
With M3GAN, the trope is elevated to a master class in uniting an audience against even the film's own leads, until the audience's collective longing to see despicable people punished seems to will it into existence. A slasher film giving a bully or jock what's coming to them is nothing new. But at its very best, it shows just what transcendent experiences are possible when filmmakers and their audience are lock-step through the tension, gore, laughter, and satisfaction of a well-told story. In every single scene, M3GAN delivers a showcase of what modern horror blockbusters aspire to. But what nobody saw coming was its mastery of absurdist comedy on a level reached only by the likes of Netflix's forever-viral I Think You Should Leave. Build it into a terrifying premise combining multiple modern fears of loneliness, digital isolation, amoral AI, and of course, old-fashioned killer toys. Start off with an unsettling doll artificially brought to life. Thanks.It's hard to overstate just how much of a revelation M3GAN proved to be, from a premise easily dismissed as familiar, if not worn out. I haven’t been working on tiled games for long, so any insight into different methods and terminology would be much appreciated. Is this something the Tiled terrain brushes can be used for? In Super Mario Maker, when you select an “object” such as “grass” and start painting with it, the editor automatically tiles the interior with a N*M pattern fixes up the edges and corners. I guess the final export format does not store gids, but stores a set of objects with ids that refer to object definitions that refer to actual gids. Once an NxM rectangle of tiles has been added it can be translated and resized as a whole. However, such “objects” do not appear to have any per-instance properties.

A bit of a mix between an object layer and a tile layer. So it’s like a Tiled Object, but it always snapped to the course tile grid, and is rendered as a pattern tiles from the tileset image.

When you select an “object” from the tileset and paint with it or resize an existing “instance”, it automatically tiles and repeats in a pre-defined pattern. Indeed the “tilsets” are not individual 1x1 tiles, but NxM objects that are painted into the scene. In Reggie, the tileset seems to be more “object” based rather than tile based. I’ve been referring to Reggie (the unofficial New Super Mario Bros Wii level editor) and Mario Maker along the way, and I’ve noticed they both have interesting tile/object editing features, based around a more abstract tileset. I’ve been using Tiled as a level editor for a Super Mario Bros clone and it’s been great to work with.
