Thanks! It's really cool how you explain everything from the ground up without getting too complicated the way you did - great tut! But you might want to mention that two-functions thing explicitly for all of us total noobs reading your post.
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Surely. The whole idea is to just count what you need to see/play the game in the Godot editor. It's a shame dependancies and project files make it so complicated, but I think no one will call foul for anyone being over 2MB if they are over by an amount less than the girth of the cruft. ;-)
I meant to say you can delete the .import file for your size count, since Godot makes those and will re-create them from the source files (ie. .dea files) at project load.
Note: this is stated correctly in the Jam Description, just not so much so here in this early post.
That's a good question. A README with instructions, notes, attributions, etc. seems like a logical thing to include with the projects. And since the REAMME isn't project data, it shouldn't count. Let's do it - I'll add a README to the short list of items not included in the sizing.
Oh well, we're back to Plan A: Everyone can just deduct the size of their .mono folders and .import folders.
Kinda complicated but easy enough to do.
Thanks for the insights, kakoeimon and davidoc!
I figured for the first run at least, we should keep it wide open.
Don't want to scare anyone away ... yet. ;-)
But, you make a good point, we should probably gas it up with themes after this one.
Dang, I honestly never though of that - I'm a GDScript junkie. ;-)
I would think we need to accommodate Mono devs for sure.
Do you know how exactly how many megabytes of data the Mono libraries add - is it 4.3MB? If so, I'd say go ahead and develop - we need you! I'll add a note to the jam addressing this too.
Thanks for the heads up!