structurally, this looks like a high-res version of Marengi Mk2. There are still plenty of differences between the two, but since they seem equally readable to me, I'm tagging this as a chat font.
Font used for manuals and advertising materials related to the Harlotron Hollaqueen, a domestic maid robot from the Seven Candles Trilogy series of video games.
Here we have a font made from hand-polished hipsterite rocks found only in the depths of the River Styx. These are the most expensive and most pretentious rocks you can find anywhere. This font is their punishment for existing.
This is based on rounded rectangles, which have been the subject of a few conversations and in-jokes between friends. Because the rounded areas are rather small, this font needs to be a fairly large size to present the full effect.
A design with small caps... by which I mean the caps are lowercase :D
Well, I had to try it. :D
A design that combines decolike asymmetry with a double line concept. It also incorporates some experimental methods to unify the wider glyphs (mw@#™, etc.) with the others, by allowing the middle sections of these letters to have both the single and double lines. This results in a look that is at times architectural and at other times almost like loopy cursive.
A multiline pattern-fill design that looks like fish scales. It is a very functional multifont, especially at smaller sizes.
The spurs, stems, and line motion add subtle detail to help identify each letter. Additionally, some custom bricks are experimentally combined with the macaroni bricks to preserve the pattern while also forming the curves.
I doodled this intending to make a high-res pixel design that scaled down nicely. Unfortunately this does not work out. Designs such as these only look good at their original size (or multiples thereof) and they do not play well with antialiasing algorithms, nor can they be fixed by most vectorization methods. So, at most sizes the font becomes quite unattractive. Still, it was fun to draw.
Improved version:Celosia 2
Version 1.1: Narrowed the numerals and uppercase letters by 1/2 brick.
Font made for the card text in War of the Knockoffs II. Highly legible down to about 7pt.
This is a compromise design in many ways due to the small grid size... it may be iterated more...This is a clone