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.
I thought it would be fun to share some embarrassing baby pictures, here is a screen grab from that first vector editing test:
About a year later, some more distinguishing features started to show up:
It hasn’t been 4 years of non-stop development, but for a little side project, it’s coming along nicely. Stay tuned for Beta 4, it’s in the final stages of testing now!
We are well on our way developing Beta 4, a major feature of which is Import SVG Outlines. At a high level, the new feature will allow you to select a character, specify some scaling options, and paste SVG code to import.
To test this new feature, we need sample SVG to try out. So (Pretty Please!) send us some characters that you have designed in SVG, and we’ll see if Glyphr Studio can convert them accurately. It would also be great if you said what tool you used to create the outlines (Illustrator? Inkscape? Other?).
Send SVG code or files to email@example.com – the more examples we get, the better the feature will be! Thank you for your participation!
The week of March 3rd was the launch of Glyphr Studio Beta 3, and it turned out to be a little more exciting than anticipated. The Beta 2 launch was much different – it was only communicated in a Typophile community forum in October 2012. Typophile is a great source for technical or professional font designers… and, because of that, Glyphr received a luke-warm welcome.
No bother. Feedback was taken, probably the largest of which was to focus on hobbyist font designers (if such people existed). In software design, and engineering in general, having a clear idea of your target audience is crucial.
So, fast forward to March 2014. Beta 3 was done, and I wanted to get feedback on the shiny new set of features. This time around, I decided to go a little bit more low-brow – I started a thread in Reddit’s Typography sub-Reddit. Considering the Beta 2 launch, I was expecting middling results – maybe a few people commenting and giving feedback.
But no! Here’s a rundown of that week:
- 23 comments on Reddit and 50 comments on Hacker News
- 250+ new Twitter followers
- 200+ unique visitors to the source code hosted on GitHub
- 80,000+ unique visitors to glyphrstudio.com
I spent a ton of time that week answering forum posts, emails, and tweets… the whole time completely flabbergasted by the volume of the response. There were still some comments along the lines of “This could never be a professional application” – but overall comments were quite positive, excited and surprised that something like Glyphr Studio existed.
So, with renewed energy I took all the feedback I received and plotted a course for Beta 4. The feeling of momentum is amazing, and it’s all because of the amazing interactions I’ve had with the not-so-little niche market I wasn’t even expecting to exist: the noble Font Design Hobbyist.
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 firstname.lastname@example.org and tell us what you think!