![]() I think this feels authentic to older PC games and allows users to customize the look of the tileset with their own color files.(Hover mouse over title to view publication date) ![]() For color, I went with monochrome graphics like ASCII. If you use the 2x version of the tileset then it should fit perfectly on a 1080p monitor. 8x12 is too small for modern displays and 16x24 was too much work, so I compromised with 12x18 tiles. In the end I settled on a 2:3 aspect ratio, same as the default tiles. Personally, I feel like a lot of tilesets try to fight the ASCII aesthetic and the result is a lot of muddied visual design that produces blocky-looking environments. When I began development on Bitlands, I wanted to answer the question of "what would Dwarf Fortress look like if it had a default tileset?" It needed to be something with the clarity of text, but the extra information tiles provide. Bitlands is available in both 1x and 2x versions, with planned future support for workshop graphics. ![]() If you include the overrides for animal parts and wall-encased objects, there are well over 50,000 overrides making Bitlands the most comprehensive tileset ever. It features over 6,000 overrides which overhauls all of the creatures, tiles, items, plants, minerals and buildings of vanilla Dwarf Fortress. Bitlands is the first complete 12x18 tileset with full TWBT support.
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