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Speak the Sky

A member registered Mar 17, 2019 · View creator page →

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I'm glad you found it useful!

By the way, I can't see a download/purchase link for your game (dunno if that's intentional or not).

Thanks! Yeah, my hope is this'll be way more flexible for different people's needs than Dicier is now.

Thank you!

at long last, DOMINO CLUB is dead

This is an issue with Dicier Dark versions. Basically, Dicier does the X_ON_DY glyphs by overlapping two glyphs ("X_ON_" and "DY"). That works fine for the fonts where the dice shapes are outlines, but in the Dark fonts the dice shapes are solid/filled, so the font just layers a black number on a black shape.

If you're dead-set on using those exact codes then there's no easy fix (you could probably wrangle something with CSS given your situation), but if you just want the icons then use the polyhedral dice font features specified in the user guide.


Unfortunately, the way X_ON_D-Y icons are done doesn't allow for that (at least, in apps I've been using). The reason is, the "X" part and the "_ON_D-Y" part are technically different glyphs, one laid on top of the other, but they can only overlap if they have the same text style. Otherwise, they're treated as two separate bits of text that just happen to come one after the other.

(And because they overlap, but have to have the same colour, the X_ON_D-Y icons in Dark fonts look like they're just dice shapes.)

One possible future development for Dicier could help with this, but it has its own drawbacks. I'm gonna post an overdue devlog/blog post about this soon!

I'll have something about this in my upcoming (...very late...) blog/devlog post about the future of Dicier, but yeah, in future it should be possible to put pretty much any shape on any die type.

Dicier's currently on hiatus, but I might do that if/when I start working on it again.

Thanks, looks like I forgot to overwrite that table cell.

Thanks! I really wasn't sure about the machine translations. I've updated the test file now—including some more changes in the note after the table of dominoes.

It's finally here:  the German translation test file. I had to make a few changes, but the only significant one is that I shrank NEIN_ABER ("no, but" dice) to N_ABER to get it within the 8-character limit. I also added MÜNZEN for generic coins, and went with BEL_SEITE for "any coinflip". There's a few places where I had to add underscores before codes (e.g. _PIK, _KREUZ vs KREUZ).

Unfortunately the font design software I’m using doesn’t let me set version numbers deeper than 2 degrees or let me get rid of the leading zeroes (actually I don’t know whether that’s a problem with the software or font metadata generally). It’s annoying, but kinda unavoidable!

Thank you—feel free to let me know how it goes!

Thanks! I updated this and Write Skyscrapers a few days ago but must've accidentally pasted the WS text in both.

can, but depending on the app you write in, some icons might not work. When I tested Dicier in a few different apps early on, I found that Affinity Publisher + Designer wouldn't show any icon whose code was over 8 characters long. That's not a problem for most major arcana, but some (e.g. High Priestess) don't fit/can't easily be cut down and still make sense to TTS users, so the whole set could be missing a few icons depending on the apps people use.

If you don't use any Affinity apps then I could make you a major arcana icon font, though. Right now I'm just looking for commissions for the 3 sets above, but if you send me an email at contact @ speakthesky . com then I'll keep this in mind for after this experiment. If this is a feature request and not a commission request then I'll also keep it in mind, but main work on Dicier's (mostly) on hiatus right now.

Thanks for this—the only thing that looks like it could be an issue is "BELIEBIG" for "ANY". By itself that's fine for cases where the code just needs to be the word Any, but some cases need to add other letters, numbers or underscores, and for technical reasons the maximum number of characters per code is 8 (outside of combining codes, which are kind of a hack that I don't wanna use if I can possibly avoid it). Do you think BEL would work as a short form?

A powerful curse, that's for sure.

Glad to hear it!

Thank you!

I’d say 3-4, but you could do 2, or even 1 (though in that case you’d have to ask and answer prompts for some of the actions you can take in-game). You could also go up to 5.

Probably not, but you can copy and paste pandoc's HTML export into the relevant parts in Write Skyscrapers in a simple editor like BBEdit or Notepad++. The two places you'd need to copy stuff in are the table of contents (near the top of the <body> element) and the main text (in the <section> elements after the sidebar HTML at the top of the <body>).


  1. It's to highlight the most recent result.
  2. The card deck widget was made for a game that generally only needs one card drawn at a time, and expanding it to let you form hands and play specific cards from those hands would take some extra time.
  3. I can export font files with the other dice sizes and write a little tutorial on changing the font and widget.

In future it'd be neat to have more complex card and dice widgets (e.g. proper hands of cards, and choosing different dice sizes).

The number isn't part of an address or discord id—I got it by keysmashing—and I haven't drawn a cover (wrote this up in a notes app), but here's a game:


name: Captain Teach's Adventure

number: 40258

days to beat: 4 + 0 + 2 + 5 + 8 = 19

genre: Educational

theme: Pirates

platform: Family Entertainment System

feature: Tabletop Adaptation

feelies: Badge

notes: Captain Teach's Adventure was a moderately well-received 1983 edu-tainment game released on the FES, starring the eponymous educational 'Captain Teach'. The family-friendly character sailed players around the Atlantic, teaching basic maths and literacy through the medium of ocean trivia*. PAL and SECAM editions came with a spyglass badge** marking you as a member of "Teach's Crew". They also released a trivia board game*** that got forgotten pretty quickly.

There are only a few hundred questions, over half of which can be encountered on an average play-through, except for 10 hidden questions that each only have a 0.001% chance of appearing per playthrough. I had to access the debug menu**** to get footage of the last few.

*people meme the ones like "if Sally the Shark eats 3 pirates and 4 sailors, how many people has Sally the Shark eaten?", with the clips of pixel pirates frowning harder and harder as they're pulled underwater one by one, but most of the game was pretty tame

**I dug out my old one for this and whatever paint they used on the badge flaked right off in my hands, but other than that it's still good; it even has little sockets you could slot mini-badges into when you answered a certain number of questions from the game

***I think my older brother later stole the miniatures out of our version to convert them into Warhams

****I don't know why they left this in, but it does let you switch on the decidedly not-FES-compliant 'terror mode'

The number isn't part of an address or discord id—I got it by keysmashing—and I haven't drawn a cover (wrote this up in a notes app), but here's a game:


name: Warp Worms

number: 1794 

days to beat: 1 + 7 + 9 + 4 = 21

genre: Adventure

theme: Comedy

platform: Portals94

feature: Procedural Generation

notes: Warp Worms, released in 1994, sees players take control of The Worm That Walks as it travels through portals trying to reach its grave. In order to pass each procedurally-generated world, you need to gather a selection of ritual components to open the next portal to the next world; this involves exploration, occasional combat, and interacting with semi-coherent generated NPCs*. Known for its extreme difficulty and bizarre sense of humour.

The game ends after travelling through a random number** of portals. It took me the full play-time above to get lucky and only have to travel through 37 portals before the end. I don't advise playing this game yourself and hoping for such a short time***.

*except for the itinerant merchant NPC, Mr. Barter, who not only follows you through the worlds, but is programmed with an impressive memory that records all of your actions and insults you for making bad choices

**between 1 and 65536, randomly picked when you start a new game (in the original Japanese version it was fixed for each game disc, leading to a vicious secondary market among speedrunners looking for discs with the lowest possible numbers)

***I don't advise playing this game yourself, period

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Yeah, it looks like this is due to Publisher (annoyingly, in this case) re-interpreting font metrics from the font curve data rather than using the actual metrics in the font file. The metrics in the file put the cap height and x-height at just below the top of the dice; looks like Publisher's taking the cap height from the height of the guide-letters instead (which isn't in the metrics at all). Compare the height of the guide-letter A to the lower-right pip of the 3-pip die in this image:

The top of the A is pretty much where the highlight stops in your example.

There's a simpler way of making a background for text, though: by using the 'Highlight' option under the 'Colour and Decorations' tab in the 'Character' section of the Edit Text Style menu. This option automatically uses the (app's interpretation of the) ascender height.

As for your current situation, you might be better served by making a single style that has the decoration/highlight and any other shared features that all these styles have, then making the individual styles be based on that style, so you can control the shared features in a single place.

Each set of combination codes only works up to the maximum number of sides on that die (except d6), so 6_ON_D4 (like in your screenshot) will display side-by-side instead of overlapping like 1 to 4_ON_D4. However, as long as the numbers are within what you could roll on each die, the kerning should work.

  1. which version of Dicier are you using (the version number specifically)?
  2. do the ANY_ON_ wildcard combinations work?
  3. do the 0_ON_ combinations work?
  4. which version of Word are you using, on which operating system?
  5. do you have any other software you could test the codes in? If not, LibreOffice is free and reliable and works more-or-less how Word does, so it could provide a good comparison if there's some quirk in Word preventing certain combinations from working (I no longer have Word, so it's tricky to troubleshoot Dicier in Word myself). You'd also have to install the "otf-LibreOffice" fonts, at least temporarily.

To confirm, does the kerning option marked "Kerning for fonts" (with the font size set to the lowest possible number of points) have no effect? AFAIK most apps don't explicitly distinguish between kerning in different font formats.

Thanks—I hope they work well!

As far as I know GIMP doesn't implement OT features (except in the text editor window, but not in the actual text layers), so the only icons you be able to get are each style+weight's basic dice (1-9 and 0 pips), guideletters, and Hebrew letter-coded dreidels.

One way would be to:

  1. use Inkscape,
  2. resize the canvas to be whatever size you want your images to be,
  3. create a text layer and type in the code for the icon you want,
  4. open text options (select the text layer, then go to Text > Text and Font in the top menu),
  5. select the text in the layer,
  6. select the Dicier font in the fonts list,
  7. click 'Apply' under the fonts list,
  8. if you want, change the icon (e.g. rescale, recolour), and
  9. export as a .png file (using File > Export PNG Image... in the top menu.

In order to access all versions of Dicier in Inkscape you'll need to install the 'LibreOffice' font files, because the two apps handle fonts the same way.

If you're using the advanced features (like the stylistic sets or character variants) then you'll also need to go to the 'Features' tab of the 'Text and Font' area in Inkscape. This may take a little while to load (maybe 10s) due to the number of OpenType features in Dicier. In that tab you'll find most of the advanced features under 'Feature Settings', plus discretionary ligatures under 'Ligatures' and slashed zero under 'Numeric'.

Thank you!

I dunno about best, but the first book has the most normal environments, so if you want a modern setting to match the surveillance conspiracy vibe then I'd go with that. It should just be called "Where's Wally/Waldo" in stores, but make sure to get one that was printed in 1997 or later so it has all the characters (this is mainly an issue to be aware of if you're buying second-hand, I doubt anywhere's selling pre-1997 copies first-hand, but check just in case).

Thank you!

Thank you!

Thanks for trying it out!

Aalways good to hear this is being put to good use!

The results codes use kerning to combine two separate icons (the number or wildcard and the die shape). If you have OpenType kerning active (might be in the same menu as other OT features in Word) then they'll overlap. If you don't, then they'll appear side by side. They should all be consistent, all appearing either on the dice or before them.

e; Dicier Pixel has fewer features, including dice sizes—the only dice it has are 6-sided or barrel (vertical or horizontal). Check the list of missing features at the end of Chapter 4 in the User Guide for more info.