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Reply to Re: New *WORKING* cross-platform editor

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September 28th 2011, 07:53 AM
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Kyle
Peasant He/Him Belgium
 
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?