Fcdesert Devlog 4

fcdesert devlog 4

added a boss:

Fcdesert Devlog 4

the artist is amazing.

More Posts from Freeve4-makes-games and Others

1 year ago

i decided to start remaking the trailer because yes.

I Decided To Start Remaking The Trailer Because Yes.

i'm also currently planning on releasing the game on Monday, February 26.


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2 years ago

Beyond the Rize 2 devlog 15

huge changes today.

i decided to throw away the last 3 backgrounds because the game looked better without them and because it lowers system req (in other words i threw hours of work away )

2. remade the player sprites:

Beyond The Rize 2 Devlog 15

3. remade the platforms sprites:

Beyond The Rize 2 Devlog 15

4. i remade the entire collisions system (i make my own)

5. i made the first soundtrack for this game, it is called "first step into the pc"

here is the game so far:

that is all i have to share in this devlog, hope you have a great day!!!


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1 year ago

i decided to remove the journal entries for the chinese translation because otherwise my sanity would suffer...

but then this happened:

I Decided To Remove The Journal Entries For The Chinese Translation Because Otherwise My Sanity Would

THIS THING HAS NOW DECIDED THAT IT SUDDENLY WANTS TO EXIST. I SWEAR THIS THING HAS A PERSONAL GRUDGE AGAINST MEASDF;ASJKDFPOAWMPOEIJ,PWOEI,PWOGI,WPROIGJREGJLFGJHERGWPROIJWER;OWEIRJGL;KGJEONVEOIRUVNOEIUEJROWXSDKLJAGHSLDKFJASDFLSDKJFHSLAKGJHSALKGJHLKDSJFHWEROIFHWOEGHRLKJHGLSKJFHSLKJFHALSKJHGWUHFD


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2 years ago

fcdesert devlog 9

added some graphical stuff for combat (the computer that i recorded this on was slow, so you might not see it, but the thing that took damage will disappear for 0.05 seconds)

new enemys are currently in progress. act II will be very difficult.


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1 year ago

Fcdesert devlog 25

So i figured out how to record other instruments. so i decided to redo all of the music

Here is the Main Menu music:

i think i might eventually redo this, but for now this works.

today i found out that tumblr has a file size limit.


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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.

1 year ago
The Animation That Plays When The Cursed Orb Item Is Used.

the animation that plays when the cursed orb item is used.


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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.

8 months ago

concept art for player character:

Concept Art For Player Character:

of the 62 other hairstyles that i have come up with, this one is my favorite.


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

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

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