“F77 Roblox” was built with FontStruct
Designer description: WORK IN PROGRESS!! ):) (:(
Sorry if the sone of the Kanji is unreadable, but I have to do it within an 8x8 grid...
6000 Glyphs Reached!!
Any double vowels or vowels where there is a consanant in between them should NOT be used!!
Malayalam: Use with Consonants: For the Ai, Use E + E + Consonant; for the O, Use E + Consonant + Aa; For the Oo, Use Ee + Consonant + Aa, for the Au, Use E + Consonant + Au Length Mark. Use the vowels itself: For the Ii, Use I + Au Length Mark; for the Uu, Use U + Au Length Mark, for the Ai, Use Vowel Sign E + E, for the Oo, Use O + Vowel Sign Aa, for the Au, use O + Vowel Sign Au Length Mark.
current version: 1.7e-beta
in progress:
Bopomofo Extended ~ 20 / 32 [62.50%]
This is a clone of no moral- [beta v1.7d]A 49 segment Display With 7X7 SQUARE MATRIX
This is Rough ranger/Super ranger (1988) it 36 year ago now this font is like Press start 2P from the arcade (Please Rate This Font)
This is a clone of Arcade LegacyRecreation of one of the extra large pixel fonts from Capcom's "Dungeons & Dragons: Shadow over Mystara" (1996).
This recreation is available in TrueType+COLR and WOFF2. As the heavy antialiasing is integral to the shape of the characters (particularly the japanese ones), there is no monochrome version.
The font includes an almost complete set of katakana characters, which were used in the japanese release of the game.
In the game, there are two variants of this font with subtly different antialiasing and vertical alignment for the latin characters. One variant is used at the end of the first level, when the player can enter their name. The second one is used in most other parts of the game. This recreation mixes the two, using the japanese characters, punctuation marks, and the vertical alignment of the former, but the antialiasing of the latin characters of the latter.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Nichibutsu's "Terra Force" (1987) on the arcade.
[UPDATE: now includes the special characters from the French, German, Italian, russian, greek, Katakana, Hiragana and Spanish language version of the game.]
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Dooyong's "Gulf storm" (1991).
(UPDATE: This pixel font was added Russian, french, Italian, Spanish, German, Greek, Katakana, Hiragana, And other.)
Only the characters present in the game's tile set have been included.
First version of this font link.
Later, I will make Not_Cake Shidinn, Not_Cake Unifon, Not_Cake Serif Proportional and Not_Cake Klingon.
https://github.com/marcoT0425/Not-Cake-Unicode
My goal is to create as much Unicode characters as possible in a small grid. (But not over 65535)
Now 23536 Glyphs
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This is the font which can support many languages including the modern and the historical ones.
This is a Unicode font made by me. It can support more than 19000 characters. Version 16.0.0, Unicode 16.0
File size: 540 KB
(Currently #11 in Most Glyphs, All Fontstructions)
Unicode 17.0 Characters will be updated in September 2025.
This is a clone of A_not_cake unicode 1.6Recreation of the pixel font from the original Japanese version of Nintendo/Game Freak/Creatures' "Pokémon Red" (aka "Pocket Monsters Red", 1996) on the Game Boy.
The tile set includes an incomplete set of latin characters. The arrows are mapped to "Black Right-Pointing Triangle" (U+25B6), "White Right-Pointing Triangle" (U+25B7), and "Black Down-Pointing Triangle" (U+25BC). The Japanese Yen "円" character is mapped both to the generic Yen (U+00A5) and the correct CJK unified idiograph (U+5186).
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Future updates for more symbols soon!
Description updated as I add more letters
2/12/2025 4:55 pm- Latin, some Cyrillic and Greek
5:05 pm- some Hangul, Arabic and Sinhala (Latin ligatures too!)
2/22/2025 11:34 am- More Japanese
3/08/2025 9:44 am- Katakana
Recreation of the pixel font from Atlus' "Shin Megami Tensei" (1992) on the Super Famicom.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
This recreation is available in TrueType+COLR and WOFF2. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Shin Megami Tensei (SNES)Recreation of the pixel font from Atlus' "Shin Megami Tensei" (1992) on the Super Famicom.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Atlus' "Wacky Races" (1991) on the NES.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character, and one position to the right. In this recreation, characters that use them are pre-combined into a single glyph, with the dakuten/handakuten overhanging the character beyond the 8 pixel width.
Only the characters present in the game's tile set have been included.