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Official account | Aces Under the Moonlight™ is Free on steam r/AcesUnderTheMoonlight Check out the Etsy Shop: https://nitter.gq/t.co/Mj9Vz1do6j

Joined May 2022
Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)Photo by Inferno of Creation (@CreationInferno)
New Video! The How to Play Charlie video is out, if you are interested in playing AUtM, understanding the game design of the characters, or just want to look at femboys, I've got the video for you: youtu.be/7ssC2Cenab4
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Version 15 of Aces Under the Moonlight is out, here are some changes. #ScreenshotSaturday
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The characters in Aces Under the Moonlight also have unique attacks. These were just experimental on release, but I have since made them more intentional
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I've also added Supers to the game. This game was a fighting game mixed with pong, so it was kind of inevitable.
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What's an anime ball game without a spike?
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Charlie's air upper is simply used to give the ball a different trajectory
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Charlie is a slower, floatier character. So his aerials are much more important to his overall gameplan.
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The animation for this took so long exclusively due to the large ponytail. From this point on, I made sure none of the other characters had long flowing design elements
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I've also added jump canceling to the game.
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Charlie's grounded attack is pretty useful, if you have the meter to cancel the endlag
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Personal Smash 6 wishlist
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Zelda from Link OoT I think he's cute
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The OoT remake kinda looks like I thought Fable would have. Very cartoony. I think the heavily textured look made it look flat at first, but it grew on me. Here's hoping it actually runs well.
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I also like that they kept adult link's big nose
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Glitch in an indiegame. Many such cases
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Hitstop is pretty important for game feel. But its also game dependent. In my pong game, excessive hitstop can give your opponent more time to reposition. So originally there was very low amount of it. But that felt terrible, so I've added more.
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Forgetting Hitboxes in my game. Its a consequence of my lack of programming best practices early on. There is a lack of "one source of truth" in my code. It means I have to synchronize things like the actual hitbox and visual rep of the hitbox manually. Sometimes I forget.
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More old animations. Game development takes a long time, and a lot of things change in the meantime. What's some development facts from your favorite games?
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Do you like tomboys?
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