![]() ![]() It's sounds like you're going with square, but I wanted to clarify that Max's 24x 36 is correct and my 24x 32 was definitely not correct for non-square. That's just a guess, since I only use 12x12 and 24x24 sets to avoid black space I resize my resolution without scaling to play DF meaning there's already enough black space and I don't want extra. I imagine the black space also buffers the smaller character tileset from distortion if you're just maximizing the window rather than using fullscreen mode. The distortion is what you probably want to avoid. Although, as Taffer pointed out, the black space is a non issue - you're just not using the maximum amount of real estate that you could be. When using a smaller tileset, if you stick with the same aspect ratio as the largest tileset's gridsize that you are capable of running you can eliminate the black space. 12x12) will increase your real estate (obviously). Anything larger won't display as intended. In addition to the questions Taffer asked, do you want more tiles on the screen at the expense of readability or do you want readability at the expense of how many tiles are displayed? Are you running the game in fullscreen mode or just maximizing the window?Īssuming your entire resolution is 1920x1080 the largest character tileset you can run fullscreen without distortion would be a 24x24 or 24x32 pixel tileset (square or non-square respectively). Gridsize still matters if you want the character tileset to display as intended resizing the the window via the SDL version alters that gridsize.Īs Taffer mentioned and without the need to worry about gridsize at all because of the SDL version, what character tileset size you want depends on what you are looking for. I believe the ugly "zooming" people experience is a side effect of this visual compromise. The default settings add black space if your set was designed for a lower resolution than the resolution you are using or squishes the tiles down if it was designed for a larger resolution. with the minimum gridsize of 80x25 a 32x32 pixel set needs a minimum resolution of 2560x800). While one no longer has to calculate gridsize for a character tileset they are using (thanks to the SDL version) it can produce some questionable results if you don't choose a character tileset size that was meant for the game resolution you intend to use (e.g. If it's too zoomed out for you, find something larger.įor better understanding, resizing the game window was NOT possible prior to SDL. If it's too zoomed then find something smaller. ![]() Are you trying to play adventure mode and want to pay careful attention to what's happening with your character, or do you just want to build a fort than relax and watch things play out? How big (physically) is your monitor, and how far away are you sitting from it? My computer monitor and my large television are both 1920x1080, but I use my 10x10 sets for the former and my 20x20 sets for the latter. My tilesets don't evenly divide into my 1330x768 laptop screen, and I've never noticed or cared about the extra millimetre of black space. 16x16 doesn't evenly fit onto a 1920x1080 screen, for example (1080/16=67.5), but Dwarf Fortress will just fill the remaining space with black. ![]() Some claim that certain tileset sizes work better than others for different screens, but that's inconsequential. Monitors with resolutions significantly higher than 1920x1080 will not display small tilesets well. Tiny sizes are good for showing you most (or all) of an embark at once, which is why I prefer them. The difference is just how small or how large tiles look on the screen. ![]()
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