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(2 edits)

The rules are fairly simple: you can use premade or external assets only if they only help you develop the game, not if they are a part of the game. As a super simple rule: if you can delete or move the assets you used before you build your final game to submit, then it's fine to use them. But if the assets do end up in the actual built game, then they must be self-made during the week (or specifically approved of in the rules, such as Package Manager assets, or generators that you control as the developer).

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if you can delete or move the assets you used before you build your final game to submit, then it's fine to use them. But if the assets do end up in the actual built game, then they must be self-made during the week.

How can Bolt be allowed then?

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I never said Bolt was or wasn't allowed. I don't know much about Bolt, it's a visual coding thing right? Well if Bolt uses a custom asset to translate it's C# code in the game, then it wouldn't be allowed, but if it literally just helps you generate code, then that fits the rules. If you read the rules, it says "Generators are allowed, as long as you have some control over the output". So assuming all Bolt does is help you visually write code, then the rules specifically allow it.

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https://itch.io/jam/cgj/topic/515740/is-bolt-allowed <- Bolt is allowed.

Ah okay, thanks for clarifying.


I think it's a shame though that I can't even use dependency injection libraries, It's essentially just a workflow tool.

And also annoying that I can't use my preffered json libraries, I'm basically forced to use Unity's json tool or the native C# one.

I just have to live with that then :P

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I suppose, although why is Zenject not allowed? Does it rely on pre-compiled libraries? I know even less about it than Bolt, but C# coding tools are generally fine. I mean, most of us use Rider or Visual Studio, rather than notepad or vim, because any tools that help coding easier is fine. But yeah, using actual code libraries or extra binaries is limited to Unity, packages from the Package Manager, and C# standard (can't remember which version Unity uses, I think it's C#v4).

Well with Zenject you have to write code to use it. (It isn't just an editor tool)