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added some documentation & explanations
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content/map/readme.md
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content/map/readme.md
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Due to making this game under heavy time constraints, I opted not to make or use a level editor. Instead, each object is assigned a color and I used a generic paint tool to design the levels.
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Under normal circumstances, I would argue against this method and instead use something like Ogmo Editor or Tiled. It's really hard to remember what object is what color!
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content/sprites/readme.md
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content/sprites/readme.md
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The sprites are stored in the [Aseprite](https://www.aseprite.org/) format, and you'll need Aseprite to edit them.
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A few other notes:
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- Animations are loaded automatically using Aseprite's `Tag` feature. Each tag is a unique animation
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- Sprite Origin points use Aseprite's hidden `Slice` feature, which can be used with Shift+C. You can draw slices and give them a pivot point, which we're using to set the origin point of the sprite.
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content/tilesets/readme.md
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content/tilesets/readme.md
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The tilesets are stored in the [Aseprite](https://www.aseprite.org/) format, and you'll need Aseprite to edit them.
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