Reply to Re: New *WORKING* cross-platform editor
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So to optimize hardness tile usage, it would be best to try and position houses and such so the hardness will only cover the least possible amount of tiles, instead of positioning it so one edge crosses over into another tile for just 3 or 4 pixels. I get how it works now, genius, I love it
Could you provide a few examples of the new coding? I think I have a general idea of what it will look like but it's always cool to see it and dream up some stuff to use it for
One more thing, is a cutscene "builder" or assistant still in the cards?
Could you provide a few examples of the new coding? I think I have a general idea of what it will look like but it's always cool to see it and dream up some stuff to use it for
One more thing, is a cutscene "builder" or assistant still in the cards?