Punching and levers
Finally finished the punch combo and made a lever you can interact with to affect stage elements, in this case to make a transparent wall appear or disappear which blocks Luna but not her shadow.
Finally finished the punch combo and made a lever you can interact with to affect stage elements, in this case to make a transparent wall appear or disappear which blocks Luna but not her shadow.
It’s been a bit! Not a lot has changed since my last post, but I wanted to recap some things I’ve chipped away at over time.
Some newly implemented stuff (really, reimplemented from the previous smaller iteration of the game): air kick, running animation with the lamp, lamp swing combo, and three abilities (big shadow,
So this past week I randomly decided to start redoing some of my work on Seluna, mostly because the cool new late-game outfit I wanted to add was too detailed for the ~32 pixel tall sprites. Started with the base I was originally going to use for dialogue/cutscenes and have been re-spriting basically from scratch.
Took like 3 days to rewrite all this movement/collision code… Implemented one-way (+moving, +dropthrough) platforms, and updated pretty much all the existing code to interact with them reasonably. This felt like the last major hurdle keeping me from starting on level design. (extra video below)
it's not really shown in that video because of the light's placement,
I remembered I had been working on a flashlight, so it was time to make more attacks! Flashlight can now be thrown on the ground and in the air, at 3 vaguely different angles (no direction held, hold up, and hold down). Bounces off enemies… mostly.
Also,
Found motivation today to sprite and code a full jab*2 + kick combo, and Shadow’s mimic of it. The basic punch had felt so empty since I first made it (probably in like… 2016).
Need to do further hitbox placement adjustments later, and continue making Shadow function on walls…