I was curious about this as well. Inside the zip is a license.txt that just provides the url https://craftpix.net/file-licenses/ which explains the licensing. Too long to copy/paste here.
dn3
Recent community posts
Yeah, opening one of them in a hex editor gives it away:
Image Creator from Designerdwhent2025-03-13T20:56:52ZqdigitalsourcetypexFhttp://cv.iptc.org/newscodes/digitalsourcetype/trainedAlgorithmicMediakdescriptionrAI Generated Image
I can't decide what the most ridiculous and astounding aspect of this thread is... this person posting their cc#, their $6000 "typo", or the fact the cc# has been allowed to stay up here for a whole week. 🤦
You seriously need to contact your credit card company and request a new card with a new number.
It's definitely hard to spot sometimes.
Spritesheet is over the 3MB limit unfortunately. I can see it with any initial planet seed (from when the page first loads) - set pixels to 400, and export the spritesheet as 20x21 tiles.
asdf
I tried to record the in-browser version next to it, not necessarily as a direct comparison, but for the sake of having a smooth animation as a visual benchmark. If you stare at the line between the two, it's more noticeable after a few loops.
I think I got a good part slowed down that shows it pretty well.
asdf2
If you look to the bottom left cloud cover, where it starts opening up to a circle above an ellipse, and watch as the end of the ellipse opens up, that's where it jumps - that moment where it opens up. I admit it's a very slight jump, as mentioned in the first comment probably only 1 missing frame, but after staring at the planets for a while and watching other 60fps animations moving around it, it starts to become a lot more evident.
I also tried generating a double-wide 40x11 sheet and that seems to at least reduce the frequency of the jumping, so that may be a workaround in the meantime if I regenerate all the planets at a smaller size with fewer rows.
I'm trying to use an exported spritesheet and it seems like there's a lurch forward in the animation when going from the end of a row to the start of the next row.
Like going from the frame at (row=0,col=19) to (row=1,col=0) in a 20x20 spritesheet feels like there's a missing frame, then again when going from (1,19) to (2,0), etc. I made sure my code is extracting the right sequence from the sheet - other tilesheets like ones for VFX play smoothly without any jump.
500k/min is too low. That's 5.00e5/min, which to put into perspective is an axe-thrower's single-hit territory, once you've got sufficient upgrades.
Focus on spamming 2 different units that can buff each other, with just enough of the other elemental units to keep the other 2 elements applied to it for reactions.
And consider prestiging to unlock more points/better skills.

https://github.com/LittleB0xes/LDtkBridge is a basic example of loading the JSON data from LDtk files.

