New icon and logo!! I love photoshop!!
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New icon and logo!! I love photoshop!!
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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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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 💔.
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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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this is rly clean, good job!
thanks!!
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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FIRE!!!! what platform does it run on?
planning on exporting for Mac, Windows, and Linux! ts will NOT work on web though
I kind of wonder what would happen on web lol
looks great!
I kind of wonder what would happen on web lol
ts would NOT run
looks great!
thanks!!
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BUG FIXES GALORE
Editor:
Main game:
Systems:
And probably more! + I also worked on a song for this (y’all will get to hear later!)
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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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this is looking so cool! i love the editor
get ts on steam frfr
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!
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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also I have NO idea why it’s so bright I’ll fix that soon
the editor looks sick asf
thanku melon :3
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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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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Thats so fire!!
THANK YOUU
New Features:
Bug Fixes:
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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
Major Changes:
Minor Changes:
Fixes:
I’m so done with this 😭 it looks nice enough right?
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holy insane. absolute fire project 
THANKSS
Fourier transform sine waves go brrrrrrr
😭
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!
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ayyy so good!
im in love with the bgm ngl
ME TOO I LOVE THIS SONG SM
Roars of Vengeance by trung-nova
thank uu!
this is actually insane gng wtf
tysm!!
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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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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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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Thats dedication my lord!
“MY LORD” 😭😭😭😭😭😭
ty tho!!
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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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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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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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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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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yes fireentity!!! love the energy!!!
thanku matei
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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yay, looks cool! :3
i see you went with .jump (that thread earlier was quite something)
yeah it was 😭
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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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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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!
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bro i didnt check in for like a couple days and i come back to this ur so goated
fixed the event spawning logic so that it actually spawns where the player clicked and snaps to the nearest beat!
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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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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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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Editor now previews laser circles and lets you modify it easier!
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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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working on adding actual methods to enter data so that the mapper doesn’t have to manually type in everything 😭
Currently:
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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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wait i’m not quite clear on something about this
what do you think about godot ui flags? (/j)
just write the UI with svelte
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.
ew chatgpt
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
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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this is so tuff twin
YAY
this looks amazing i’m excited to play it
woaw
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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it might take many many hours but you got this twin !!!!!:D
ty nibbles bl ud
We (yes WE) will ALL be making custom beat saber tracks. ✌️💝
I love beet saber
Beat jumper 💔
waowow dash go stretchy!!
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blud fr added smear frames ong
real
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 😭
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:
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bluds going for a 10 on storytelling
ts blud
this looks craaazy woah
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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ooh, those lasers and neon colors are so cool!
such an amazing game :3
HOW TO KILL ANYONE WITH EPILEPSY IN 2 EASY STEPS
REAL ty novie!!
That’s so cool!
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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are you going to finish all the music stuff before going back to the game?
i’m prolly gna go back and forth to avoid burnout
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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THE GRIND NEVER STOPSunless you feel too sick then you should take a break :D
i am GRINDING duffle bag
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!
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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also some audio tracks were broken i’ll fix that after my math test :thumbup-nobg:
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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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!
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Crt? Confessions review team?
Peak ngl
confessions review team rahhh
Much better pulse (chromatic aberration! <3) and some other tweaks
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Woah this looks so fire dude
ty!! 🫶
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!
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slam doesn’t fix poor level design 😢
vro sybau varoon
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!
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Although it’s an audio visualizer, I love the art work!
peak game
just shapes and beats + geometry dash = peak
thanks guys!! <3
Currently working on adding a synthwave sun to the background! It looks fire but with some BIG issues rn.
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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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!
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.
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nice
yo that player movement is actually smooth, looking good so far!
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!
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SPINNING LASERSS
The math for this took SO long but it finally worked!! and it looks SICK
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peak
those are so epic!!!
thanks twins!! <3
whoa that looks amazing
looks amazing
I love the lighting and colors!! The patterns are super cool
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!
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nice!
omg hi neon
Its so peak!!!
nice pt2
THANKS KASH BLUD
peak
so good !!
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!
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Made a logo!
& Modified some movement stuff, camera movement, and added more player squishing.
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WOW THATS SO COOL WOAH YIPPEE YAHOOO WOOOO!!!!
THANKS MATEII
id consume
Started working on the actual game! Got some good bloom/styling down, basic particles, a basic laser, and movement!
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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!
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you’re so good at music!!!
THANKS NOVIEE
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!
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holyy shit this sounds much better with headphones
I’m hearing straight peak 🥹
THANKS GNG
wow that sounds amazing