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2:42 AM
Opus Magnum solutions, if you're interested.
really nice game
 
Love that game. :) Are these your solutions?
Here's one of my sealants...
And a faster / less frugal one...
 
3:03 AM
I dont know what it is but that looks gorgeous
 
Very shiny
 
It's a Zachtronics game, like pretty much all the others, about building/programming machines to transform particular inputs into particular outputs.
 
it is very nice looking
good music and sound presentation
and the writing is pretty good as well
@DMGregory note that I post mine hidden in albums so there are no spoilers for people who don't want them :D
 
Ahh, fair point. Think I should remove those just in case?
 
add almo2001 on steam to get my scores in your tables
:D
 
3:14 AM
So far my circle have mostly been sharing them on Twitter so they're out in the clear. Since the workings of the machines can get pretty intricate, so far I haven't had any spoiler problems - it's been easy enough to glance and keep scrolling without stopping to reverse engineer how they did it.
 
haha yeah
:)
so far, i only have Lokkij playing it, and the only things I beat him on are area or cost
his cycles are always pretty good
 
> I am developing a platformer in Pygame with the eventual hope of releasing it on Steam.
Is it okay to edit questions to remove the user's life story?
 
If I have more substantive edits to make, I'll sometimes trim out the "Hi, can anyone help me with this..." preamble. But unless they're going on for a paragraph I usually don't edit solely to de-fluff.
 
welp, I read the rest of the question and it's essentially asking for opinions...
 
3:25 AM
That sentence on its own looks like it contains useful info, (genre, language, target platform) so I wouldn't consider it high-priority to precis it down.
 
And there's 3 questions in the user's question..
 
I think we could edit to make it one question: "How can I extend this method to support aftermarket controllers across multiple OSes?"
 
The game genre is irrelevant tho.
Yeah your version would be much better.
 
I wouldn't say it's completely irrelevant - there are patterns of input common to many platformers, and it makes it clear that identifying a consistent "jump" button across after-market controllers would be important in this context. It might not affect the answers much, but given how many insufficiently-detailed questions we get, I'm happy to err on the side of allowing a little extra info. ;)
 
3:34 AM
Overall, I have to say that question shows an impressive amount of research compared to most that we get. If we're able to clean up the 3-way split at the end, I think it will be a high-quality addition to the site. :)
 
3:45 AM
There, I tried a combination. It's not super elegant, but hopefully it sets it in a useful direction.
 
 
8 hours later…
user92578
12:02 PM
good day
 
user92578
I'm trying out Texture Packer
 
user92578
Younger Tyyppi would've probably just written a naive Python script but now I want to at least try using an existing tool
 
12:36 PM
Tools are useful, when they work and when they do what you want them to do :)
Writing tools is fun :P
 
nwp
Writing a regex->DFA converter was no fun for me :(
 
@nwp I don't know what that is :)
 
nwp
I'm gonna chose the "Path of the engineer" skill for my next attempt and just hardcode it until it becomes a problem.
 
@nwp Is that the same as "make it work first, optimize later"?
 
nwp
@AlexandreVaillancourt Not quite. It's "make the specific solution first and generalize later".
@AlexandreVaillancourt Basically turning (Hello)|(World) into this. I need it for syntax highlighting.
It turns out that keywords are fairly easy, detecting word boundaries is a bit annoying, comments are still doable and raw string literals are insane.
But that mostly comes from having to do it line by line. If I had the full text std::regex would work just fine.
I blame Qt and myself for using it.
 
user92578
12:53 PM
@AlexandreVaillancourt yeah I agree on this
 
@nwp Sorry, I'm not at all aware of any of this :P I've been doing some compiler related stuff but it was more that 10 years ago :P
 
user92578
const int X, Y;
 
@Tyyppi_77 Gotta be careful about the NIH Syndrome.
 
user92578
studid C++ question: Is Y const?
 
I think so.
 
user92578
1:03 PM
Yeah I think I've improved on the NIH Syndrome
 
It's easy to test :)
@Tyyppi_77 This says Y is const :)
 
user92578
ah thanks
 
user92578
Isn't that a little inconsistent? Since AFAIK with int*X, Y Y isn't a pointer?
 
Pointer-ness is a property of the variable and constness is of the type shrug
It is weird =p
 
user92578
oh right yeah
 
1:10 PM
Yep.
 
user92578
this is why weird people type the pointer character next to the name
 
user92578
int *a vs int* a
 
nwp
And some other weird people type int const instead of const int for similar reasons.
 
This problem is "fixed" if you limit yourself to declaring only one variable per line:
int* a;
int* b;
int c;
 
user92578
1:12 PM
yeah
 
@nwp Yeah, I remember that const applies to the term at the left of the const, if there are none, it applies to the one on the right. So that's just using the "first part" of the rule.
But const int is "more natural" than int const, so const int FTW :)
 
nwp
It is supposed to avoid confusion for const int * vs int const * vs int * const.
I still get really confused about where the ...s go in variadic templates. There is probably an intuitive rule.
 
Yeah, well in any case, you gotta know what the const applies to, and sticking the const between the int and the * doesn't show it easily.
@nwp I have solved that problem: I don't use it :)
 
nwp
static thread_local const extern "C" volatile mutable int * const volatile i;
C++ is so much fun!
I'm somewhat disappointed that clang-format doesn't reorder modifiers. I don't even care about the order, I just want it consistent.
Also someone should make a clang-format browser plugin that automagically formats all the code to The One True Formatting Style™.
@nwp Forgot long long unsigned.
 
user92578
constexpr?
 
nwp
1:23 PM
Yeah, that one too.
 
Not sure consexpr would work with volatile?
 
nwp
Most of these don't actually work with each other.
 
Oh!
I should write some different app than what I'm doing now, then. :P
 
nwp
A compiler that accepts mutually exclusive storage specifiers?
For some weird definition of "best".
 
@nwp No, apps that would need me to use all of these keywords for a "real" reason :P (sorry for the double ping)
 
nwp
1:37 PM
I still write (void)x; instead of [[maybe_unused]] x;. I have not found the advantage of [[maybe_unused]] yet.
 
Less typing that way.
 
nwp
It lets you skip retyping the variable name when you want to apply it to a parameter and you don't need a new line. I guess that could be considered significant.
 
2:18 PM
What the hell
Atom opens up outside of my screen
And I can't reach it
 
nwp
You can try alt + space and then some hotkey and try to move it that way. Practice with notepad or something.
 
Thanks
 
2:46 PM
@nwp We have a windows poweuser in the house :P
poweruser
 
nwp
Been using linux for a year or so now :P
 
Still, that's not a trick that is commonly known.
 
nwp
Working clang sanitizers alone are worth switching. And imagine all the productivity you gain by having no decent games!
 
Dev Blog- Colonial Sea Trader- Updated missions. colonialseatrader.com/blog/index.php/2017/11/20/…
 
Haha! That's a different reality in the corporate world, though :|
 
user92578
2:50 PM
Cool stuff Pearson, I've been wondering what you've been upto
 
Sadly not as much as I should...
Life is a bit crazy right now, I've only had a few hours here and there to do anything...
 
nwp
@AlexandreVaillancourt Yeah, not playing games at work would suck.
 
@nwp Lol, yeah :P
 
nwp
3:17 PM
Show these people some love. I mean it is off-topic and so on, but the text is so cute.
 
that question was asked by a clang sanitizer :)
 
.
 
3:44 PM
@Tyyppi_77 Hey. The one you told me yesterday for restarting my player from start once it reaches the end does work, but it doesn't work smoothly. I mean I can still tell that something happened so fast, but I want user to not at all know that their position is set to 0 again.
Is there any other way to do it?
 
user92578
Did you try the fix that DMGregory mentioned yesterday?
 
user92578
Moving your camera code to LateUpdate that is
 
No, I forget to do that.
Which camera code though?
 
user92578
The follow script.
 
I have a class FollowPlayer, which has the camera code, so should I replace Update method with lateUpdate()?
 public Transform player;
    public Vector3 offset;

	// Update is called once per frame
	void Update () {
        transform.position = player.position + offset;
	}
 
user92578
3:49 PM
Yup.
 
I did, but I am still able to tell that something changed very fast.
 
user92578
I don't know what your game world looks like, but can the player see out of the scene before it wraps?
 
No, I tried to change the player position before the scene ends.
 
user92578
You don't really want to do that, you want to move the player exactly at the correct time
 
otherwise player will see there's nothing ahead and I don't want that, so I changed a little earlier.
 
user92578
3:54 PM
Again, not sure what your camera view is, but you could do that by rendering the start of the scene at the end of the scene
 
I don't know how to do that
Can you please tell me?
 
user92578
I'd probably just duplicate enough objects, not sure if there's a smarter way to do that in Unity
 
user92578
I'm just not 100% sure what the issue is
 
user92578
Are you adjusting the player's position too early? Before it actually reaches the end of the level?
 
Yeah, but it's hard ti duplicate objects, so player can run forever
@Tyyppi_77 Yes
 
user92578
3:56 PM
Is your game top down? Side view? 3D camera behind the player?
 
Yes my camera is behind the player
The view is like subway surfer game
 
user92578
So if you don't predict anything and just loop at the end of the scene, there's a bit of scene missing at the end, right?
 
Yeah
 
user92578
I don't really know what's the easiest way to do that, but yeah, you'd need to just duplicate the start of the level
 
user92578
So that you render the start of the level at the end of the level, but loop back to the actual start once the player reaches the end
 
4:04 PM
I mean once I reach at the end then there's nothing and the player can see it clearly, so I thought the player position should change earlier, so they can't see that there's no obstacle left or the plane is blank.
Yeah
But how do I render it?
 
user92578
Not sure how your scene is setup, but maybe you could parent the objects in the start of a level to a "level start" game object, and duplicate that
 
Yeah, but still I can't duplicate it a lot
 
user92578
what do you mean by a lot?
 
I mean I can duplicate it maybe 1000 times or more, but player might keep playing till 2000 times, so I have no idea how much should I duplicate
Can't I make start level and loop it for infinite?
 
user92578
You duplicate it once
 
user92578
4:10 PM
The player loops back to the start
 
nwp
Just duplicate it for a screen so that the end of the level is equal to the start of the level and people can't see the jump.
 
user92578
Next time the player arrives at the end, they'll see the same duplicated start
 
Yeah but the screen flickers when it sets the player position to 0
 
nwp
Why would it flicker? It shouldn't flicker.
 
I don't know but it does flicker when it changes the position to 0
 
user92578
4:14 PM
 
user92578
Blue cone is what the player sees
 
nwp
Did you make sure that the level before the jump looks exactly like after the jump? Of course if they don't match the jump is noticeable.
 
Yeah but mine flickers like something happened very fast or the screen changed
@nwp Nah, I will try it
 
user92578
The shaded area is the start of the level and its duplicate at the end of the level
 
Yeah
Yeah, I tried it but I can still tell, since it kinda flickers very fast
when it change the player position back to 0
 
user92578
4:24 PM
Well at this point it's just guesswork
 
nwp
unity::stop_with_the_flickering();
 
user92578
^
 
user92578
Did you remember to call that?
 
Can't I store it in startLevel and keep looping it for infinite and place startLevel at the end?
@Tyyppi_77 No
 
user92578
@Hemlata Store what?
 
4:25 PM
Can you record a video or animation of the flicker so we can see what you're seeing?
 
user92578
Your scene should look like [Start][Middle][End][Start]
 
Or a gif
Gifs are usually fine
 
user92578
If it's just one frame a gif might not be noticeable
 
user92578
IIRC Hemlata does not want to show us the game though
 
@DMGregory Yeah, but I can't show my game here, but yeah I can make something else to just show the flickering.
 
user92578
4:27 PM
Again, wasted effort IMO but sure, anything that reproduces the issue
 
In other news, I just finished my worst looking pong clone so far
 
user92578
lol nice
 
gamedev.stackexchange.com/questions/151178/… Why am I laughing at this title it is not even funny.
 
user92578
we're making pong in an engine that can't even run my menus at 60FPS at school
 
@Tyyppi_77 That's great
 
4:30 PM
@S.TarıkÇetin It's like "No news is good news" - "quaternion rotation is weird rotation" ;)
 
Contact Ubisoft, they might be interested in another broken clone of an old game
 
ahem
 
@DMGregory Let's all code engines in Euler angles. Quaternion rotation weird rotation.
 
Yeaaaah...I've got a workshop I've been slowly putting together on avoiding common rotation errors, 'cause I see the same mistakes being made over and over. ;)
 
Name it Be Gone Quaternions
 
4:39 PM
I was thinking "You spin me right round: learning to love Quaternions" ;)
 
@DMGregory cute. :D
 
What were the flags?
 
Someone spamming a ton of equations in a room several hours ago.
 
I find it a bit weird to get flags for communities I'm not active in... I'm not sure I'm qualified to judge what's appropriate for their norms.
Once I got a bunch of flags for a Spanish chat room, and I had absolutely no idea what was being said. O_o
 
Yep, that can be considered to be a broken feature
I'll add it to the list
 
user92578
4:48 PM
I remember getting suspended for not being nice (tm) to Minecraft creepers
 
Like the ones who hiss and explode? Or like users lurking on a Minecraft site?
 
user92578
The ones who hiss and explode.
 
Oh yeah, I remember that.
 
user92578
fun times
 
That was ... not a very warranted suspension
 
4:53 PM
That reminds me of this
 
Well, it's working and doesn't flicker when I run it on a blank plane, so I think I am not placing my starting level at the end properly.
 
Sounds likely.
 
Yeah lol
I am so silly haha, I should have placed it properly.
 
@Tyyppi_77 how ... whut?
 
5:26 PM
the cross-room flags thing is amusing when something is getting heated and all of a sudden ZZZORP a bunch of diamonds from random SE sites show up
 
ZZZORP
 
That's my onomatopeia for the warp beam and I'm sticking with it
 
Diamonds showing up like...
 
@Jimmy I have heard someone describe that the collective noun for moderators is a mjolnir.
5
 
I do have flag-o-vision, perhaps because of SO rep
but I'm not sure which priviledge level grants that
 
5:31 PM
10k on chat
which means 10k network wide
 
oh is that the "access to moderator tools" bullet point
 
@Jimmy That sounds like some divine power.
 
@Mithrandir This is actually very strange IMO
 
@doppelspooker Super-mega-ban-hammer?
 
You can literally go around, joining 100 SEs to get the necessary 10k
 
5:33 PM
I thought the association bonus wasn't "real" rep
 
@Bálint I don't think it counts the association bonus.
 
It isn't?
I learn something new every day
 
nope, after you hit 200 on i think two sites it stops counting the association bonus
 
2
A: What is an actor in game development?

cmprogramAn Actor is anything and everything that interacts with or within your system. E.g. A Programmer is an Actor, but Visual Studio is also an Actor, just in a different way. Essentially it's a term used to explain the point within a system, by which a part or all of your system is operated. A Pro...

I'm pretty sure this isn't correct
Especially given the context
 
user92578
yup, downvote
 
5:37 PM
 
Yeah, the original book speaks about objects in the game
 
hmmm
 
@doppelspooker Hmm?
 
interesting, I hadn't seen that particular form of "actor" before
I was thinking the Erlang-style concurrency-model actor
 
The OPs "briefly explains" statement is also questionable, the actor stuff takes up about 30 pages in the book
 
5:39 PM
@AlexandreVaillancourt (that's the mjolnir arriving)
( it was the most impactful bifrost picture i could find D': )
 
@doppelspooker Hmm, ok, I'm familiar with this Mjölnir. I'm not exactly sure what's on that picture :P
 
@AlexandreVaillancourt I think a scene from Thor: Ragnarok
 
It's someone arriving (or leaving?) via the bifrost in one of the Thor movies.
 
The huge light source in the middle is kind of a portal
 
Oh, ok! I haven't kept up with super-hero-movies-and-all-that-stuff. Last thing I've seen was that movie with Benedict Cumberbatch that was more like a tech showcase.
 
5:47 PM
Doctor Strange
The movie, where Marvel realised they can spend millions of dollars on just CG alone
 
@Bálint I dug out the original quotation from the book and added it to the question to help clarify.
 
The writers at Marvel realised they're running out of franchises to milk, the current upcoming movie list contains at least half a dozen of new titles
@doppelspooker put a spoiler message in front of that
@DMGregory It does I think
 
@Bálint I can't. D':
I'll just remove that instead.
 
That works too ¯\_(ツ)_/¯
 
@AlexandreVaillancourt Basically: ginormous cosmic laser beam. You enter it from Midgard to travel somewhere, and land where the beam's being fired at. Or, you stand in it from elsewhere to get sucked up back to Midgard.
 
5:59 PM
That explains deer and moose reactions...
They're just waiting to be beamed back.
 
Odin, beam me up!
 
Conclusive proof that cervidae are from Midgard.
 
@doppelspooker Town portal :P
 
@AlexandreVaillancourt scroll of town portal, except it's "ask a guy who can see and hear anything in the cosmos he turns his ears and eyes to (which includes you asking him nicely) so he fires a cosmic laser beam at you to transport you home through the multiverse."
 
@doppelspooker You mean Asgard, Midgard is Earth and the rest of the universe
 
6:05 PM
oh, right.
darn, too late to edit.
 
@Bálint Oops, yes.
 
It's quite hard to remember those names though, I still can't recall the name of the main gateway guard
 
6:21 PM
@Bálint Heimdall :)
 
Right, thanks
 
(I remember that though because he's one of my favorite characters)
 
@StephaneHockenhull it's never too late to edit for mods =p
@Bálint just earth
 
Another 1000 reps ...
 
@StephaneHockenhull Get one more rep and post the "over 9000" gif
 
6:30 PM
@Stephane sounds like you're doing a lot of pushups
 
@Bálint already took a screenshot this morning :D
 
That's basically the only reason I'm trying to get a higher reputation count
 
(Before I downvoted that really bad answer about Actor.)
 
@KevinvanderVelden in the marvelverse do Asgardians consider the rest of the universe part of Utgard or did they come up with a new classification?
 
utgard is apparently the capital of jotunheim
And I think "the 9 realms" is the planets that the asgardians at one point or another ruled
 
6:36 PM
@KevinvanderVelden Honestly, I can't follow it anymore
 
@Jimmy It's wibbly wobbly, but in Thor Ragnarok it's suggested (non-spoilery) that there are tons of places not counted among the nine realms, so the nine realms are not so much all of creation, more "some spots we deal with and/or have conquered and/or protect"
Also Jeff Goldblum is absolutely wonderful in Thor Ragnarok, and if you go see it, there are mid-credits and after-credits scenes.
 
* Places Odin has irresponsibly spread its seeds in a drunken bender.
 
@StephaneHockenhull irresponsibly drunkenly gatecrashing a planet as part of a party gone a bit too far out of control might probably be a standard way Asgardian invasions start.
 
an unfortunate side effect of having parties when the path out your front door goes everywhere in the universe
 
@doppelspooker There are 2 credit scenes again?
I only saw the first one
They probably realized everyone started staying in the theatre, not just the movie pros
 
6:45 PM
@Bálint did you see Jeff Goldblum show up again post-credits?
 
@doppelspooker Nope, only the big ship one
 
And drunkenly fumbling the target-planet dial is how the planet is picked.
 
@Bálint Then there is a post-credits scene you haven't seen yet :)
 
Leessss go to dathss cool planet again that can party ... wazz wazz the number againssz? ... jumbles coordinates dials... Paaaaartay!
It's probably why there's only "nine realms", there's actually a lot more but they can't figure out what the others' dial numbers are.
 
@StephaneHockenhull There are actually more, a lot of them are in Dr. Strange
 
6:56 PM
And Odin disabled the logs on the transporter for obvious reasons :D
 
7:42 PM
Seriously, what's with 3 line answers nowadays?
 
@Bálint HNQ :)
Nov 17 at 17:28, by doppelspooker
@Bálint from what i can determine, it's not that it's zero effort -- it's how readily other people can understand what's going on, and whether it's interesting or stimulating.
 
So, explain like I'm five answers are the best
 
More like "this question is not really complex and I understand it and I understand the answer and I would have given the same so here's your +1" :P
 
Bennett Foddy is fucking with everyone, again
2
 
8:02 PM
hahaha
it's tagged "psychological horror"
 
nwp
That game was pretty big on twitch for a few days. Then people got over it.
 
8:26 PM
-12
A: What is an actor in game development?

cmprogramAn Actor is anything and everything that interacts with or within your system. E.g. A Programmer is an Actor, but Visual Studio is also an Actor, just in a different way. Essentially it's a term used to explain the point within a system, by which a part or all of your system is operated. A Pro...

Jesus, -12
That may be the most downvoted answer on the site
 
8:41 PM
-13
 
9:19 PM
"A Programmer is an Actor"
@Bálint according to SEDE it is -- the previous champion was gamedev.stackexchange.com/a/34806/2624
 
you can tell roughly the age of that answerer by the goofy use of "aka"
 
@Jimmy The new champion is also the accepted answer
 
9:40 PM
yeah that's unfortunate
 
if only he'd stopped at the first sentence "An Actor is anything and everything that interacts with or within your system"
most readers would mentally translate that to something more limited than including "visual studio" and "programmer"
By that definition you could argue that @StephaneHockenhull's monitor spider is interacting with his system and so is also an Actor
5
 
:D
 
@Jimmy OK, but I'm going to be very disappointed if the spider doesn't at least get a "Special Thanks" mention in the game's credits.
 
-76
A: Is there an idiom available, that is exactly opposite to "Cake walk" or "Child's play"?

Brad ThomasAdulting or Adult's Work Adulting (v): to do grown up things and hold responsibilities such as, a 9-5 job, a mortgage/rent, a car payment, or anything else that makes one think of grown ups. Used in a sentence: Jane is adulting quite well today as she is on time for work promptly at 8am ...

 
I alrady upvoted the 37 vote ocmment on that answer
:D
 
9:49 PM
i like how the comment thread goes on for way too long even after it auto-chattified
 
:)
 
@Jimmy Man, this spider thing is going to become an inside joke here
We should have a "many memes of GDSE" meta post too
 
10:07 PM
hopefully it includes those early shitposts about apple simulators
 
I'm torn between interpreting this as emulators of early Apple-brand computers, or simulations of fruit.
Uh....huh... just got a flag in Russian. I feel like they should filter those by language.
 
9
Q: Simulating Game Apples - Can't get it to work

Bob FlandersonI'm trying to create a game with newtonian physics. Before you read the rest of this, this is my main question I'm trying to find an answer to: I keep getting an error that pops up in a window after I try and run my code. What library or dll am I missing? I've got an apple, an orange, and a ...

 
Hahahaaha. Oh gosh. So, both, ish.
 
@DMGregory :D
 
Hm, neat, MichaelHouse still shows up as Byte56 in the post but not the comments/revision history.
 
10:19 PM
that's what "unsure" is for though
sometimes I'll google translate then make a decision anyway
 
Yeah, fortunately Google Translate put that one in the territory of "racist beyond ambiguity" so it worked out in this case.
 
That spider was still roaming around yesterday but I haven't seen it today yet.
It's going to turn into Schrödinger's spider coz I really don't want to open that monitor to verify.
> Special thanks to Spidey McSpiderFace.
 
10:35 PM
or Webbie Reynolds
 
Ooh, that one's pretty great. :D
I kind of want to put a virtual spider-in-the-screen in my next jam game now. :)
 
Strange, Bresenham's circle algorithm seems to generate imperfect circles
 
Oh, how so?
 
Let me create a screenshot
It's probably my eyes though
 
Oh man, I want to play that silly hammer mountain climbing game :D
 
10:42 PM
I worked for 4 hours on them, and I got pretty tired at the end
 
@StephaneHockenhull I've been watching videos of it on Twitter during its development. It looks both brilliant and hair-pullingly infuriating. XD
 
Aw, no Linux port :(
 
There are world records of it
I'm not sure where and how they got the game
 
@Bálint I mean, you're not wrong, any circle snapped to a grid is necessarily imperfect. It's just a matter of whether we can expect a better approximation by some metric.
 
Yeah, it was probably just my imagination
It looks ok now
So I have a circle and a line brush now
 
10:52 PM
Sweet!
 
And also an auto tile, an autopipe and a random tile
I'll probably add an animated tile next, because for some reason, Unity doesn't even give you one of those
It's like IKEA giving you a set of tools to create your own Allen key instead of providing the key itself
 
11:10 PM
It's kind of been their way - give a platform that supports rolling your own, see what users want enough to build as assets, then incorporate the best of those into the main engine (see eg. the UI system).
I think if they gave an autotile brush built-in, they'd need to choose what type of autotiling pattern should be "THE Official Unity Autotile" and that constrains a lot of what users will end up making with it, even if other autotile formats are possible.
 
They can be generated from each other
 
In an extreme, that could lead to similar perception problems as RPG Maker has, where players can spot the similarities between games produced with the engine and use that to pass judgement on the engine as a whole - something Unity naturally wants to avoid. ;)
 
It's already a schtick of Unity
Mostly because the free version requires the Unity logo to be present at the start of the game
 
I don't argue with that. I just think they might be conscious of exacerbating it. ;)
 
RPG maker VX/sub-blob would be nice as an input format and the 48 tile version should be the way they store it
They should perhaps allow the input to be in the 48 tile version to allow greater detail
 

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