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fireentity

@fireentity

Joined May 31st, 2026

  • 11Devlogs
  • 3Projects
  • 0Ships
  • 0Votes
Hi! I'm fireentity! A game/web dev that's been around since Arcade! DM me and say hi @fireentity.
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1h 48m 37s logged

set up dialogic + trigger systems!! I have an easy way to trigger any dialogic timeline through a component/scene I made, and timelines have the ability to trigger events like opening doors (I still have to make an animation for that)!!

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3h 51m 33s logged

Made more world tiles, improved enemy behaviour, improve knockback, enemies don’t go over the edge, made the basis of a door that opens on a condition being met (like arena fight complete or key collected). Also made more of the first area itself. I’m planning on having an arena fight where the video ended off and having the player go down deeper and deeper until they are met with a cutscene.

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2h 54m 51s logged

Added the first enemy! Still deciding a name but it’s SUPER easy to deal with bc it’s literally the first enemy. Hit detection now works (though the player taking damage is rly buggy rn and I gotta fix it) and I still have to do a death animation/sequence and whatnot. I’m thinking of having an impact frame so the game freezes for a split second upon hit, hollow knight style!

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1h 19m 22s logged

maaaaajor optimizations! and worldbuilt a little bit. the swirl shader was MASSIVELY laggy so I got a better one and it works fine now! also fixed the fog shader so it looks nicer and is more optimized.

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1h 51m 37s logged

Working on the intro/wakeup/tutorial area right now! The plan is to have it look like it’s dead, dark, and void-like. Super empty, dreary, eerie, etc you get the vibe.

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41m 28s logged

Added in a slash animation for the player’s attack. Also made the player a little bit brighter so they stand out against the very monochrome background.

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50m 52s logged

we are SO locked in on the first area!!

looks pretty nice, added a drop shadow behind the player for contrast and it’s been working pretty well

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47m 4s logged

wooohooo the animations don’t look that bad now!!

basically just improved player animations and added separate ones for jump moving, moving, and still jumping/standing still.

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1h 5m 48s logged

Pixel art is SO hard

Working on player animations right now. I have a decentish base down? But it looks HORRIBLE and it looks even worse if you’re actually moving.

I need to lock in hard

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54m 40s logged

WE’RE GETTING SOMEWHERE!!

Made a player sprite and added an idle animation to it.

I decided to move away from having a fully pixel perfect setup bc it was more annoying and bad-looking than being standard. I’m still gna avoid mixels at ALL costs bc they look horrible.

But yes the voidborn is real now say hi to them :p

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Reposted by @fireentity

1h 33m 17s logged

FIRST DEVLOG YAYAYAYAY

Set up the project :p

Currently working on making a pixel-perfect system for the game so it looks super polished like Celeste (the original Voidborne had crazy mixels 🫩)

Looks HORRIBLE rn but I plan to start artmaxxing soon!!

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Open comments for this post

1h 33m 17s logged

FIRST DEVLOG YAYAYAYAY

Set up the project :p

Currently working on making a pixel-perfect system for the game so it looks super polished like Celeste (the original Voidborne had crazy mixels 🫩)

Looks HORRIBLE rn but I plan to start artmaxxing soon!!

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