Activity

fireentity

Smear + Positioning!

I genuinely cannot express how much I hate trying to position things with code. I spent SO long trying to figure out how to smear properly and how to make it so the laser would move properly on rotation. I DID finally end up getting it to work but in a very janky way. It’s just a sprite that goes from white -> transparent that is scaled depending on the speed of the laser and it fades in and out. I obviously only want it to show when it’s moving! It took me SO long to get all the values right to the point where it actually showed, and right to the point where it actually looked like smear and not just a massive wall of coloured rectangle. The system MOSTLY works I just have to take into account direction when I do the movement because the direction is super annoying.

Goals for tomorrow:

  • Make smear and movement perfect
  • Add a tracking laser that tracks the player’s movement and releases shortly before firing
  • Fix every bug I see with laser movement
  • Work on song picker UI!

I NEED to get this done by April 30 UHUGHFLKJGHDFJKGDFJKGDFJKG

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fireentity

Laser movement!

Started working on adding laser movement! Right now the standard single laser event can move the laser with optional easing in any direction at any speed! Video shows only one use case of this, though there are MANY cases where this would look super cool! I’m gna work on adding this to other laser events too so they can look EVEN COOLER.

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Comments

Mr.Chicken
Mr.Chicken 2 days ago

steamhappy

fireentity

OST!!

I have NOT stopped working on this for the past week. I’ve just been working on OST! I prefer not to use lapse to track because I feel rushed when I track time. I had a bit of unlogged time from Godot so I decided to use that to devlog ts!

First video is my first time trying to make hardstyle/frenchcore! Second video is a genre I have experience (euphoric techno) ik they’re both kinda mid but it’s the best I can do and I’d rather have a fully custom made OST than use other songs 🥹🤞

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Comments

Shuflentity
Shuflentity 7 days ago

:hardlight-afterburner:

Mr.Chicken
Mr.Chicken 7 days ago

🔥

fireentity

Major bug fix!

  • On beat SIX SEVEN I had a bunch of events spammed and a weirdly placed event. I’m not exactly sure what happened to it but it would just stop the entire map after beat 67. Song would still go on, but no more events would happen. The issue was fixed by updating my “if crossed do event” check to include passed triggers. This took me SO long and I’m SO happy I’m finally done with it. 67 is no longer funny to be after ts 🥀
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Comments

Sam
Sam 14 days ago

The 67 bug is crazyy 😂😂

Max
Max 12 days ago

six-seven

fireentity

OPTIMIZATIONS/REFACTOR GALORE

  • Most camera effects now rely on signals instead of checking every frame if it changed

  • lerpf weights for camera effects are now capped at 1, fixing the camera seizures at low frame rates

  • Visualizer now uses arithmetic to smoothen points when smooth is enabled instead of using Curve2D and baking points every frame (massive improvement)

  • Visualizer now accurately respects the showing of the line

  • Fixed an editor issue that rounded decimal pos placements (scale is from 0-10)

  • Lasers no longer poll every frame for player collision

  • Some values are only set once instead of every frame in _process

  • Removed dead code

  • Lowered fog resolution and size to fit world bounds better

  • Fully re-did dust particles to be much more efficient

  • And worked on the map/song a tiny bit!

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Comments

Ghost of Nova
Ghost of Nova 15 days ago

yay!! :3

Noname
Noname 15 days ago

Peak

kashsuks
kashsuks 15 days ago

LETS GO PEAK

fireentity
fireentity 15 days ago

THANKU GANGALANG

Lazyllama
Lazyllama 15 days ago

lowk coolest thing on here i’ve seen today

fireentity
fireentity 15 days ago

THANK YOUU

fireentity

Finished the FIRST OST SONG YIPPPPEEEEEE y’all dont get to hear the whole thing until launch tho

And started making a map for it (im bad at my own game sighhhh)

I also noticed that the platform flashes on intro, I can probably make it so that it automatically starts with the first colour event instead of defaulting to pink and then going to the first colour event. Easy fix!

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fireentity

DEVLOG NUMBER SIX SEVEN

sixsevensixsevensixsevensixsevensixsevensixsevensixsevensixsevensixsevensixsevensixseven

  • Big changes to the player movement motion blur system!
  • It now only blurs in the direction it’s going instead of propagating out both ways
  • Vertical motion blur depends on how high you start the slam from
    • Other minor changes/optimizations in the player script
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Comments

kashsuks
kashsuks 18 days ago

SIXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX SEEEEEEEVVVEEEEEEEEENNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN

fireentity
  • Camera rotation on movement + improvements to the way the player script handles camera events!
  • Complete refactor of the way the UI system handles animation! There’s a method in the global script that takes a control deriving node as an argument. It connects mouse/click functions and hover/click animations! It’s super tuff
  • Enabled physics interpolation so everything is BUTTERY smooth now! (not really visible in the video)
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fireentity
  • Zooming in on the camera now makes it move slightly downwards to compensate for Y offset
  • Modifying intensity of glitch shader now modifies chromatic aberration from shader
  • Fixed an issue where the editor wouldn’t handle singular colour values correctly!
  • some other stuff I forgot!
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fireentity

OPTIMIZATIONS AND FIXES

Modified the audio bus stuff a LOT because as it turns out I broke most of it. I removed the in-game normalization because it was just making the audio sound worse and not really work. I’ll add a normalization tutorial to the editor documentation! I also optimized the laser system a little bit (FPS used to drop as low as 65 (from 120) when lots of lasers were spawned. That’s fixed now! Monitoring also gets disabled upon finishing so it stops caring about everything! (furthering performance) Game runs much nicer now!

(song in video is mine!! will be part of the ost!!)

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fireentity

New icon and logo!! I love photoshop!!

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fireentity

No more picking folders manually! The editor handles that for you! Everything saves to documents/lightbound-data/wip (and /custom for upcoming custom maps)

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fireentity

Added audio normalization to the music bus! Now all imported audio will be automatically normalized so the mapper doesn’t have to manually do it! Also updated visualizer logic and it looks a little worse than before, but it’s also a lot more compatible as I’ve tested with a few songs now! I feel like the audio sounds broken now because of the limiter but I’ll prolly fix that later, I’m too sick to actually notice small details rn 💔.

  • worked on the song picker a little bit! it shows the album cover now!
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fireentity

Fixes and refactoring!!

  • Re did beat calculation system to use a function that converts the song’s time to a beat, taking into account BPM changes, avoiding drift! (this system was already in use in the editor, so I just transferred it over)

  • Complete re-factor of the player script. It was extremely broken and inefficient. The camera zoom system and the camera kick system were the most affected! It actually works well now!

  • Some regex fixes in the editor.

  • There is now a delay between entering the game and the song starting, + a fade in!

  • Fixed unsaved changes messages always showing up even if it matches

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Comments

deltea
deltea about 1 month ago

this is rly clean, good job!

fireentity
fireentity about 1 month ago

thanks!!

fireentity

Menus!

  • Made a very basic song selection menu
  • Improved main title screen
  • Added fade ins (I know it flashes for a split second, I’ll prolly fix that soon!)
  • Made OST and EXTRAS category pull directly from game files, CUSTOM category will be auto generated from a directory!
  • I LOVE the quit animation SO MUCH it’s so cool!!
  • The buttons scaling to y=0 looks kind of weird, so I’ll end up changing that soon!
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Comments

Shuflentity
Shuflentity about 1 month ago

cinemaa

fireentity
fireentity about 1 month ago

slack emoji embed!!

fireentity

REBRANDD!!!! After a LOT of discussion in my personal I landed upon LIGHT//BOUND! I like the name it’s lowk cool! Re-did a lot of the stuff in the title too. AND ADDED A QUIT ANIMATIONNN it looks so cool!! I love it!!

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Comments

D-Pod
D-Pod about 1 month ago

FIRE!!!! what platform does it run on?

fireentity
fireentity about 1 month ago

planning on exporting for Mac, Windows, and Linux! ts will NOT work on web though

jmw
jmw about 1 month ago

I kind of wonder what would happen on web lol hs looks great!

fireentity
fireentity about 1 month ago

I kind of wonder what would happen on web lol
ts would NOT run

looks great!
thanks!!

fireentity
  • Title screen!!
  • Visualizer fixes
  • Hits are now detected! (not demo’d since I don’t actually have a map rn + it’s not fully finished)
  • Bug fixes in editor
  • Title screen effects
  • Unsaved changes popup on leaving editor!
  • Rotation now applies to laser circles too! (not sure why it didn’t before)
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fireentity

BUG FIXES GALORE

Editor:

  • Fixed an issue where rotations wouldn’t properly take effect in the main map
  • Fixed an issue where certain values wouldn’t save
  • Fixed an issue where certain values saved in the wrong format and couldn’t load
  • Make some systems more consistent
  • Ability to move events with Shift + <-/->
  • Fixed crappy regex evaluation causing the game to crash
  • Fixed type handling with direction values

Main game:

  • Added the framework for damage (doesn’t work yet for some reason)
  • Added the framework for iframes (doesn’t work if damage doesn’t)
  • Added the framework for miss sounds (DOESN’T WORK BECAUSE THE DAMGE DOESN’T WORK EITHERJKSDHFKLJSDF)

Systems:

  • Fixes to global prefire calculation handling
  • Fixes to duplication/reference issues relating to modifying, saving, and loading

And probably more! + I also worked on a song for this (y’all will get to hear later!)

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fireentity

JGSHDFKJGHF EDITOR SCALING WORKS YES YES YESYESE S YESYESESY

I HAD A BUG WHERE IT WOULD ALWAYS OFFSET ITSELF WEIRDLY. I GOT SICK AND HANDED IT OFF TO AI, IT COULDN’T DO ANYTHING. NOTHING. I DID IT MYSELF. IT WAS SO HARDSAF AS IT TURNS OUT I ACCIDENTALLY HARDCODED THE 300 VALUE IN SOMEHOW INSTEAD OF USING EVENT_WIDTH.

IT WORKS NOW

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Comments

Ghost of Nova
Ghost of Nova about 1 month ago

this is looking so cool! i love the editor

rmamet
rmamet about 1 month ago

get ts on steam frfr

fireentity

Copy pasting works now!! There’s some display stuff I should probably do to make it easier to use + update some stuff more often. BUT I DID THE HARDEST PART YIPPPEEEEE editor is SO close to being done now!

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Comments

iris
iris about 1 month ago

woa that built in level editor is sick !!

kashsuks
kashsuks about 1 month ago

its so peak

fireentity

Most dreaded part of this entire project icl

Copy pasting in the editor! I have the basis down but it is EXTREMELY buggy and annoying to use. Will refine it a lot in the next devlog!

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Comments

fireentity
fireentity about 1 month ago

also I have NO idea why it’s so bright I’ll fix that soon

melon
melon about 1 month ago

the editor looks sick asf

fireentity
fireentity about 1 month ago

thanku melon :3

fireentity

Editor now has proper labels!! Idk why it took me so long to do ts I was kinda stupid the entire time 💔

Very boring devlog I knowww I swear I’ll make cooler ones soon!! especially once I continue making songs and start mapping!!

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fireentity

Back to making OST!

I spent a LOT more than 1 and a half hours on this fyi I just didn’t track any of it because I feel kinda constrained when I use lapse

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Comments

zook
zook about 2 months ago

Thats so fire!!

fireentity
fireentity about 2 months ago

THANK YOUU

fireentity

ONE HUNDRED HOURS!!!

New Features:

  • Changing the editor scale changes the size of the events

Bug Fixes:

  • Pressing play while the cursor is close to an event is now handled correctly, and doesn’t make all events disappear
  • Scaling of events in the editor lanes is now handled correctly
  • Too little or too many lines spawn if BPM changes are present
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fireentity

OKAYOAKAY I had a MASSIVE issue with editor preview syncing. The time would NOT properly sync. When the cursor in the editor went over something, it would take like 2-30 seconds to show up in the actual preview??? (it was SO weird) BUT I FINALLY FIXED IT by force syncing the preview when it’s in the editor. THIS TOOK SO LONGGG UGHGHGH

Now for the main change, CAMERA ZOOOMMMMM and rotation!! It’s near the end of the video <3

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Comments

Kajmix
Kajmix 2 months ago

Cool!

fireentity

VISUALIZERRRR CHANGESSS

Major Changes:

  • Added the ability to smoothen the curve or keep it jagged
  • Added the ability to get rid of the bars/curve separately
  • All implemented in editor!! ^^

Minor Changes:

  • Added more smoothing to the bars
  • Added smoothing when visualizer appears (it just snapped instantly before)

Fixes:

  • Audio should normalize automatically (thanks Godot!), values fine-tuned to make visualizer look nicer

I’m so done with this 😭 it looks nice enough right?

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Comments

melon
melon 2 months ago

holy insane. absolute fire project firemc

fireentity
fireentity 2 months ago

THANKSS

rupnil.codes
rupnil.codes 2 months ago

Fourier transform sine waves go brrrrrrr

fireentity
fireentity 2 months ago

😭

fireentity

BIG visualizer changes!! It looks so cool now! The math for everything is so annoying and tedious istg it took me so 💔

Added some changes to the preview too, it now hides the player and blocks movement so keybinds don’t overlap!

  • a bug fix or two here and there
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Comments

rupnil.codes
rupnil.codes 2 months ago

ayyy so good!

rupnil.codes
rupnil.codes 2 months ago

im in love with the bgm ngl

fireentity
fireentity 2 months ago

ME TOO I LOVE THIS SONG SM

fireentity
fireentity 2 months ago

Roars of Vengeance by trung-nova

rupnil.codes
rupnil.codes 2 months ago

thank uu!

seb
seb 2 months ago

this is actually insane gng wtf

fireentity
fireentity 2 months ago

tysm!!

fireentity
  • Add an offset system so that the mapper doesn’t have to manually add audio offsets in audacity every time (CHROMAPPER PLEASE FIX THIS)

  • Added a click sound that only happens when the game is played through the editor for timing purposes!

  • Tweaked the editor preview logic to properly order events/reset upon pausing/playing!

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fireentity

Making changes in the editor now reflects the preview! Speed and length changes now accurately pass on to the editor instead of just printing “hi I changed” and not actually changing 💔

editor is technically fully functional now!! <3

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fireentity

Editor preview kinda works now! It’s a little finicky but tbh all rhythm game editors are kinda finicky 😭

With this I’m super close to finishing the editor! It’s technically fully functional, I just need some quality of life features so I don’t go crazy mapping 7 minute long songs <3

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Comments

rupnil.codes
rupnil.codes 2 months ago

Thats dedication my lord!

fireentity
fireentity 2 months ago

“MY LORD” 😭😭😭😭😭😭

ty tho!!

fireentity

Added support to view the laser sweep event in the editor! Also added a feature to it that lets you go in either direction (not sure why that wasn’t already there)

Rotation is supported but I think I forgot to demo it in the video

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fireentity

Better input methods for most editor events! (everything isn’t a textbox anymore)

All I need to do now is make a better event editor for the laser slam, spread, and sweep!

(…and copy pasting… 🥀)

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fireentity

BPM CHANGES RAHHHHHHHHHH

Editor now supports BPM changes fully with NO bugs and the game supports it too (note how everything just speeds up a LOT)

Lowk was not that hard (thank you godot docs)

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fireentity

WHY DO I KEEP FINDING SO MANY FATAL BUGS ASJKGFJSKDFGKJAHSdGFJHSdGFJKHSd

Apparently with Vector2’s I have to sanitize the save file by converting it to an array and back or else it won’t load properly. Took me SO long to figure that out, but now all data types save!

BPM, artist, name, and sub name can now be modified and save/load as expected!

PLEASE no more bugs godot

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fireentity

I had a billion bugs with loading an ogg stream from a file. the error turned out to be related to the function which copied the ogg over to the map directory. it corrupted the ogg 💔 fixed that! and image loading works. selecting an image or ogg auto-moves it to the song dir. also added gui so the mapper can see whether something was successfully loaded or not.

I should prolly have a little more error handling just in case 😭

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Comments

Matei sHomePage (No.1 PHP Lover)

yes fireentity!!! love the energy!!!

fireentity
fireentity 3 months ago

thanku matei

fireentity

EUASYEAUS YOU CAN NOW SAVE AND LOAD MAPS!!

Added a system to save maps to a directory, and load maps. When a map dir is chosen, and a song file is chosen, it will be automatically copied to the song dir (chromapper core :3)

Not recording it because my files/filenames contain PII that I’d rather not leak! Just trust me on this!

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Comments

Ghost of Nova
Ghost of Nova 3 months ago

yay, looks cool! :3
i see you went with .jump (that thread earlier was quite something)

fireentity
fireentity 3 months ago

yeah it was 😭

fireentity

Event deletion now actually deletes it from the map (so it doesn’t appear upon regenerating events) and changing event data sends it to the main script so that the map can be changed! (no way to demo it rn)

Ts is SUCH a boring series of devlogs I swear they’ll get more fun when I finish the editor 😭

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fireentity

Colour picker can now multi select for events that support it!

Basic deletion logic made. It doesn’t actually remove it from the map yet, so upon placing an event, it regenerates the deleted events 😭 Will fix that soon

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fireentity

Bug fixes!! I love fixing bugs!!

Fixed a bug breaking stacked events on events generated from file (float/int mismatch was grouping it into “4” and “4.0”)

Fixed lines not showing!

  • like 50 other tiny bugs involving mouse passthrough and wtvwtv im a godot ui master now
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Comments

pink rat
pink rat 3 months ago

bro i didnt check in for like a couple days and i come back to this ur so goated

fireentity

fixed the event spawning logic so that it actually spawns where the player clicked and snaps to the nearest beat!

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Comments

chefpenguino
chefpenguino 3 months ago

good stuff dude :)

fireentity

logic for new events is SO annoying istg

got a very borked system to make new events. I need to polish so much + fix an issue involving me not being able to place any event under x=1920. but hey im getting somewhere!

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fireentity

Redid the system to rely on absolute positioning instead of hboxes with spacing. The events are actually synced up now! Additionally, I added a way to change the scale of the lines (with error handling!)

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fireentity

SIIIIIXXX SEEEVEEENNN HOUUUURSSSSSSSS

Editor events are now coloured by the event’s colour, and the circle preview logic is MUCH better

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fireentity

Editor now previews laser circles and lets you modify it easier!

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fireentity

Preview when picking laser params! Next I’m gna try and add this for circles and sweeps so it can be properly visualized!

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fireentity

working on adding actual methods to enter data so that the mapper doesn’t have to manually type in everything 😭

Currently:

  • Basic position/rotation system
  • Colour picker
  • Speed will evaluate fractions like (e.g. 1/4, 3/4, 1/3, etc)
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fireentity

I HATE GODOT UI FLAGS SO MUCH I HATE GODOT UI FLAGS SO MUCH I HATE GODOT UI FLAGS SO MUCH I HATE GODOT UI FLAGS SO MUCH I HATE GODOT UI FLAGS SO MUCH I HATE GODOT UI FLAGS SO MUCH I HATE GODOT UI FLAGS SO MUCH I HATE GODOT UI FLAGS SO MUCH

I needed a system to handle multiple events on the same track & beat, so I decided to make it so that they collapse into one, with extra showing up upon hover. I tried SO many methods and none of it worked. NOTHING was working until I decided to try and use popup windows and it did work decently well! I’m so dead from doing this I never want to touch UI ever again.

Also made it show the song length & # of events. And made each field editable (although it doesn’t save yet)

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Comments

jmw
jmw 3 months ago

wait i’m not quite clear on something about this
what do you think about godot ui flags? (/j)

Shuflentity
Shuflentity 3 months ago

just write the UI with svelte

fireentity
fireentity 3 months ago

I love Godot UI flags and mouse flags with the kind of sincerity usually reserved for handwritten letters and dramatic rain scenes. They don’t just work—they understand me. Every Control node feels like it’s whispering, “Don’t worry, I’ve got your layout handled,” while mouse filters gently, lovingly decide who gets the click and who must let go. Ignore, stop, pass—three tiny words that somehow prevent chaos, rage, and spontaneous UI combustion. When something finally aligns perfectly and the mouse events behave, I feel seen. I feel safe. I feel like the engine and I are holding hands, staring into the middle distance, quietly agreeing that yes—this UI is correct, and life is briefly, beautifully in order.

Shuflentity
Shuflentity 3 months ago

ew chatgpt

hellonearth311
hellonearth311 3 months ago

I LOVE GODOT UI FLAGS SO MUCH I LOVE GODOT UI FLAGS SO MUCH I LOVE GODOT UI FLAGS SO MUCH I LOVE GODOT UI FLAGS SO MUCH I LOVE GODOT UI FLAGS SO MUCH I LOVE GODOT UI FLAGS SO MUCH I LOVE GODOT UI FLAGS SO MUCH I LOVE GODOT UI FLAGS SO MUCH
also i agree with shuflentity write the ui in svelte

fireentity

Editor can now take an array of events and sort them into their respective tracks with the correct spacing! Clicking on each event creates a popup window that shows all the data the event has. Nothing can be edited yet though.

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Comments

hellonearth311
hellonearth311 3 months ago

this is so tuff twin

fireentity
fireentity 3 months ago

YAY

jmw
jmw 3 months ago

this looks amazing i’m excited to play it

Shuflentity
Shuflentity 3 months ago

woaw

fireentity

ohhh boy here comes the editor 💔 I do NOT want to make ts but ig I have to

made very basic ui! tracks are auto generated from the global.events dictionary.

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Comments

Nibbles
Nibbles 3 months ago

it might take many many hours but you got this twin !!!!!:D

fireentity
fireentity 3 months ago

ty nibbles bl ud

Mr.Chicken
Mr.Chicken 3 months ago

We (yes WE) will ALL be making custom beat saber tracks. ✌️💝

fireentity
fireentity 3 months ago

I love beet saber

Mr.Chicken
Mr.Chicken 3 months ago

Beat jumper 💔

fireentity

waowow dash go stretchy!!

  • added some motion blur/better stretch to the dash animation
  • better particles for the laser slam
  • fixed a bug that made all visualizer bars start maxed out and reversed (flashbang)
  • minor modifications to laser positioning
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Comments

Shuflentity
Shuflentity 3 months ago

blud fr added smear frames ong

fireentity
fireentity 3 months ago

real

fireentity

Working on adding a FAT laser now!
Works great for big hits in songs (like the one in the video)

I need to fine tune the particles because they look kiiinda mid (they still look much better in game then in the compressed 2 fps obs recording)

Had a big bug where it would NOT move no matter how hard I yelled at it. The issue ended up being its absence in a dict that told the script what could be moved and what couldn’t be moved 😭

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Comments

Nibbles
Nibbles 3 months ago

ATHIS IS #AWESOMESAUCE

fireentity

Added a REALLY cool looking glitch effect and a laser spread! There isn’t much gameplay involved with the spread but it looks super cool! Also experimented with different combinations of events to see how they’d look together!

Major Changes:

  • Glitch effect
  • Laser spread preset
    Minor Changes:
  • Changed visualizer logic to use delta time
  • Turning the visualizer off makes it fall down instead of snapping to zero
    To Do:
  • Adding one colour to a sweep event just makes it crash 💔 I gotta fix ts
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Comments

Shuflentity
Shuflentity 3 months ago

bluds going for a 10 on storytelling

fireentity
fireentity 3 months ago

ts blud

chefpenguino
chefpenguino 3 months ago

this looks craaazy woah

fireentity

waow! chromatic aberration!

added ca as an effect. I had a big issue with the intensity not working and it maxing out at like 0.1 or smth 😭 but I realized it was bc there was a piece of code constantly trying to pull it back to zero (CHEMICAL EQUILIBRIUM REFERENCE) so I had to fix that. Also made some improvements to the colours (some were WAYY too bright) I will prolly continue fine tuning the colours as time goes on.

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Comments

Ghost of Nova
Ghost of Nova 3 months ago

ooh, those lasers and neon colors are so cool!
such an amazing game :3

Shuflentity
Shuflentity 3 months ago

HOW TO KILL ANYONE WITH EPILEPSY IN 2 EASY STEPS

  1. get them to play this
  2. throw them into the trash compactor
fireentity
fireentity 3 months ago

REAL ty novie!!

Tymek
Tymek 3 months ago

That’s so cool!

fireentity

ugh writing lyrics is SO hard butttt it’s sorta working out!
transition between first and second section, and a rly nice lead synth for the second section. im still working out lyrics/melody for the second section so i didn’t record that yet (it sounds super bad rn) will prolly finish that next devlog!

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Comments

dodge1
dodge1 3 months ago

are you going to finish all the music stuff before going back to the game?

fireentity
fireentity 3 months ago

i’m prolly gna go back and forth to avoid burnout

fireentity

All my time since the last devlog has been spent trying out new things, trying to write lyrics, and trying to settle on a song idea. I prolly resetted like 4 timelapses 💔

But I’m finally getting going! Using Tsurumaki Maki Lite w/ synthv and vital for all the synth stuff.

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Comments

Shuflentity
Shuflentity 3 months ago

THE GRIND NEVER STOPSunless you feel too sick then you should take a break :D

fireentity
fireentity 3 months ago

i am GRINDING duffle bag

fireentity

Working on an UTAU song! The first section in the video is supposed to have lyrics (but it obv doesnt) I will add those in later!

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Comments

Tymek
Tymek 3 months ago

peak

fireentity

Started working on a new song for the OST! It’s kiinda boring rn but I’ve barely spent any time on it yet 😭

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Comments

fireentity
fireentity 3 months ago

also some audio tracks were broken i’ll fix that after my math test :thumbup-nobg:

fireentity

CRT effect is now customizable
Some colours/glow were fixed bc they looked weird/too bright
Cleaned up some old code!

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fireentity

Added a crt effect! (not that visible in the low quality recording but it’s very much there)

Added the ability to turn off the visualizer and make the platform go invisible!

Modified some visualizer logic.

Other small changes!

3

Comments

PianoMan0
PianoMan0 3 months ago

Crt? Confessions review team?

AymenD
AymenD 3 months ago

Peak ngl

fireentity
fireentity 3 months ago

confessions review team rahhh

fireentity

Much better pulse (chromatic aberration! <3) and some other tweaks

2

Comments

regonold520
regonold520 4 months ago

Woah this looks so fire dude

fireentity
fireentity 4 months ago

ty!! 🫶

fireentity

Biiiig bugs here

When using the laser circle and laser sweep presets, the beat at which the laser spawned would begin to drift very fast. This wasn’t that noticeable on very fast settings, but setting it to something like 1/2 beat would make it horribly off beat. It got to the point where it would spawn an entire BEAT after it’s expected spawn time. I started by adding an epsilon to the bpm and forcing it to be a float, and while that did help it, by no means did it fix it. It was still extremely inconsistent. I ended up rewriting the fire logic completely for the two presets so that it uses a system similar to the one found in the main event handler. It was SUCH a hassle to fix but I finally got it done! The lasers you see after the drop in the video are all part of a single circle event, it’s clear the fire beats do not drift anymore (i have print statements to prove that too!). All considered it was a nice adventure learning about precision timing systems and floating point error. Lots learned! I also added a camera pulse feature, still in the works since it looks kiiinda mid rn.

tl;dr: timing! and camera pulse!

2

Comments

dodge1
dodge1 4 months ago

slam doesn’t fix poor level design 😢

fireentity
fireentity 4 months ago

vro sybau varoon

fireentity

AUDIO VISUALIZERR this took me SO long to get working. the math to make it look good and even sort of sync to the music was so annoying 😭 i revised my code like a billion times and changed a billion values BUT IT WORKEDD

fog now has a slight tint

sun isnt bright but still looks glowy, and now has a (really mid) enter/leave animation!

4

Comments

weibolin322
weibolin322 4 months ago

Although it’s an audio visualizer, I love the art work!

pufferfish
pufferfish 4 months ago

peak game

pufferfish
pufferfish 4 months ago

just shapes and beats + geometry dash = peak

fireentity
fireentity 4 months ago

thanks guys!! <3

fireentity

Currently working on adding a synthwave sun to the background! It looks fire but with some BIG issues rn.

  1. It’s so hard to see anything in front of the sun.
  2. The transition looks horrible
  3. The colour matches the platform, but switches INSTANTLY instead of easing in.

This has turned out to be so much harder than I thought it would be. Looks mid rn but I’ll lock in!

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fireentity

Added a full system that lets the user pick from a list of colours and applies it to any event. For lasers, that’s just a single colour, but for sweeps and circles you can give it a list of colours through which it’ll alternate! You can also change the main platform’s colour, which conflicted with my logic of instantiating a scene for every event. I spent SO long trying to fix that and nesting everything within an if statement to double check if it’s actually spawnable fixed it! I also had issues with timing the events, as the prefire for the second sweep always went off too late, but the actual firing was on-time. The issue ended up being that I was sorting the events in order of fire beat, not spawn beat. So the platform colour change (prefire time of zero) spawned after the sweep (prefire time of 0.8s) even though it was on a lower beat. I updated the sort system to sort by prefire beat and that fixed it! The platform colour change gave me SO many issues.

tldr: PRETTY COLOURS!

1

Comments

Mr.Chicken
Mr.Chicken 4 months ago

laser go brr

fireentity

Added a new sweep event! It’s a modifiable preset for laser movement that sweeps it across the screen. Currently, it works for vertical lasers sweeping horizontally. I’m trying to get it to work with other rotations too (vertically and diagonally) but that doesn’t work right now.

2

Comments

deactivateduser
deactivateduser 4 months ago

nice

Poyo
Poyo 4 months ago

yo that player movement is actually smooth, looking good so far!

fireentity

Laser Circles can now modify themselves with input from the map file!

Fog exists now, adds some nice depth and makes it feel less bland!

0
fireentity

SPINNING LASERSS

The math for this took SO long but it finally worked!! and it looks SICK

7

Comments

Charmunk
Charmunk 4 months ago

peak

Ghost of Nova
Ghost of Nova 4 months ago

those are so epic!!!

fireentity
fireentity 4 months ago

thanks twins!! <3

jmw
jmw 4 months ago

whoa that looks amazing

parnian.moghadaspour

looks amazing

F1R3FLY_CL41R3
F1R3FLY_CL41R3 about 2 months ago

I love the lighting and colors!! The patterns are super cool

Maria
Maria about 1 month ago

I LOVE IT!!!

fireentity

Proper triggering system that can handle multiple events!

I optimized the way it detects so it doesn’t for loop through the entire map file EVERY FRAME…

Right now it’s a 10x5 grid, but that will prolly change. Some rotations and positions don’t properly work for some reason. Like diagonals look weird no matter where they are. I’ll look into that!

7

Comments

Neon
Neon 4 months ago

nice!

fireentity
fireentity 4 months ago

omg hi neon

kashsuks
kashsuks 4 months ago

Its so peak!!!

Neon
Neon 4 months ago

nice pt2

fireentity
fireentity 4 months ago

THANKS KASH BLUD

btz
btz 4 months ago

peak

hellonearth311
hellonearth311 4 months ago

so good !!

fireentity

Made a basic firing system for a laser event. It starts the pre-emptive warning 0.8s before the fire beat, so it stays consistent across diff BPMs. I had to fix an issue where it would be really off time and slow, but that’s all fixed now! The current system is more of a demo (very hardcoded) so I’ll prolly end up rewriting most of it, but I got the basis down!

0
fireentity

Started working on the actual game! Got some good bloom/styling down, basic particles, a basic laser, and movement!

0
fireentity

Worked on the second drop of the song and the transition! Polished a lot of stuff and balanced audio levels a lil. It’s still VERY choppy and unfinished, there’s tons of bugs that I have to fix but I’m almost done!

2

Comments

Ghost of Nova
Ghost of Nova 4 months ago

you’re so good at music!!!

fireentity
fireentity 4 months ago

THANKS NOVIEE

fireentity

First devlog! Woohoo!!

In Godot:
Made the project, player scene, and basic physics.

In Garageband:
The VAST majority of the time here was spent working on the second song! I made the intro section, pre drop 1, buildup, drop, transition to pre-drop 2, and the buildup to drop 2! I kinda want to add voicelines (The Master styled) but I have no idea how I’m supposed to pull that off 😭

Enjoy ts little snippet of the song!

4

Comments

Shuflentity
Shuflentity 4 months ago

holyy shit this sounds much better with headphones

Mr.Chicken
Mr.Chicken 4 months ago

I’m hearing straight peak 🥹

fireentity
fireentity 4 months ago

THANKS GNG

jmw
jmw 4 months ago

wow that sounds amazing