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Author Topic: Why NonSquare?  (Read 4439 times)

PopTart

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Re: Why NonSquare?
« Reply #15 on: April 18, 2016, 01:35:10 am »

The question remains, then, does anyone who uses TWBT also use non-square tilesets?

Dirst

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Re: Why NonSquare?
« Reply #16 on: April 18, 2016, 01:47:23 am »

The question remains, then, does anyone who uses TWBT also use non-square tilesets?
The real question is why are all the non-square tilesets taller than wide?  What's so wrong with wide tiles, hmmm? :)
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Putnam

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Re: Why NonSquare?
« Reply #17 on: April 18, 2016, 01:55:50 am »

Obviously, we should go with 16x9 tiles. Or maybe 32x18?

PopTart

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Re: Why NonSquare?
« Reply #18 on: April 18, 2016, 02:32:36 am »

Why not hexagonal tiles??

exdeath

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Re: Why NonSquare?
« Reply #19 on: April 18, 2016, 07:20:15 am »

Why not hexagonal tiles??
Because png and bmp pixels are squares.
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Max™

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Re: Why NonSquare?
« Reply #20 on: April 18, 2016, 12:17:14 pm »

I'm pretty sure df won't display wider than 24 pixel tiles on a 1920 width monitor.
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draeath

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Re: Why NonSquare?
« Reply #21 on: May 02, 2016, 10:04:27 pm »

Each to their own. I, personally, cannot stand non-1:1 aspect tilesets. Taffer or GTFO! :D
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penguinofhonor

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Re: Why NonSquare?
« Reply #22 on: May 02, 2016, 11:03:51 pm »

I make square rooms. If they don't look square, that's a problem. I don't understand how the default isn't square.
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jecowa

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Re: Why NonSquare?
« Reply #23 on: June 27, 2016, 06:15:14 pm »

The Golden Ratio is 1:1.618~, my sets are 1:1.167~ and are able to both preserve the classic curses ascii feel, update it for modern resolutions, and make use of more screen real estate. A 24x24 is limited to 80x45, while a 24x36 fits natively at 80x30.

How are you measuring your tilesheet to come up with 1:1.167? I've been trying things to see how you came up with it:
  • With tile width and tile height, it's 1:1.5.
  • With x-height and cap height, it's 1:1.5.
  • With H-width and tile width, it's 1:1.333.
  • With cap height and tile height, it's 1:1.333.
Some Googling turned up a golden ratio typography article that suggests that it's ideal to have a golden ratio between the font size and the line height. I think VoxelCurses+1 is 1:1.125 measured like this.
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Putnam

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Re: Why NonSquare?
« Reply #24 on: June 27, 2016, 06:19:23 pm »

Everything about the golden ratio being ideal for anything is basically hooey on the same level of astrology and pyramid power.

Shonai_Dweller

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Re: Why NonSquare?
« Reply #25 on: June 27, 2016, 07:06:27 pm »

They half the time force overmap tiles to look like beds or dressers and the other half break actual text.

So why would I?
This was pretty much the impetus for mifki to create the Text Will Be Text plugin.  Although I think the one that got him was zeros that look like coffins.
But...that's not actually anything to do with square vs long tiles. The vanilla square set breaks nothing. Indeed pretty much all ascii-esque tilesets don't break anything. It's only when you start looking into 'graphical tilesets' like Phoebus or Spacefox that it all screws up (unless you use TWBT).
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Max™

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Re: Why NonSquare?
« Reply #26 on: June 28, 2016, 05:47:38 pm »

The Golden Ratio is 1:1.618~, my sets are 1:1.167~ and are able to both preserve the classic curses ascii feel, update it for modern resolutions, and make use of more screen real estate. A 24x24 is limited to 80x45, while a 24x36 fits natively at 80x30.

How are you measuring your tilesheet to come up with 1:1.167? I've been trying things to see how you came up with it:
  • With tile width and tile height, it's 1:1.5.
  • With x-height and cap height, it's 1:1.5.
  • With H-width and tile width, it's 1:1.333.
  • With cap height and tile height, it's 1:1.333.
Some Googling turned up a golden ratio typography article that suggests that it's ideal to have a golden ratio between the font size and the line height. I think VoxelCurses+1 is 1:1.125 measured like this.
Honestly can't remember at this point what I did to get that, and naturally I mean nothing about that proportion being anything but aesthetically pleasing.
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