i sure hope nobody figures out that kitsune tails save files are just a proprietary binary version of json thats fairly human readable and so easy to reverse engineer and hacks them for their own purposes 🥺
so we have a system for melee attacks in #KitsuneTails and just yesterday i realized why mario spins when he attacks in SMB3 and SMW: those engines didn't have a melee attack system like we did, so when mario attacks they probably just flip his hitbox around from hurting mario when intersecting with enemies to hurting the enemies
thats why mario spins, because if he didnt it wouldn't make sense that he can hurt things behind him
i think we're doing pretty good in #KitsuneTails with avoiding the problem of SMB3 and SMW where its trivial to chain-bop (mini)bosses. the proper boss i mentioned earlier will actually has a punish for going for a straight forward bop on him, instead making you bait out attacks and then attack him when he leaves himself open
and a miniboss is a ghost type enemy, ghosts in kitsune tails being notably invincible, which means you need to wait until his "ghost shield" drops to bop him. he's no boom boom!
in #KitsuneTails i made an emote system where each sprite can have up to 16 emotes and oh my god it's the best thing i've ever done. they're so useful for one-off animations that aren't compatible with any other built-in animation type and i use them for melee attacks too
made something to atlas all the tileset textures in #KitsuneTails and of course i made it so that if it runs out of space it grows automatically, so that modders will always have enough room to add their own stuff :ameowbongo:
all sales at this point are basically funneled straight into #KitsuneTails development so by buying my other games you're directly supporting kitsune tails too
I wrote documentation today for the script tool we're using internally to develop #KitsuneTails. I think it's kinda clever. It allows writers to write normal looking scripts which are parsed for dialogue and converted into partial C# code files. Then coders (read: me) can finish out the partial implementation of the scenes by adding all the non-dialogue character actions and triggering sequences of dialogue with a single line of code where appropriate
And since the localization framework I created pulls localizable text out of a C# assembly it all goes automatically into a nice CSV for localizers. I even emit sorting information so that localizers will see dialogue in the order it occurs in the script