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November was BUSY, and a lot of it was spent catching up with various projects following my surgery in October.

Here's a brief rundown on November's work (you can also click the images above to see captions explaining em'!)

  • More work on the character creator. A major problem that make cutscene-specific sprites a pain to implement got resolved
  • Speaking of unique sprite pains, NPCs now have an automated animation system, so I don't have to manually arrange their walking and talking sprites every time (unique animations still need to be manually implemented but it takes a ton of pain out of most minor NPCs
  • LIRA IS HERE
  • Phone UI spruced up a bit, the clock updates in REAL TIME -- though it's a little hard to read...
  • More level layout work
  • Umbrella customization works!
  • A nice debug menu (shhh it's secret)
  • A bunch of puzzle-related bug fixes, especially with boxes and boulders
  • Big Buzzle got a slight redesign, now can TALK to ya
  • New parry and guard break animations
  • Reworked various puzzles/boss mechanics to better compliment the final changes to the player's moveset (eg the "pop fly" that occurs with the guard break above)
  • Probably more things that I forgot (I legitimately forgot most of this until I looked at my recordings, this is because I am a professional)
  • Extremely obnoxious tile fixes

Thank you for your patience and support! An art post will go up tomorrow, but it'll be a bit smaller than usual (this month was MOSTLY code)

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