freeve4-makes-games - i press buttons for a living

freeve4-makes-games

i press buttons for a living

i make games. check out http://freeve4hserver.ddns.net

208 posts

Latest Posts by freeve4-makes-games

freeve4-makes-games
2 weeks ago

Has anyone been wondering

why mages commonly wear robes and other stuff when they're vulnerable to physical attacks? Especially in some battle where all the mages are in the back row relying only on their magic to not get fataly injured. What if mages were in full armor that sacrificed movement for protection? Most mages aren't going to move that often (they're usually shut in nerds that studied indoors for years), so it would be silly to have them focus on silly things like casting shields to not die and stuff.

Idk why I'm sharing my random thoughts. Maybe I'll add it into my game or something.


Tags
freeve4-makes-games
1 month ago
[Environment And Journey Concepts + Battle Scene] The Game Is Similar To Darkest Dungeon And RPGs With
[Environment And Journey Concepts + Battle Scene] The Game Is Similar To Darkest Dungeon And RPGs With
[Environment And Journey Concepts + Battle Scene] The Game Is Similar To Darkest Dungeon And RPGs With

[Environment and journey concepts + battle scene] The game is similar to Darkest Dungeon and RPGs with encounters happening between a start point and a goal point: Journeys You protect the sun orb from monsters by fending them off and keeping them at a distance, until you reach another town on your cycle.

- Mod M

freeve4-makes-games
1 month ago
May Or May Not Be Making Something

may or may not be making something

freeve4-makes-games
1 month ago

There is an area in our game that is swarming with the hordes of undead, including these ancient skeleton warriors. You should not pet them.

---

Meidän pelin yhdessä kylmässä paikassa on paljon luurankoja ja epäkuolleita. Niitä ei kannata silittää.

freeve4-makes-games
1 month ago

Catgirl Tennis - a 300-word card game

Required: 52-card deck, 9 point chips, 1 server chip, 2 players

Start Both players draw 7 cards from the deck, and discard 2 of their choice. Flip a coin to decide who serves.

Serve The first player to serve must play at least one card. They can also let beforehand, which lets both players draw 2 cards, but the server must play a card. This is the first shot of the round.

Rally The players then take turns playing shots. Each shot must match or beat the other player’s last shot, and discards the previously played shot. Draw a card after making a shot. When the deck runs out, shuffle the discard pile. It becomes the new deck.

Hierarchy of Shots 2♣ 3♣  <  6♣ 7♣ (Higher number wins) 9♣ 10♣ < Q♣ (Faces beat numbers, even without a number) K♣  <  Q♣ 3♣ (Face with a number beats face without a number) K♣ 2♣  <  J♣ 8♣ (If both have a face, higher number wins. Higher face cards don’t matter) K♣ 6♣  <  J♣ Q♣ (More faces beats fewer, even without a number) K♣ Q♣ J♣  <  A♣ (Ace beats any shot with a face card. You cannot play Ace with a face card) A♣  <  2♣ (Ace loses to higher numbers) K♣  <  2♣ 3♣ 4♣ 5♣ (Playing at least three more cards wins no matter what’s on them)

End of Round A player loses a round if they don’t return a shot, by choice or necessity. The winner scores a point and draws 1 card. The loser draws 3 cards and discards 1 of them. Whoever didn’t serve serves now.

Winning the Game The first player to 5 points wins, or 3 points in a Quick Game.

freeve4-makes-games
1 month ago

This is taking way longer than i want to spend on making this

(me taking on more irl responsibilities doesn't help)

freeve4-makes-games
1 month ago

Monthly developer's blog

Hi folks! Let me catch you up with what I've been up to!

While officially I was on break last month (on Patreon and Kofi), I still did some writing for the demo (no new update for now though, it's coming at the end of April). I'm still working on the chapter 3 rewrites - most of which focus on Dragon Friend content, but there are also other various scenes getting edited/added, such as a new Galahad POV.

For April's Knight tier and up short story, we have an Igraine POV - already out!

As for the second story (Champion Knight and up), Galahad won this month's poll, paired up with a sweet Mordred who's trying to befriend him and who's also crushing hard on him. The story is not yet finished.

I'm also planning on making a public update at the end of this month, and it'll entail some of the new Dragon Friend content (and other various changes/additions) from chapter 1 to the beginning of chapter 3 (a couple scenes beyond meeting Arthur for the first time, but I'll detail the exact changes in the update post). The romantic options with the Dragon Friend won't be included for now though, because there's not finished yet and I want to keep a certain consistency within the public demo, for the people discovering it for the first time.

That's all for now! 🖤

freeve4-makes-games
1 month ago

First Major Early Access Update, Buried Below, Launches April 29

First Major Early Access Update, Buried Below, Launches April 29

Our first major update is a game changer, introducing a slew of new content, including a new Crown and Breaker, along with major quality of life improvements inspired by your feedback...

We're thrilled to finally reveal the Buried Below update, the first major content update for Hyper Light Breaker in Early Access, will launch on April 29!  

This content update will be a game changer, as it’ll bring a slew of new content along with major quality of life changes, including run structure changes inspired by your all’s feedback that will change up the game in Early Access in multiple ways. In a new trailer that debuted today (check it out above!), Michael Clark, Hyper Light Breaker’s Lead Producer, covers everything you need to know about this major update and how it evolves the game in a whole new way.  

New Content  

On the content front, Buried Below will bring a new Breaker, “Rondo” – a Breaker who comes from the same region as the recently-debuted Breaker, Ravona, and has a new SyCom with two SyCom perks – a new Crown, “Maw” – the biggest and most menacing Crown yet, two new melee weapons and new areas to explore, including caves. For the new Crown, you all have seen glimpses of her in a couple of ways-- as she’s shown as a Crown that’s possible to fight when readying up to enter the Overgrowth and you have even entered her arena in the hostile crystalscape of the Jeweled Spire. We've been working hard on getting Maw ready, and we’re thrilled the time has come for players to face her in just a few days!  

Change in Run Structure 

Since Early Access launch, we’ve taken to heart all of the feedback we’ve received from the community across the board. Inspired by your feedback, the upcoming update will introduce the most significant feature overhaul yet with a complete rework of the game's run structure, as you will now have one life for each run and when you die, you will lose items in your inventory, and the Overgrowth will reset. This change was made to balance the game around a more traditional roguelike experience, turning each run into a more consistent and rewarding “zero to hero” adventure than before. This change also allows us to better adjust difficulty and make the game easier to get into, but harder to master, and addresses much of the feedback we’ve received from players since Early Access launch.  

This shift in run structure will introduce a few gameplay loops and progression changes to make runs easier, better and ultimately more enjoyable for everyone, including veterans and newcomers alike, than before.  

Extraction - More Options for Players: Instead of only one way to leave the Overgrowth (via the Telepad), players will be able to extract at any Shrine in the Overgrowth and there’ll be no waves of enemies to defeat like before. This change will make it so players can extract more often, making the game easier as a result, which was one of the main requests from players to change the game’s difficulty.  

SyComs - Follows a Class-Like System, More Loadout Potential: Character customization has been redesigned giving each Breaker one assigned SyCom with fixed stats, and players have the option to equip a perk to the SyCom that gives the Breaker a new passive ability. For instance, Rondo’s SyCom has an equippable perk called “Bladedancer” that increases Rondo’s damage and attack speed. You can upgrade your SyCom stats further at Shrines in the Overgrowth. This change, inspired by player feedback, will make it so each Breaker is similar to a “class” making each Breaker feel different from one another, and make it so you can come up with distinct builds per Breaker.  

Inventory & Vendors - More Streamlined: The Vault system will be changed as when you die, the inventory in your Vault will no longer carry over between runs except for Golden Rations, the main meta progression currency in the game. This will allow you to focus solely on acquiring new gear during your runs instead of having to focus on managing their inventory so often like before. Additionally, vendors in the Overgrowth and Cursed Outpost will also have new roles, with Bright Blood and Materials now used for purchases and upgrades. While gear sales have been removed from hub vendors, players can still use them to enhance equipped items.   

Improved Onboarding     The second major addition in the upcoming update is a brand-new onboarding tutorial that launches automatically the first-time players start the game after the update, regardless of save status. This guided experience introduces core mechanics through a structured level that leads to the Cursed Outpost hub. From there, you will gain access to a dedicated space for learning and practicing advanced combat techniques such as dash attacks and parries. Designed to align with the game’s reworked structure and expanded mechanics, this revamped introduction provides a smooth and informative entry point for both new and returning players. 

Future of Breaker – Your Feedback Matters! 

Since Early Access launch, we’ve been working hard on evolving Breaker across the board every month, including but not limited to making performance updates and gameplay improvements, releasing a slew of new content, and implementing so many other changes based on your all’s feedback! As we continue our Early Access journey and set our sights for 1.0 launch, we want to thank all of you for feedback and support – you’re helping us make Breaker bigger and better every step of the way.  

There’s still so much more to come for Breaker in Early Access, including our next major content update this summer that will be our biggest content update yet! Expect to fight double the trouble, embark on quests and where no Breaker has gone before in our next major content drop.  

For now, we can’t wait for you all to jump into the Buried Below update in just a few days and see how it evolves Breaker in a whole new way! 

freeve4-makes-games
1 month ago
I've Put Together A Free Pack Of 186 Photos I've Taken, Mostly Focussing On Urban Environments With Some

I've put together a free pack of 186 photos I've taken, mostly focussing on urban environments with some other subjects. Feel free to use them for whatever you want (games/visual novels/art etc.) for free or commercial use. It would be cool to see what people make with them, but no credit is required. https://lunaticker.itch.io/background-pack

freeve4-makes-games
1 month ago

I'm working on a small car game for a project, and learning Godot along the way. Here's my first attempt at steering left.

A game window, showing a car on a white plane. After a couple seconds, it starts rolling to the right, and off the plane and into the abyss

I got driving forward and back working. Lemme try steering left…

a 3D Game scene showing a car. it moves forward, then back, then tilts up and flips over backwards, falling off the plane

yeah it's still broken. but DIFFERENTLY broken!

I finally got rotation (mostly) working. I'm just going to rotate right and drive forward.

A 3d game, showing a car. The car rotates to the right, then rolls to the left and off the plane of the world

oh. Hmm. Forward isn't relative to the car's rotation. That's a minor problem.

I was fixing the issue with the cars rotation not affecting the direction of the force, and accidentally made the velocity compound. So if you lightly tap the gas, you go to fucking plaid and then explode.

A car on a 3D checkerboard, which accelerates faster and faster, flying off the checkerboard and then into the void, then it glitches around and disappears as if it exploded.

So I got it working, but the way it works isn't very… car. You can turn and you'll still keep going the way you were before you turned. So it's a little like driving a car on an ice lake?

A 3D car driving around on a checkerboard. It turns after accelerating, and the car spins but the direction stays the same, like it's drifting on ice. It eventually spins off the edge of the board and into the abyss

I may have to give up and switch to using Godot's built in vehicle class.

freeve4-makes-games
1 month ago

debugging? no. rebugging

freeve4-makes-games
1 month ago

I am currently in the process of rewriting a lot of lore and stuff


Tags
freeve4-makes-games
1 month ago

Platformer Dev Log 1

A side-scrolling game is easy to make, but apparently having a character double jump? Not so easy. Unfortunately you can't just use 1 or 2 variables representing how many times you have jumped. The problem mainly comes from the inputs and what order the game processes events. For example, I should have started by only taking one instance of a jump at a time, waiting for a button release before jumping again. Then we can add in our grounded checks, making sure we don't use the double jump and regular jump at the same time (yes I accidently made this happen). I took a free model from as my main character here: https://pzuh.itch.io/ninja-adventure-free-sprites If I do continue this project, I plan to replace it. Finally I implemented the enemy projectiles. They were simple enough, they move in the direction that they face, and we simply have to rotate the sprites when either the player deflects them or possibly arching

"I" added in a health bar!!! (Some friends at uni showed me how to do it). 5 hearts is just something I can test.

Next step: animate the ground to make it look like it is moving, then and some enemy sprites!

freeve4-makes-games
1 month ago

Dev Log Apr 18 - Pro Tip: This ain't Hollywood. Stick at it.

This is a bit of a rant separate from my normal topics about development here that you'll likely never see again, but I really feel like I can save some people a little bit of heartache with this. My forte is (obviously) the technical side, but this is currently a one-man show, so I also have to draw and animate all of the graphics, compose all of the music, record all of the sound effects, design the stages, and do all of the marketing and business stuff. I can afford to do it because of some extreme planning spanning over a decade and a couple of lucky breaks. But, if you want to go fully indie, you will be doing most of this too at some point. So at this time, since it's still relatively quiet around here and nobody can claim survivorship bias, I really, really want to impress on anybody also considering taking the plunge: Your game is not going to blow up overnight. Ever. Period. The concept of the game dev has been extremely romanticized as this David vs Goliath struggle against the AAA industry, and being tied so closely with the flash-in-a-pan culture that is the internet, it's kind of bled over into mainstream culture as well. The cold reality is that if your game makes it to release, you're in the minority. And then if you can crack 5 sales on your first title within the first year, I'd consider that an overwhelming success. When Crescent Roll released on Steam, I counted 75 other titles released the same day. The fact that we sold any copies at all was a miracle in my eyes, but I'm not getting the same response from anybody else. It's always "what a shame, it looks so nice". And this isn't the schoolyard bully pointing and laughing - it's your friends and family trying to be consoling, but in doing so are inadvertently labeling your efforts a failure. They don't know that it hurts. A lot of people in art communities get it, but a lot of the people in more tech-oriented stuff (like game development) don't seem to experience it quite as much: gaining traction takes time. Pizza Tower? 5 years of development. Marketing for it started before development actually began, as McPig was using Peppino in comics and other games. Terraria? Redigit found his team and an audience working on the fan game Super Mario Bros X. Balatro? LocalThunk had 48 wishlists at the end of the beta. Go read his website. Among Us sat for almost 2 years before blowing up, and Henry Stickman was already popular. Nobody ever bursts onto the scene and just immediately grabbed the world's attention from nowhere. If it looks like they did, you're missing at least half the picture. it will be soul-crushing when nobody wants to play that thing that you spent a year of your life on. But making any kind of art is always a slow burn. The key is going to be persistence. And I don't mean just throwing as much stuff at the wall as you can - pick a direction, put out your best work, and just keep pushing it forward. It doesn't have to be free updates: make more good games, post art, whatever. Keep your presence known. Obviously, this is all talking to the dreamers who have been sketching level concepts in their notebooks since grade school. If you need money, you're really looking in the wrong place. And you should really, really make sure you can take care of yourself financially before venturing out into no-man's land here, 'cause you'll be in the hole for a while. So this isn't so much an inspirational thing, as more of a warning for others considering going full indie - it's tough. You'll need discipline to get there, and then more discipline to keep it up. I thought I was over-prepared for our jumping-off, and we still ended up having to defer features for after release, and still don't have a real trailer yet. So, if your plans require overnight success, you might want to stick with your day job for a bit longer until it doesn't have to. Which it won't. Trust me.

freeve4-makes-games
1 month ago

Aerostrike Progress Report - April 22nd, 2025

Today's Aerostrike progress report:

1) Slightly adjusted the collision of ships with walls to allow them to "slide off" corners, instead of always getting stuck on them.

2) Preliminary work has begun on a special project, codenamed "MF-02".

A gameplay screenshot of MF-01 Aerostrike.

It shows the Aerostrike battling with a couple of Hunters and Stealths. The hunters are keeping their distance while the Stealths advance from the side.
freeve4-makes-games
1 month ago

Asteroids Dev Log 1

Lots of random variables for asteroid destruction. I played a lot around with forces for this one, having destroyed asteroids maintain some of their original velocity.

Spent lots of time making the background affect, that mimics movement. It is a repeated tile background that doesn't move, but instead changes the repeat offset based of the camera movement (which follows the player), so it works really well!

The enemy I have designed as 3 weapons, and anti-player weapon, and anti-asteroid weapon and a point defence weapon. The anti-player weapon fires homing missiles, which are pretty easy to dodge, but combined with the asteroid field it can make it quite a challenge. The anti-asteroid weapon tracks the closest target and fires shots at them (will eventually track the closest target, but it is very accurate, predicting for asteroid movement and projectile speed). The point defence creates lasers at nearby player bullets, to prevent the ships destruction. Its weakness is its rotation speed.

I really hope to continue this project, as it is coming out very nicely and already feels quite fun!

freeve4-makes-games
1 month ago
A Flawless Strategy If You Ask Me.

A flawless strategy if you ask me.

freeve4-makes-games
1 month ago

i just learned how to create animations using GIMP


Tags
freeve4-makes-games
1 month ago

i was bored so i made itch.io for the game

i love procrastinating on adding basic stuff like battle animations because most of the battle code was written at midnight for some reason and i literally cannot comprehend it.


Tags
freeve4-makes-games
2 months ago

i made concept for character for gaem

I Made Concept For Character For Gaem

my puns know no bounds.


Tags
freeve4-makes-games
2 months ago

War & Economy beta 0.0 released!

But initially i wanted to release my game on Google Play or Steam as well but it turned out that i can't create a dev account there because they doesn't accept bank cards from my country

Then i decided to create a buymeacoffee account but it turned out that all payment services that it uses are blocked for my country

And yes, itch.io also doesn't accept my card

So there's no way to get money for selling my game

This world is so fair 🥰

PS: of course, i can sell my game in rustore but i think no one uses it

freeve4-makes-games
2 months ago
Using Recursion To Call The Meme Function. #Recursion #Programming #Coding #Memes

Using recursion to call the meme function. #Recursion #Programming #Coding #Memes

freeve4-makes-games
2 months ago
freeve4-makes-games - i press buttons for a living
freeve4-makes-games
2 months ago

I am the only one who feels this way?

I Am The Only One Who Feels This Way?
I Am The Only One Who Feels This Way?

Werner and Rove my beloved.

freeve4-makes-games
3 months ago

Caffeine

I AM NOW ENLIGHTENED YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS


Tags
freeve4-makes-games
3 months ago

Development Update 2025/2/6

apparently we decided to announce this game right before our lives became extremely busy. Currently I am only able to have frequent communication with the playtester. The other guys (which consisted entirely of somewhat close friends) i haven't talked to in months due to having no time. i'm probably going to try and communicate with them again (when i have time).

the point of this post is to say that this game will now be releasing in 2069 because why the hell not. the team also might have a larger-that-i-would-like-to-admit chance of having only one developer and one playtester. so this might be more of a solo-dev than team-dev or something idk how shit works here i'm just shooting for the random rock 50 miles away and hoping for the best lol.

anyways i'm probably going to be more active and shit and maybe post a few funny things because i need follower plz follow me i need attentiona;sldkfj;aslkdjg;alghkwoir.


Tags
freeve4-makes-games
3 months ago

I'm almost finished with very beginning of the game and can't wait to send it to the playtester to see how long it can last.


Tags
freeve4-makes-games
6 months ago

Where is it looking?

Where Is It Looking?

Is it just me or does the moon kinda look like an eye

Is It Just Me Or Does The Moon Kinda Look Like An Eye

Tags
freeve4-makes-games
6 months ago

Is it just me or does the moon kinda look like an eye

Is It Just Me Or Does The Moon Kinda Look Like An Eye

Tags
freeve4-makes-games
6 months ago

Dvelopment update:

I havent done any development on the game for a while. But i made some progress on coming up with concepts of some kind of story.

I also just started to read some ancient chinese literature to practice my classical chinese, so i may not post many updates for a while.

Anyways here's a random doodle I did on a whiteboard:

Dvelopment Update:

Tags
Explore Tumblr Blog
Search Through Tumblr Tags