Arcade-ish Proportional character set

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arkannoyed
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Arcade-ish Proportional character set

Post by arkannoyed » Wed Jun 12, 2019 3:11 pm

Just throwing around a few idle ideas and playing around with something I began work on some time ago. I've been trying to find a look that works. I like Arcade looking character sets (fonts in modern speak!), but they often lack polish with their odd spacing when a lot of text, something like back story, instructions etc are displayed. So I've been trying to decide upon something that will give the arcade sort of look, but be proportional. I came up with this, but I'm not entirely convinced. Its based upon something called Grape Soda but with quite a few alterations.

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Any thoughts, suggestions (apart from to stop messing around with this and get on with writing the Chess game! :D )
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Ast A. Moore
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Re: Arcade-ish Proportional character set

Post by Ast A. Moore » Wed Jun 12, 2019 3:33 pm

I think this looks great. (You know I’m partial to typefaces and proportional fonts on the Spectrum.) I think all this needs is custom kerning (or predefined kern pairs), because those “Ke” and “ues" could certainly be tighter.

In my proportional-width font routine, I allow for both. (Well, predefined kern pairs come in the form of the most common ligatures like, ff, fl, fi, etc.) They’re usually unnecessary for low-resolution fonts, though, and simple control codes for manual kerning work fine.

The font is lovely!
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Every man should plant a tree, build a house, and write a ZX Spectrum game.

Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.

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Re: Arcade-ish Proportional character set

Post by Ralf » Wed Jun 12, 2019 3:37 pm

I like it :)

Of course I'm not an expert on fonts. These guy would probably give you a lecture about some strict font design rules.
That you may care about or not ;)

But I just like what I see :)
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DouglasReynholm
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Re: Arcade-ish Proportional character set

Post by DouglasReynholm » Wed Jun 12, 2019 3:38 pm

This looks terrific, a nice 'fun' font. Wont be suitable for some genres, but what is? Love it.
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arkannoyed
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Re: Arcade-ish Proportional character set

Post by arkannoyed » Wed Jun 12, 2019 3:53 pm

Still needs work, but it getting there. I agree about the spacing. It will be a case of how I encode this, a it might be used for a scroller too.

Image
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Joefish
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Re: Arcade-ish Proportional character set

Post by Joefish » Wed Jun 12, 2019 4:24 pm

That's really good. I think the capital 'B' could be rounder somehow, and I'm not keen on the uneven gaps under the lower case 'm', but I love the way it displays overall. Is it all encoded as 16-pixels high to include the letters with tails? If so, maybe it could all be moved down so the capitals could be slightly taller.
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spider
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Re: Arcade-ish Proportional character set

Post by spider » Wed Jun 12, 2019 6:22 pm

Just a quick reply to concur with what others have said that does look very good indeed. :)
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Seven.FFF
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Re: Arcade-ish Proportional character set

Post by Seven.FFF » Thu Jun 13, 2019 12:15 am

I really love this!!
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arkannoyed
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Re: Arcade-ish Proportional character set

Post by arkannoyed » Thu Jun 13, 2019 7:40 am

The text is only a rough idea, nothing final. Just to demonstrate the appearance of the Character Set.

Its actually a total of 13 bits high from the tops of the higher characters to the bottoms of the descenders. So its likely it'll be encoded as 16 bits high just for simplicity. As it contains characters of widths anywhere from 4 to 12 bits wide it may prove useful to encode an index at the start to point to the character data, allowing for characters of any width.

Pandamonium is a game by the way. In the very very early stages of development! ;)
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Ast A. Moore
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Re: Arcade-ish Proportional character set

Post by Ast A. Moore » Thu Jun 13, 2019 9:48 am

Reminds of one of the quotes from Warcraft 3, where Pandaren Brewmaster says, “I bring pandamonium!” :D
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Every man should plant a tree, build a house, and write a ZX Spectrum game.

Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.

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