Imagine being a tech company and deliberately undercutting your own fucking products because your product management is at each other's throats for resume padders.
I've tried this before, but apparently Aseprite's constituent libraries for documents and rendering are under MIT license instead of the EULA, so they can be used independently of Aseprite proper (i.e. a native importer for Godot)
Godot Engine minor complaint
My point of friction with Godot lately is that a single imported asset can only technically produce one output Resource or Scene which can be referenced by other assets directly.
This is a rather annoying workflow barrier if you are, for example, exporting many pieces of a modular level design kit from a single project file, where each object shares materials and textures.
The model importer works around this by allowing you to create binary assets directly into your project on import, but these external assets do not share the same lifecycle of the parent asset like .import
assets do. This turns out to have odd side effects in the asset manager not properly refreshing assets like you'd expect when e.g. a .glb with multiple objects is modified externally.
i never owned an n64 growing up and only ever played n64 games in emulators, don't laugh at me
@tom absolute maverick
@unascribed oh yeah no this only solves two things:
everything else is cargo cult
@unascribed i.e. "I put JWT on my resume even though I've never actually needed it"
@unascribed it's an interchange for external auth services like okta or auth0 which are common for large companies that need to scale out auth capabilities horizontally. mostly useless for small scale stuff
@firescotch here's hoping on his part
i know people rag on fortnite, but fortnite is a visually GORGEOUS game with an incredibly consistent and fun style. i would LOVE to be able to replicate that kind of environment design
has poor taste in video games
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