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 think the first experience with #PixelArt was messing with the #RPG Exile 2: Crystal Souls. playable characters, since they're just BMP files.... Maybe I could download it again and try to create some characters there.
I've had a new game sent through today - Let Bions be Bygones. Film-noir detective point and click puzzle. It seems very dark at the moment but I'll be doing a giveaway for you Soon™
@0xSim thank you, I read similar stuff what I don't understand is how is it different from making a tile set? Is it basically stretching the middle and side tiles and keeping the corners same possibly without distorting the texture image? Is it about making a texture image that will be readable after being stretched?
@Thoogah
> Is it basically stretching the middle and side tiles and keeping the corners same possibly without distorting the texture image?
Yep. If e.g. I want to use a 9-slices to texture a button (which is handled by most game engines), the program will cut up the image, like a tileset, and only stretch/repeat the "walls" and "floor" to fit the button's width and height. The corners will stay untouched.
If you follow my (now-)friends-only account, you may remember me wondering how I can make vertical transitions between rooms in a dungeon flow well. I didn't want to use elevators, because Zelda II's lifts are so iconic, and I'm already copying so much from that game.
But, I said "heck it." Elevators just plain make sense. But I decided to put a visual spin on it -- these have a much more elaborate design (especially that ironwork at the top), and will be pulley-operated. I'm going to include an animation of Zalia working the pulleys. Probably with an exaggerated pose and sweat flying off her head 😅
As far as the player is concerned, they work exactly like Zelda II's lifts do (press up or down on the d-pad to move; let go to stop), but visually, they're going to have a distinct flavor that works for Enigma Heart.
Here's a look at my process designing upgrades for Rootin' Tootin' Lootin' & Shootin'. I have one big image file where I sketch out new ideas and refine them.
a friend of mine told their classmate about kitsune tails with "what if lesbian shork mario" and the classmate was like "holy shit send me the link" and it really just sells itself doesn't it?