The first minor update to Version 1 is here! Now, if you have the pointer / shape edit tool selected, holding down the ctrl key while clicking shapes will enable you to multiselect those shapes. After that, you can move, re-size, or take actions on that set of shapes.
This feature has been a long time coming, we know it’s one of those basic things people expect to be there. And, don’t worry, the Version 1.02 milestone is already set – we’re going to add multi-select for Path Points as well. All these features are actually laying the groundwork for boolean combine features (Combine two shapes, subtract one shape from another, split shapes where they overlap, etc…) so stay tuned for that.
Try out the new Shape multiselect feature, and let us know how it works out!
Hooray! We are very pleased to announce that Glyphr Studio Version 1 has just been released! It’s live right now at glyphrstudio.com/online. Go play with it, and please let us know what you think!
Originally we were just going to implement Import Export OpenType Fonts for V1… but we took a not-so-little detour through the land of Components. The more we thought about it, Components was going to be a massive change to the codebase, so it was better to get it out of the way before we slapped the ‘V1’ label on Glyphr Studio. But, as a result, you can now import and export OTF / TTF files (yay!) and you can use Components.
Linked Shapes were the original idea – being able define a shape once and re-use it across many glyphs. In practice this is a good idea, but it also falls very short of what is useful in real font design. Components are the super-charged version of Linked Shapes. Components can contain as many shapes as you want, and are basically stand-alone Glyphs that aren’t directly mapped to a character in the alphabet. Once you link a Component to a Glyph, you get a Component Instance. Component Instances can not only be moved, but also re-sized and flipped. Additionally, you can use any regular Glyph or Ligature as if it were a Component. Go crazy with nesting and linking!
Import and Export Fonts
This was the big feature we were waiting for, and thanks to OpenType.js – it’s here! There are some caveats – for example, Kern values and Ligatures can’t be exported at this time (You can check out details on the File Formats Help Page). But, as OpenType.js adds features, so will Glyphr Studio. It’s the beginning of a beautiful relationship!
Help & Documentation
One of the big things we did to speed up releases is to move the Help file to it’s own site: help.glyphrstudio.com. Check it out and let us know if we can improve any of the content. It’s also hosted on GitHub, so if you are GitHubSavvy, you can actually write or improve articles directly!
Well, we have a lot of ideas. Please let us know what you’d like to see happen – user feedback is the main way we decide what to do next! Part of the overall changes we made in preparation for V1 will allow us to have much faster releases. Where the last few Betas took a few months to complete, we now plan to ship new features and bug fixes as soon as they are complete – maybe even monthly or weekly!
So stay tuned – and drop us a line to let us know how we’re doing!
Found some annoying bugs in Beta 5.1, so we turned around a quick 5.2 release. Fixed a few bugs around importing and exporting SVG Fonts, and also fixed a bug around adding points to a new path.
The updates are live on the main site: glyphrstudio.com.
Keep that feedback coming!
Unfortunately, this reference is 15 years old, which makes me feel old. Fortunately, we had tons of great feedback on Beta 5. So we turned around and addressed some of the bugs that people helped us find. Thank You!!
And, since we couldn’t help ourselves, we added some shiny new stuff, too. We made some performance enhancements that should make using the canvas more buttery-smooth.
But more noticeably, we revamped the canvas editing experience with some new custom cursors, and a new “Add Path Point” pen tool. This allows you to add a new point anywhere along a path without changing the shape of the curve. Bezier math was learned, a good time was had by all.
Sometime in the new year we’ll start on Beta 6 in earnest… we were thinkin’ Direct Export to OTF, Better Test Drive Experience, and maybe some Multi-Select? Haven’t decided for sure yet, but you can vote for new features and let us know what you think over at glyphrstudio.uservoice.com.
Until then, head over to the main Glyphr Studio site to start using Beta 5.1 today! Happy New Year!
Beta 5 is ready for action! You can get it at glyphrstudio.com (duh).
Thank you everyone who submitted feedback and comments for this release. We are well on our way to a full ‘v1’ release, hopefully Beta 5 will rock your socks off until then!
Another big addition we are announcing is a new way to provide feedback. Over at glyphrstudio.uservoice.com you can vote for new features and improvements, or suggest your own. Check it out, and let us know what you think!
- Import and Export SVG Fonts – You can now open and save SVG Fonts straight from Glyphr Studio. On the roadmap for Beta 6 is importing and exporting Open Type (.otf) files, but SVG Font is just a small step toward our overall goal of importing and exporting all font file types. Luckily there are many free online services that can convert to and from SVG Fonts… so getting the font format you want is just a hop away.
- Kerning – Once you have your character outlines looking good, it’s time to see how they look together. Kerning allows you to adjust the space between two characters, or even two groups of characters with Class Based Kerning. On the roadmap for Beta 6 is a better Test Drive experience. So for now you can start with making characters look good together as words – and soon you’ll be able to make sure your words look good together as paragraphs. Dude, that’s font design.
- Ligatures – Now you can combine a sequence of characters together into one new super-character… with powers greater than the individual characters alone! It could be your classic Æ or fi stuff, or maybe even a ¼. Mash glyphs together as much as you’d like!
Other New Features
- Now you can copy and paste all the shapes from one character to another. This can help with designing characters that are similar to each other, or even as a great starting point for designing ligatures!
- Now you can use two screen design mode for all edit pages, including Linked Shapes, Ligatures, and Kerning.
- There is now a new streamlined attributes panel layout.
- We’ve added a new Guide Panel and Custom Guides to give you fine-grain control over what grid and guides are visible, as well as being able to add and customize your own guidelines.
- In addition to filing GitHub issues, you can now easily vote for new features, or suggest new feature ideas to help decide what the Glyphr Studio team does next.
- As always, we couldn’t help sprucing up the UI so now it doesn’t feel so awkward at fancy parties.
- Also as always, lots of back-end improvements and bug fixes, including better and more robust SVG handling.
It’s been 4 months in the works, but a lot of great new features have been added to our little project. And firstly…
…to everyone who sent in feature ideas, pointed out bugs, and tried it out. Glyphr Studio is still young, but it’s getting better with your help. In the next few weeks we’ll be asking for more ideas, feedback on Beta 4, and maybe even have a poll to see what goes into Beta 5.
Head over to glyphrstudio.com now to download Beta 4. Use it, and let us know what you think! Drop a line @glyphrstudio or firstname.lastname@example.org
So what’s new?
- Import SVG Outlines – Now you can use any number of graphic design software to design outlines, like Adobe Illustrator or Inkscape, and import them into Glyphr Studio. If your design environment doesn’t exactly match your font’s metrics, there are easy scaling options that can be adjusted to make sure each character lands in Glyphr Studio with ease.
- Full Unicode Support – where Beta 3 only supported the Basic Latin sect of characters, Beta 4 supports the entirety of the Unicode Basic Multilingual Plane (that’s over 65,000 characters). Easily add Latin Supplement ranges with a checkbox, or add custom ranges for whatever you need.
- Dual Monitor Mode – Keep the classic compact mode if you’re designing on one screen, or tear out the Edit Canvas to a separate window to take full advantage of your nice big external monitor.
Other New (smaller) Features:
- There are now Keyboard Shortcuts for most of the things you’d expect – and a keyboard tips dialog box to help you learn them.
- Along with the keyboard shortcuts came Nudging, using the arrow keys you can move a shape or point by just a smidge.
- You can now look through the undo-able actions in the History Panel to see just how many times you need to ctrl+z.
- When re-sizing a shape you can now lock the aspect ratio.
- Working with Linked Shapes is easier, now with actions that let you turn a shape into a linked shape, and the reverse, turn a linked shape into a shape.
- You can now bulk transform all the shapes in a character, so moving or resizing all character shapes as a single unit is a snap.
- Even with a ton of changes under-the-covers, Beta 3 projects can be migrated to Beta 4, just by loading the project normally.
- Plus lots more – I just can’t help tweaking the UI to make it a little prettier, or refactoring code to make it faster and more stable. I’m a hit at parties.
The latest-and-greatest version of Glyphr Studio has arrived: Beta 3. Glyphr Studio can be downloaded from the homepage at glyphrstudio.com. Here is a rundown of some of the new features:
- Enhanced UI Usability and Aesthetics
- Better vector glyph editing for font characters
- Linked shapes that can be added to many characters, but edited in a central location
- Test Drive font characters as they are typed
- Save Glyphr project as a text file
- Export Glyphr project to TTX / Fonttools compatible XML file
- Help Docs
Additionally, Glyphr Studio was entirely re-factored from a code perspective. These updates will not be very noticeable to users, but it will make adding new features much easier, and using the editor much more stable.
Make sure to drop us a line @glyphrstudio or email@example.com and tell us what you think!