May Or May Not Be Making Something

May Or May Not Be Making Something

may or may not be making something

More Posts from Freeve4-makes-games and Others

1 year ago

new enemy: Figment of Annihilation:

New Enemy: Figment Of Annihilation:
New Enemy: Figment Of Annihilation:
New Enemy: Figment Of Annihilation:

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2 years ago

Fcdesert devlog 20

i decided that the current knight death animation was not good enough so i made a new one

Fcdesert Devlog 20

i also figured out that the spian (i think i'll rename it to throwable pain) will do, it will be a throwable item that does 3x damage, but you lose the item until you pick it up again.


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10 months ago

The earth

The Earth

The earth

2 years ago

do you think that this is evil enough or should i add more spikes?

this level is easier when the frame rate is higher (and after playing it 1000 times)


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1 year ago
The Death Animation For The Cosmic Guard

the death animation for the Cosmic Guard


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2 years ago

Fcdesert devlog 23

im working on a keybinds menu:

Fcdesert Devlog 23

i have been very busy lately, so development will be paused.


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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.

11 months ago

i made a quick thing to use for testing music:


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2 years ago

fcdesert devlog 3

hello and welcome to the third devlog of fcdesert. today my artist has made another sprite (keep up the good work, Connor)

Fcdesert Devlog 3

this is the skeleton sprite, i modified it a little (changed the weapon it is holding)

here is the original:

Fcdesert Devlog 3

we also are making a website

thats all for this devlog


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1 year ago

the completed cheats menu (also changes color depending on act):

The Completed Cheats Menu (also Changes Color Depending On Act):

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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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