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Fair enough, an engine that's 100% made for what you're trying to do is always gonna give better results.

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Wow that was a very nice answer to JohnGames rude response. You took the time to answer their questions and even go out of your way to research help for them. I will grab your asset because of that  and also I really like your assets. Keep up the good work!

I'm sorry for being ignorant. I just have realized it is not nice to do a free edited version of a cheap .gmk file of 2 bucks.

I want to apologise for what i have said for being unrespective months ago.

When i said i wanted to make a "fork" or edit of your own engine and publicize it, i did not mean of actually keeping your assets. I assume you don't want me to publicise an edited version of your code as an edited engine.

I haven't bothered reading the license agreement, but to my realization i've noticed that i've done a mistake pretending that i should do a free edit of a really cheap .gmk source file. I'm really sorry. I'm not a great GML programmer and i still haven't bothered buying this thing, but i'll definitely do it one day, so let me just ask another question:

Could it be okay to use the engine privately with a devteam and release it without the source code included?

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Apology accepted... it's been like half a year, I'd forgotten all about the thing by now, don't worry :P Just learn from it and be careful about saying too harsh stuff in someone's face next time, I guess.

Sharing with a team would be acceptable, also it's in the EULA (the human-readable TLDR is something like "If one team member has a copy, everyone in the team can use it without having to buy their own copy"). There's a human-readable summary at the top, you could just read that if you wanna know about the rules, the legal text is mostly there  to legally protect me. It has to be there even if nobody is gonna bother reading it, that's the rules of this day and age...

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I'm still not buying the thing right now as i'm following Talent Lost's tactical tutorial (not the super hero one), which i assume this doesn't use data structures. So far i managed to get a motion planning grid working with objects that act as movable fields. I'll probably buy the thing if it doesn't have this such complex data structure-powered grid. How did you work on this engine? Data structures or without them?

I looked into the code a bit (was so long since I did this project I've forgotten how it works :P). The panels used for movement actually are objects, that's probably since it's mouse-controlled and I wanted an easy way to let you click on them. Enemies use them too, they're just deleting them right afterwards so they're not shown to the player. I do use queues and priority queues to order stuff, though, so if you absolutely don't wanna touch data structures this is a bit of a no go.