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hjk321

12
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4
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A member registered Mar 23, 2020 · View creator page →

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In the current build, the ratio of 2D pixels per 3D meter appears to be fixed at an arbitrary value. For instance, if you import a 1x1x1m gltf into the project, it's on the small side and probably not the resolution the user desires. Currently you can work around this by adjusting the scale of individual models within the project, but this can be tedious, especially if trying to keep a consistent scale over multiple project files. It would be nice if the user could adjust this scale, either at the project level or at the shader layer level.

Completely understandable, thank you for the tool!

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I have a 3d model with a lot of animations. How can I add a "default" key for a track to every animation? 

Here's why I need it. Say I want to adjust position on one animation, so I add a Transform -> Position track. Well, the problem is that transform doesn't reset, and carries over to other animations. I can kinda see why this would be intended behavior, but it means for every single other animation I have to add a position track for 0,0,0 so it plays in the correct place and doesn't break the export. Same for other kinds of animation tracks. 

Is there a way that I can add a key/track to every single animation at once? Same with setting frames per second - I want 20fps but the tool defaults to 30, and I have to manually set it for every animation. Any help would be appreciated, as these are the two major slowdowns for my workflow.

I think I've found my favorite submission! Great work. The post-processing was a nice touch. My only complaint is the difficulty spike in the "wheeeeeee" level which took me about 20 attempts due to the movement being broken on purpose with the massive spike pit.

I really enjoyed the pixel aliasing effect when you move things around, really nailed that crunchy 1-bit feel

Pretty interesting! It kinda felt like it was easier to dodge everything the less people I had, but that also means less safety. So an interesting balance.

Stay calm. Ḑ̴̓ó̴͔n̷͎̄'̷̫͂ẗ̸̬́ ̶̥͝ẇ̵̖o̴͙̕r̶̬͛r̵̨͐ẙ̶͜.̴̷̫̖̒̆

I was quite surprised by this entry. Great work!

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So I've recently submitted to the 1-Bit Jam 2 but it is not on my account, I am simply listed as a contributor. It shows up on my dashboard and profile, and on my game jams page it lists me as having submitted the game. However, despite this, on jam submission pages it tells me that I have in fact *not* submitted a game for the purposes of judging other's submissions. Is this behavior intentional (ie, you must be the actual project owner to rate), or is this a bug? My confusion stems from the fact that itch says I've "submitted" in some contexts but not in others.

Edit: I don't know what happened, but I can rate all of the sudden. It just took like 5 days. Go figure

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This is pretty good, but the full-screen ColorRect method doesn't apply the shader to nodes that are initialized/spawned during runtime. It only applies to what was in the scene editor.

It's strange but it seems that ALL of the usual macros such as tj_true, etc are straight up missing from this release. It was imported as a script instead of an extension (as an "experiment" I guess) but are we to define the API macros ourselves? Look's like it's either that or stay on 1.04 for the time being. Great extension in general though there's just not front end for the api in this version unless I'm missing something.

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Let's say you loaded a room in and the player interacted with several objects. Is it possible to utilize this on runtime to save the state of objects in that room? I could imagine advanced persistence between loads or even in between game sessions.


It's a little unclear on the extension page whether this is compile-time only or if you can use the tools to pack in-game. Clarification would be appreciated!