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SELUNA: Shadow of a Doubt [working title] 
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Joined: Thu Jul 21, 2011 3:15 pm
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Nice, it's pretty catchy :tails:

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Mon Sep 19, 2016 3:44 pm
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Potential gimmick for a boss fight. Chandelier will swing at times, maybe even turning off and on to make your shadow harder to use during the battle.

Shadow can also now crouch while Luna crouches. Gonna work on more of the shadow's actions mimicking or complementing Luna's.

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Sat Sep 24, 2016 9:48 pm
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“This city is mine now! Bow to your new queen!”
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Introducing Aster, the main antagonist of the game. Just like Luna, she has an active shadow, and she also can exert her will over other shadows, granting her control over weaker people. These weaker people who get taken over by their shadows are the generic enemies found throughout levels.

Eventually Luna has to challenge and defeat her to save the city, and probably the world by extension.

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Sat Oct 01, 2016 12:39 am
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That design is really, really cool but I feel like it doesn't translate well to the sprite style at all.

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(you can now tweet mean things at me on Twitter @StevenEggplant)


Sat Oct 01, 2016 4:22 am
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Steven wrote:
That design is really, really cool but I feel like it doesn't translate well to the sprite style at all.

I agree. Like a lot lol. Dark colors are hard to work with at that size.

Hoping that it'll look better in motion, but for the most part you won't see her sprites in-game that much, just cutscenes (which might have pixel art rather than sprites) and a boss battle or two, in which she probably won't be the main focus as there'll be huge shadow attacks to deal with.

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Sat Oct 01, 2016 12:15 pm
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MAN it's been a while.
YouTube Video:


You can now kick to attack while in the air. For now, Shadow will just punch but he may attempt to kick in the future.
Also updated air physics so you don’t just zigzag however you want in the air, and you can no longer turn around to face the opposite direction while in the air.

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Sat Jan 07, 2017 6:56 am
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Nice, you updated.
Her jumps look a bit too low, though. I'm not sure if this is gonna be a platformer or a beat 'em up but if it's the former, I recommend increasing the jumps a bit.

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Sat Jan 07, 2017 9:58 am
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Kirb-Star wrote:
Nice, you updated.
Her jumps look a bit too low, though. I'm not sure if this is gonna be a platformer or a beat 'em up but if it's the former, I recommend increasing the jumps a bit.

It's kinda a combination of the two, but the physics definitely aren't set in stone yet because I haven't gotten to any level design. She likely won't have a ton of jumping power though, I'll probably leave stairs and ladders around to move more vertically.

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Sat Jan 07, 2017 1:14 pm
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A mix between the two sounds fine.
Good luck : )

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Sat Jan 07, 2017 1:28 pm
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YouTube Video:


testing some slope things

if you slide off the slope you can conserve some momentum in the air. pretty sure you'll be able to keep a slightly higher air speed if you slide off a slope super early in the slide (the slide starts at a higher speed than your run, but decays quickly)

still working on sticking to slopes while moving down them, doesn't work 100% of the time

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Last edited by DettaDoodle on Thu Jan 19, 2017 1:01 pm, edited 1 time in total.



Thu Jan 19, 2017 2:22 am
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hey uh i dunno if you used the right video there

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Thu Jan 19, 2017 12:00 pm
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Kuro Kagami wrote:
hey uh i dunno if you used the right video there


uhhhhhhhh same

fixed lol

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Thu Jan 19, 2017 1:01 pm
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hey! this looks pretty awesome so far i really dig it

i remembered this tutorial when i saw your punch animation and i thought you might like to see it to improve your animations for your game!

this twitter user has a ton more animation techniques that you can find if you scroll down his media posts!

i look forward to seeing this game further in development!! good luck

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Fri Jan 20, 2017 10:14 am
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LyokoBlight wrote:
hey! this looks pretty awesome so far i really dig it

i remembered this tutorial when i saw your punch animation and i thought you might like to see it to improve your animations for your game!

this twitter user has a ton more animation techniques that you can find if you scroll down his media posts!

i look forward to seeing this game further in development!! good luck


some good stuff, i'll keep it in mind when i go and brush up animations further, right now i pretty much just have a bunch of placeholder stuff so i can work on the engine

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Fri Jan 20, 2017 2:08 pm
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got a few minor-ish updates i forgot to post here

YouTube Video:

"Added Shadow’s kick animation and smoothed out some other Shadow movements, like his punches and despawns, as well as when he spawns or despawns in the middle of Luna’s actions."

YouTube Video:


made a basic input display while working on something else, and adapted it for seluna.

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Thu Apr 13, 2017 5:03 am
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