
polygame master (BIOS) (large) (colour) font
recreation of the large pixel font found in the BIOS for IGS' polygame master (PGM) (1997 - 2005) arcade system board - used for boot warnings and settings screens. this recreation is available in T…

recreation of the large pixel font found in the BIOS for IGS' polygame master (PGM) (1997 - 2005) arcade system board - used for boot warnings and settings screens. this recreation is available in T…

recreation of the wide pixel font found in the BIOS for IGS' polygame master (PGM) (1997 - 2005) arcade system board - used for boot warnings and settings screens. this recreation is available in Tr…
I converted the very nice FT-88 bitmap fonts from TrueType to actual bitmap fonts in BDF format, so they can be useful on older, more limited platforms.
https://gitlab.com/Screwtapello/ft-88-bdf
Original source: https://u270d.eesab.fr/projets/ft-88/
I've published my Decker Font Importer deck, which imports fonts in various retro pixel-font formats for use in your Decker decks.
It's not perfect, but it works for me for most things, and I'd like to get some real-world feedback so I know what to focus on.
https://screwtapello.itch.io/decker-font-importer/devlog/1537716/announcing-decker-font-importer

recreation of the pixel font from technōs' shadow force (1993). this recreation is available in TrueType+COLR and WOFF2. for a monochrome version, see this recreation. only the characters present …
I can now import FontStruct pixel fonts more reliably. I found a really nice one called "Metro Sans" that was CC licensed so I could clone it and get the Glyphs file. Unfortunately, if you look at the test panel on the right, you'll see that "J" is touching up against "K".
I don't know why that is. The TTF export from FontStruct works fine, but in the Glyphs export the J glyph is marked as being 5px wide, despite being visibly 8px wide, and the "character width" guide in the online editor being drawn at 8px. If I add a pixel to the right and re-export, the width is recalculated correctly. If I delete the pixel and re-export, it goes back to being wrong. I guess it's a bug at their end?
Nothing Decker users can't fix with Decker's official font-editing deck, but still a pain.

recreation of the large pixel font from seibu kaihatsu's zero team (1993). this font is used for the select player text, the timer, and the highscore screen. note the 10 glyph, mapped to NUMBER 10 F…

recreation of the large pixel font from seibu kaihatsu's zero team (1993). this font is used for the select player text, the timer, and the highscore screen. note the 10 glyph, mapped to NUMBER 10 F…