Big news: Kitsune Tail's Steam Next Fest demo is live now! Go get it at https://store.steampowered.com/app/1325260 and experience the first part of this queer furry love triangle wrapped in an SMB3 jacket
You should definitely check the options. There's a CRT shader in Kitsune Tails made by @JoshJers which isn't on by default (because people get upset by that kinda thing) but playing with it on is totally the recommended experience
And for those of you who have Steam Decks, we've verified it works on that, too! And there's a new reveal trailer, showing off some of the bosses: https://www.youtube.com/watch?v=MRBcm5fagUU
i hope this leads to the scenario where someone is streaming kitsune tails and someone in the chat will be like "hey this is the monty hall problem!" and the streamer will be like "the what now" and then they'll look it up and go through half an hour of suffering
@andrewt@gord yeah getting it to feel right was actually really hard! you'd think there's several easy solutions, and there are, but they all suck
the only way to do it is to have the ticker thingy be the actual thing that slows the wheel down and faking that kind of physics is a lot more involved
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