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	Readme fixes
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<img src="https://i.imgur.com/Y5Z2iqQ.png" alt="shapez.io Logo">
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This is the source code for shapez.io, an open source base building game inspired by factorio.
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This is the source code for shapez.io, an open source base building game inspired by Factorio.
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Your goal is to produce shapes by cutting, rotating, merging and painting parts of shapes.
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## Playing
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You can already play it on https://shapez.io
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You can already play it [here](https://shapez.io).
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## Building
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-   Make sure ffmpeg is on your path
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-   Install yarn and node 10
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-   Make sure `ffmpeg` is on your path
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-   Install Yarn and Node.js 10
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-   Run `yarn` in the root folder, then run `yarn` in the `gulp/` folder
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-   Cd into `gulp` and run `yarn gulp`: It should now open in your browser
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-   Cd into `gulp` and run `yarn gulp` - it should now open in your browser
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**Notice**: This will give you a debug build with several debugging flags enabled. If you want to disable them, check `config.js`
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**Notice**: This will produce a debug build with several debugging flags enabled. If you want to disable them, modify `config.js`.
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## Contributing
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Since this game is in the more or less early development, I will only accept pull requests which add an immediate benefit. Please understand that low quality PR's might be closed by me with a short comment explaining why.
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If you want to add a new feature or in generally contribute I recommend to get in touch with me on discord:
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If you want to add a new feature or in generally contribute I recommend to get in touch with me on Discord:
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<a href="https://discord.com/invite/HN7EVzV" target="_blank">
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<img src="https://i.imgur.com/SoawBhW.png" alt="discord logo" width="100">
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@ -34,10 +34,10 @@ If you want to add a new feature or in generally contribute I recommend to get i
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The game is based on a custom engine which itself is based on the YORG.io 3 game egine (Actually it shares almost the same core).
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The code within the engine is relatively clean with some code for the actual game on top being hacky.
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This project is based on ES5. Some es6 features are used but most of them are too slow, especially when polyfilled. For example, `.forEach` is only used within non-critical loops since its slower than a plain for loop.
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This project is based on ES5. Some ES2015 features are used but most of them are too slow, especially when polyfilled. For example, `Array.prototype.forEach` is only used within non-critical loops since its slower than a plain for loop.
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### Assets
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For most assets I use photoshop, you can find them in `assets/`.
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For most assets I use Adobe Photoshop, you can find them in `assets/`.
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You will need a <a href="https://www.codeandweb.com/texturepacker" target="_blank">texture packer</a> license in order to regenerate the atlas. If you don't have one but you want to contribute assets, let me know and I might compile it for you.
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You will need a <a href="https://www.codeandweb.com/texturepacker" target="_blank">Texture Packer</a> license in order to regenerate the atlas. If you don't have one but want to contribute assets, let me know and I might compile it for you.
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