Shadow kicking, smoother movements
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.
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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.
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.
Messing around with having a lamp you can carry around to provide a more controlled light source. Debating whether to have it be a decently strong area light or a super strong angled light, or possibly a way to toggle between the two.
You will also be able to use it as a battering weapon.
Similar to the last update, but sunset has a color filter now, and night time is unique.
Night levels function as a sort of time attack, where you have to reach a puzzle quickly to make sure the moon casts your shadow in the right place to solve it.
Whipped up a test room to figure out the daytime and sunlight mechanics while in the “overworld” (basically, outside in the city). The length of the shadow is pretty much hard-coded instead of calculated in real-time while outside because the effective lightsource is the sun, so your position doesn’t really affect the length of your shadow.
Worked on punching for both Luna and her shadow, and made it possible for her shadow to interact with objects like light switches.