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Quillbit: 12px and 5px pixel fonts with Latin, Cyrillic, Greek, Hebrew, Armenian, Georgian, Vietnamese + game UI symbols

A topic by quillbit-type created 8 days ago Views: 103 Replies: 3
Viewing posts 1 to 2

I've been building two small pixel fonts for game UIs and localization, and they just got a run of free updates, so here they are.

Quillbit (12px): https://quillbit-type.itch.io/quillbit-multilingual-pixel-font-latin-cyrillic-gr... 

Quillbit Mini (5px): https://quillbit-type.itch.io/quillbit-mini-tiny-5px-multilingual-pixel-font-lat... 

What's in them (both fonts, 860 characters each):

  • Latin with full Vietnamese, Central/Eastern European and Turkish
  • Cyrillic, including Ukrainian, Kazakh, Kyrgyz, Tatar, Uzbek and Mongolian letters
  • Greek, Hebrew (right to left), Armenian and Georgian
  • Game UI symbols: arrows, box drawing that tiles edge to edge, shade blocks, menu cursors, hearts, stars, card suits, notes, check and cross

TTF, OTF and BMFont files are included, and the pixels stay crisp at whole-number sizes. They're tested in Godot 4.3 (including Hebrew right to left). Commercial use is fine with no attribution needed.

Honest notes: the fonts were made with AI assistance (the itch pages say so too), and the non-Latin scripts haven't been checked by native readers yet, so if you read one of them and something looks off, tell me and I'll fix it in a free update.

Thanks for your work, especially for non-Latin characters. It's hard to find a decent pixel art font that goes beyond Latin. I have a question, though. If fonts are vector type visual data, why do I have a funky view if I change size to the value that is not divisible by the base one (i.e. 12px)

Thanks, that means a lot! The TTF is an outline, so it will scale to any size, but every letter is drawn on a 12-pixel grid (8 for Mini). At something like 18 px one font pixel lands on 1.5 screen pixels, so the renderer has to round, and some strokes come out 1 px wide and others 2 px, or blurry. Every pixel font does this.

To keep it crisp, use whole multiples (12, 24, 36... for Quillbit, 8, 16, 24... for Mini) with antialiasing and hinting off. If you need an in-between size, keep the font at 12 px and scale the whole UI by a whole number with nearest-neighbour filtering (in Godot 4: Stretch Mode viewport, Scale Mode integer, default texture filter Nearest). The BMFont files in the bitmap folder can't go off-grid at all. I'm adding a short sizing guide with a comparison picture to the README in the next free update.

Thanks for the reply. I guess it's just the limit factor of the technology. Well, it's not that critical, especially having small font from you as well