Notes /
Luna devlog #2
Free fall, a grab by the tail, and the white fringe is (mostly) gone.
Second devlog for Luna, my desktop companion (devlog #1). New in the menu: have a drink, scroll her phone, hug a pillow, clap, shrug, read a book, cheer. She also does many of them by herself, picked by time of day and what I’m doing: the laptop comes out when I’m coding, headphones when sound is playing, the pillow late at night.
Free fall. Pick her up, let go mid-air, and she drops: gravity, a bit of air drag, a couple of bounces off the floor and the screen edges, then she lands standing with a squash. Click her while she’s in the air and you catch her. Two falling moods: shocked, or “wheee”. Right click while carrying sets her down where she is.
The tail. Click it and she startles, tail puffed. Drag by it and she hangs upside down and yells, then pouts once she’s back on her feet. The tail is about 6 px wide on screen, so the whole zone it sways through counts as a hit, otherwise you’d never catch it.
The new poses are AI stills turned into short clips, then cut out frame by frame. Upside down was the hard part: the first tries grew the tail out of her head, and anything with moving arms came out smeared, so she hangs with her arms still and only wiggles her fingers.
Devlog #1 complained about a white fringe on dark backgrounds. A cleanup pass now unmixes the edges, which fixed most of it.
Still rough: the animation is a bit choppy in places, and the tail pose needs the redo above.
Next: a sideways hang by the tail, hooking her up to a coding agent so she thumbs-ups when a task finishes and facepalms when tests fail. The reactions are already there, so the wiring is the easy part. Outfits come in devlog #3.