Bio

hi !! som user 16 :3 godot addict <3 lowk too lazy to finish the css

Stats

5
Projects
91
Devlogs
60
Votes
3
Ships

Coding Time

All Time: 280h 37m
Today: 1h 12m

Member Since

June 15, 2025

Badges

3
🚢
Maiden Voyage
you shipped your first project! the journey begins...
🎨
Graphic Design is My Passion
Oh God How Did This Get Here I Am Not Good With Computer
💬
Yapper I
Posted 10 comments on devlogs.

Projects

5
Hacksaber

Hacksaber

Shipped
4 devlogs • about 2 months ago
🚀
0 devlogs • 2 months ago
Voidborne

Voidborne

Shipped
57 devlogs • 2 months ago
🚀
13 devlogs • 3 months ago
n-u-l-l

n-u-l-l

Shipped
17 devlogs • 3 months ago

Activity

fireentity
fireentity worked on Airfleet
3h 13m • 4 days ago

Styling! Added a background, custom font, margins/padding, and adjustments to everything to make it look pretty!

fireentity
fireentity worked on Airfleet
6h 5m • 13 days ago

back to working on this! I remember why I stopped making ts now (codebase was screwed up beyond measure) but I think it's fine now? I can at least work with it

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grs
grs Shipwright gave you feedback
25d ago

Voidborne

maybe make a hint that tells you how to get to lethos if u take a while cuz i was a bit confused and i think voters could face that too and not be able to get to lethos

from grs
fireentity
fireentity worked on Voidborne
1h 9m • 26 days ago

Thanks #fireentity-core for pointing out the 5 billion bugs I somehow missed!!

Main changes were:

Death and start animation are now a LOT faster
Lethos no longer attacks after death
Tutorial is condensed and doesn't interfere with Nym interaction
Some collision fixes
Some terrain sprite fixes

ALL ISSUES HAVE BEEN FIXED (it was case sensitivity) UPLOADED TO ITCH AND PLAYTESTED ALREADY, SHIP IMMINENT!!!

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fireentity
fireentity worked on Voidborne
8h 54m • 26 days ago

ALL EXPORTS ARE COMPLETELY AND FULLY BROKEN UNFORTUNATELY, THIS GAME IS DELAYED FOR A BIT BUT

I'M FINALLY DONE

I have literally been sitting at my desk all day I'm SO tired. here's what i did:

Redo a lot of SFX
Balance all SFX volume
Fix all collision issues
Balance the game
Improve cutscenes
Fix respawning not working
Update a ton of cutscenes
Add text scroll speed to each timeline
Finish final cutscenes
Adjust literally every value possible until it's perfect
Fix issues with sprites and the world
Title screen background
Improved backgrounds in other areas
and MUCH, MUCH more.

I am really mad rn bc this game won't work.
I hate voidborne.

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fireentity
fireentity worked on Voidborne
3h 26m • 27 days ago

Fixed the voidwell (it was just letting the player infinitely heal) and added volume controls!

fireentity
fireentity worked on Voidborne
2h 15m • 27 days ago

Completely finished both endings! All I have left now are minor adjustments to everything!!

voidborne tomorrow?

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fireentity
fireentity worked on Voidborne
4h 5m • 28 days ago

Made one of the endings and its cutscene! The second one should be quick as I already have the baseline down from the first one :3
(no video bc MASSIVE spoiler warning)

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fireentity
fireentity worked on Voidborne
2h 25m • 30 days ago
  • -SPOILER WARNING - - FINAL FIGHT - -

worked on the final boss fight and the attacks for it! they spawn randomly in the arena instead of all coming from the boss and it has multiple attacks!

  • - DONT WATCH THE VIDEO - - SPOILERRR - -

Added background lining between the platforms in Solaria so that there's at least some guidance as to where there's a platform and where there isn't one. I also made the final boss fight triple-fire some attacks from random positions but that's very choppy and unfinished so I'm not showing it right now. I'm also playtesting and making adjustments as I go + balancing the difficulty, RELEASE WHENNN

Made a map bigger and added a new npc/moved some stuff around! I have all the systems in place so adding more content is really easy and improves the quality of the game sm. I'm getting SO close to finishing!

musicmaxxing (redid all the boss songs so it isn't ear-splittingly repulsive :3)

MORE CUTSCENES!! MORE SOUND DESIGN!! MORE CRAPPY CUSTOM SONGS!! I'm getting SCARILY close to finishing. Did a playthrough and didn't find that many things missing, other than the obvious lack of ending (which i wont show on devlog for obvious reasons :3)

Working on audio! I added effects for player actions and also ambience. Also made a (very bad) song for the Lethos boss fight (custom OST woohoo?) Making zones too so different ambiences play in different areas of the map!

A lot of cutscenenes were/are unfinished or nonexistant. So I made a few of those! I also made a logo I'll showcase a little later! Gotta make a few more cutscenes and finish the dialogue up and I'll be moving on to sound design.

spawning/respawning sends you to your last checkpoint instead of to the beginning of the scene now!! i also added a respawn system (after 130 hours 💀) that sends you back to your last checkpoint. i thiiink that concludes the save system? unless there's more stuff i forgot about which i prolly did tbh.

Partial save system finished! It now spawns the player in to the world they were last in! It doesn't work for each individual save point though, I still need to add position data so that whole thing works but I'm getting somewhere! I have systems in place for saving stuff I just need to apply those to all the items/single-time interactions.

An actual intro cutscene to the final boss fight and also added attacks! It picks a random from the other two bosses attacks so it's kind of like a mix (for some reason it picked the beam a LOT more often than the fireball in the video??) i might randomize the spawn pos of the attacks and also add more movement capability to the boss. i dont want to make it toooo hard since i want people to enjoy it but i want it to be more difficult than the other bosses.

Improved the boss cutscenes! Since cutscenes would make the game feel so much better I decided it's probably worth putting some effort into them. Still a little choppy but I'm working on that!

Made the boss sprite and arena for the final fight. As it turns out Hackatime for Godot is broken and counted time I was afk?? So from now on I won't be adding any Aseprite files to Hackatime to balance out any extra time. I also improved a few of the existing systems (e.g. the ability to make the title text black.) I fixed some hitbox issues in the first world bc for some reason half of them were rly off. Time to make all the boss attacks and sprites! I'm getting close to finishing now!!!

Added a portal to transition between the world! The issue is whenever I playtest I keep on finding little issues with the world. Like collision is off center here, this platform is rly hard to get to, etc, and so I keep getting distracted trying to fix tiny issues. it SHOULD make the game a lot better tho since it wont have a billion inconsistencies and bugs.

bug after BUG after BUG literally nothing worked and it was all for the stupidest reasons ever. anyw i finally got the boss fight's attack working, it plays through the animation and at a certain frame checks if the player is in the hitbox. works perfectly! it also only homes in for the first couple milliseconds of it's lifetime so that it doesn't have 100% accuracy. the path leading up to the boss fight was borderline impossible to reach so i basically had to redo all of the upper section of solaria. THANKFULLY i think the bugs are all dealt with so i can go back to more frequent devlogs (i think this is the longest devlog i've ever done 💀) game is almost finished though!! i just need the last area/final boss fight, transitions, sfx, titles, more npcs/items... etc.

tiny changes to the faq section. removed a duplicate and modified some of the information to be more accurate!

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ofc i forgot smth. added an epilepsy warning and info about journalling (since hackatime doesn't exist for chromapper)

Added an FAQ, prizes chart, and better aesthetics/styling! I think I'm ready to ship now but knowing me I probably forgot something

Took me a decent while to get the background and banner looking nice but I think it looks fine now! Beginning to work on the other parts of the site rn (the how-to and prizes mostly)

i have to devlog since im getting close to the 10 hour mark. i did a ton of worldbuilding and made boss sprites but im having such an annoying issue that im having so much trouble fixing. the second boss just refuses to enter the attacking state no matter what I do. it's probably a really easy fix so i'll prolly get it soon.

Made nearly the entire second world and started working on the boss for that area! I tweaked some stuff too like the fog to make it look better and I also improved NPC dialogues and made it so that it reflects previous talks (mostly with Orren) Next devlog I'll have the boss finished and I'll move on to the final area!

fireentity
fireentity created a project
49d ago

Hacksaber

The website for HackSaber YSWS!

Hacksaber
4 devlogs 1 follower Shipped

I FINALLY FIXED IT okay so the gilded shard enemy was accelerating REALLY quickly for some reason and going really fast, but it was only that enemy and not any other enemy despite having the same script. the issue ended up being a single line that was re-assigning maxspeed to 2000, but ONLY for enemies that have the hover property (just moves it up and down). for the actual changes, i added two enemies, the lightsplitter a very tanky cube (i still have to make it knockback resistant) and the "gildedshard, a speedy little enemy that rushes from the sides. i also made a decent portion ofSolaria" (the second area) but I'll showcase it more in the next devlog when i actually have stuff added. there's also a new npc (vexin) near the beginning that gives some intro to how the people living in Solaria are.

Started working on the second of three areas, Solaria. It's essentially like the capital city of the world (Halcrya) and I'm planning to make it the biggest area! I made sprites for the ground brick and a marble tile, as well as the city buildings. I also added a fog shader that just overlays some moving pixels on screen so that it looks cooler! I also added another npc to the first area (his name is Orren) but I can't showcase that in this devlog since I was showing what Solaria looks like. I have a ton of levelbuilding to do with Solaria, and I need to make new enemies too. I'm probably going to re-sprite some of the ground tiles at some point they look kinda mid.

fireentity
fireentity worked on Voidborne
4h 50m • 2 months ago

Camera effects and refactoring! My code is genuinely so bad but I kinda need to fix it if I want to have any chance at finishing the two other areas I have planned. Once I add camera locking (lock camera to a certain area) I should be finished the first area (finally)

fireentity
fireentity created a project
60d ago

Saberstalker

A slackbot that utilizes BeatLeader's api to fetch info about a profile!

0 devlogs 0 followers
fireentity
fireentity worked on Voidborne
6h 23m • 2 months ago

Made a system for applying effects onscreen! I started off with it being a function in my global script that just instantiated a scene with the effect and another that cleared it, but as it turned out that system was HORRIBLE and really buggy. So after making that I decided to re-make it all by making it a single function that just modifies pre-existing nodes with func parameters. Took a long while but it works perfectly now so I'm happy! The current screen effects include shake, vingette, and glitch, and I'm probably adding noise/fog too since I have ideas on where it could be used!

fireentity
fireentity worked on Voidborne
4h 23m • 2 months ago

Redrew some of the enemies and sprites! Also worked on adding shaders and other effects that can be triggered from any Dialogic timeline (e.g. a glitch effect and a noise effect) I'm also fixing little issues with the map that i see because it was kinda sloppily made at first.

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fireentity
fireentity worked on Voidborne
3h 2m • 2 months ago

After hours of debugging I finally got it to save the state of finished dialogues and collected items to the file. The player can no longer recollect items after quitting and rejoining and dialogues wont replay! I had so many issues but eventually got them all sorted out!

fireentity
fireentity worked on Voidborne
2h 47m • 2 months ago

Making the world look better now! The new bricks makes it a billion times better. Im also refactoring/revamping some systems to make it a little bit less janky. I'll probably be redrawing the enemy sprites too, they look kiinda mid.

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fireentity
fireentity worked on Voidborne
2h 58m • 2 months ago

Better attack, boss movement, and a cutscene at the end that's still a big WIP! I'm also working on adding a save system that saves whether you've collected certain items around the map/killed bosses!

The sprite of the first boss (Lethos) now changes the more damaged it is. SoM bugs pushed this devlog to 5h 44m I spent like 15 doing this 😭

fireentity
fireentity worked on Voidborne
3h 5m • 2 months ago

The player can now hit and damage the boss. For some reason it just would NOT work no matter what I did. The issue turned out to be collision layers and masking so it works now!

fireentity
fireentity worked on Voidborne
2h 51m • 2 months ago

Working on the boss fight now! It's in a very early stage but the basics are down, all I need now is to implement better progression as the boss fight goes on, such as some text lines and phase changes. If this devlog appears as being over 7 hours long, that's probably bc of the SoM/Hackatime messup.

fireentity
fireentity worked on Voidborne
1h 20m • 2 months ago

Respawn system! It automatically saves the respawn to the save file too so if you quit the game and rejoin it'll put you back to where you were! The game automatically saves at void wells

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fireentity
fireentity worked on Voidborne
1h 29m • 2 months ago

Animation for collection! Again as with all the recent devlogs I also worked on making the map more navigable! I'll be working on adding checkpoints now and respawning!

The player can now collect void fragments which contribute to their max health. There's no proper animation for it yet but the whole backend part works!

The system now saves your total hearts and damage to a file! You can also see how much damage you've taken now bc it shows a greyed heart instead of nothing

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fireentity
fireentity worked on Voidborne
3h 20m • 2 months ago

Biiig time diff since SoM was down for a while. Worked on a ton of worldbuilding and I'm currently working on adding things that encourage the player to explore (like extra hearts, better weapons, etc!) since I want this game to be decently lengthy. At least compared to the last story game I made which was barely 15 minutes long.

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Custom font looks so good!

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fireentity
fireentity worked on Voidborne
1h 11m • 2 months ago

Worked on a better transition and also worked on improving the beginning sections of the game. Up next is probably finishing up the intro area (The Outlands) and adding an introduction to the second part!

fireentity
fireentity worked on Voidborne
2h 33m • 2 months ago

Added an intro cutscene and just general progress on the first stage too. The orb is a shader that slowly breathes and it looks so cool! Working on the transitions between sections and making the intro feel nice and smooth right now.

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fireentity
fireentity worked on Voidborne
1h 51m • 2 months ago

More levelbuilding! I added some outlines to make it look better. I made some fixes with the parallax bg too. I'm also currently drawing a sprite for the portal that will eventually teleport the player ahead at the end of the level!

fireentity
fireentity worked on Voidborne
2h 14m • 2 months ago

I had a massive bug with the dialogue trigger where it would keep pointing to errors in the actual Dialogic scripts... it took me so long to fix it and I don't even know what did it, I remade the system again and it just worked..? Was kind of painful but I'm just happy it works. I also added a jump orb but the majority of the time in this devlog was spent debugging that issue 💀

fireentity
fireentity worked on Voidborne
1h 57m • 2 months ago

Added actual dialogue and a way to disable movement when needed (as seen during the dialogue) I also started levelbuilding and I'm making some buildings to go in the background! (they look kinda bad rn so they aren't visible)

fireentity
fireentity worked on Voidborne
1h 11m • 2 months ago

Added the background, it uses a shader now instead of a boring static sprite. I also made it so the user couldn't go past the beginning, and I setup a basic dialogue trigger system (using Dialogic)

Added particles for knockback! I'm also working on adding the first NPC, Nym!

fireentity
fireentity worked on Voidborne
1h 21m • 2 months ago

Knockback and some hit animation! Working on getting hit particles to look good rn

fireentity
fireentity worked on Voidborne
2h 9m • 2 months ago

Two words: health system!

fireentity
fireentity worked on Voidborne
1h 51m • 2 months ago

Started working on the actual intro map! Did some work with collision masks and stuff and also added a hit animation for the wisp enemy.

First official enemy, the wisp!

Added smoothening by completely changing the system to use force application instead of just moving. I'm probably overcomplicating it but if it works it works!

fireentity
fireentity worked on Voidborne
2h 13m • 2 months ago

Currently working on getting proper enemies to work! There's collisions now and hit detection!

Added a slash animation and slash direction mechanics! It's my first time doing actual pixel art animations and it's turning out decently well tbh

Dashing animation!! Movement looks really good so far!

Figured out proper particles! (and slam animation) I also made a dash but that isn't demonstrated in the video since i don't have a proper animation for that yet.

Smoothing and player animation/sprite!

Basic character controller! Also setup the whole project and I'm working on planning rn

fireentity
fireentity created a project
74d ago

Voidborne

A story-based game where void enters a world of light.

Voidborne
57 devlogs 22 followers Shipped
fireentity
fireentity worked on Airfleet
4h 7m • 3 months ago

Working on making a whole system for events right now. It's taking so much longer than I thought it would just because I'm trying to not hardcode everything like the last time I made a similar game. It's nearing completion though I'm making good progress!!

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fireentity
fireentity worked on Airfleet
3h 41m • 3 months ago

Overhauled the revenue system to take into account how many planes the player is flying on a given route. The more planes being flown, the less money you'll make per flight (to a limit so it doesn't go into negatives.) I'm also working on adding more displays so the player can see the information without looking at the print statements in the console!

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fireentity
fireentity worked on Airfleet
3h 30m • 3 months ago

You can now make money! The full math for how revenue is calculated isn't finished yet but it's mostly done. I need to balance it a lot more though

fireentity
fireentity worked on Airfleet
1h 24m • 3 months ago

YESS ROUTE SELECTION WORKS NOW!! all planes get auto sorted into categories based on their current route status and you can change which plane is flying which route!! :D

fireentity
fireentity worked on Airfleet
3h 59m • 3 months ago

Flying system! Each plane flies its route in relation to its' speed and distance. A slower, cheaper plane will fly the same route slower than a faster, more expensive plane. It also automatically starts flights. All I have to do now is finish up the plane selection system and I'll be done this part!!!

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fireentity
fireentity worked on Airfleet
4h 30m • 3 months ago

Added functions to sort planes into categories whether they are grounded, flying the current route, on another route, or completely free. Selecting a route will also show you which planes are available and check the ones that are (in this case no planes are flying this route so everything is unchecked.) This is by far the hardest part of this project and I'm probably going to spend more time finishing it off since it's missing a LOT of features. After this it should be pretty smooth sailing.

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fireentity
fireentity worked on Airfleet
1h 23m • 3 months ago

Every time a plane is added to your hangar, it is given a unique registration! Selecting a route also shows which planes can fly that specific route (calculated by range) You can fly from any Canadian city to any other city in the world as of now!

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fireentity
fireentity worked on Airfleet
1h 52m • 3 months ago

You can now select routes from any Canadian airport (airline will be based in Canada) to any destination and it'll display the distance between the two! I also added a button to buy aircraft although there's no way to display it other than viewing the same file.

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fireentity
fireentity worked on Airfleet
1h 43m • 3 months ago

There's a (dynamically generated) view of each airport now! You can upgrade and it will save to the file and load automatically. Not hardcoding every value in like the last time I made a similar game makes everything so much cleaner and easier to handle!!!

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fireentity
fireentity worked on Airfleet
2h 15m • 3 months ago

Made a whole dictionary containing all the info and attributes I'd need for a decently-sized list of airports. Started working on actually displaying the content too instead of just printing it to the console every time!!

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fireentity
fireentity worked on Airfleet
4h 40m • 3 months ago

Made a save file, the base presets for each plane object, and added a save/load system that saves to the user data directory!

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fireentity
fireentity created a project
87d ago

Airfleet

An airline manager game!

13 devlogs 6 followers
fireentity
fireentity worked on n-u-l-l
2h 56m • 3 months ago

FINISHEDDDD!! Tweaked a billion things and fixed a ton of issues. Play at https://fire-entity.itch.io/null !!

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fireentity
fireentity worked on n-u-l-l
6h 48m • 3 months ago

Added a volume system so the player doesn't get deafened by the audio! Also fixing any issue/inconsistency I see and finishing the game up. Should be done by next devlog!

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fireentity
fireentity worked on n-u-l-l
2h 17m • 3 months ago

Since the base game is pretty much done (apart from SFX) I'm just making levels longer and adding checkpoints so that the game isn't 30 seconds long!

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fireentity
fireentity worked on n-u-l-l
4h 9m • 3 months ago

title screen! made ending text and a ||spoiler|| at the end! boss fight is now pretty much finished apart from the screen at the very end.

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fireentity
fireentity worked on n-u-l-l
3h 2m • 3 months ago

Worked on the boss fight progression! Fixed a lot of bugs with the attacks, they now home in on the player but only at the beginning of their life. I also made modifications to the arena!

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fireentity
fireentity worked on n-u-l-l
6h 27m • 3 months ago

The boss now sends white orbs towards the player, and hit registration works! I'm debugging an issue right now that involves the chromatic aberration shader not increasing with hits as I'd like it too (it stays static for 10 hits then goes up by massive magnitudes 😭)

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fireentity
fireentity worked on n-u-l-l
3h 16m • 3 months ago

working on the final boss fight.

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fireentity
fireentity worked on n-u-l-l
1h 59m • 3 months ago

working on the final level, currently i'm finished the final interaction and the entire lead up to it, now all that's left gameplay-wise is the final fight!

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fireentity
fireentity worked on n-u-l-l
2h 25m • 3 months ago

Worked on adding more audio and story progression, fine tuned a couple of shaders. Image attatched is a background shader I'm using without the pixel filter!

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fireentity
fireentity worked on n-u-l-l
45m • 3 months ago

Added typing SFX and ambience! Not sure how to include that in a screenshot sooo yeah
also modified the text and progression a bit!

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fireentity
fireentity worked on n-u-l-l
3h 15m • 3 months ago

almost completely revamped the shaders used and the style to make it look better!

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fireentity
fireentity worked on n-u-l-l
1h 5m • 3 months ago

Completely re-did a cutscene!

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fireentity
fireentity worked on n-u-l-l
2h 56m • 3 months ago

1 billion shaders and effects (looks better in the actual game!)

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fireentity
fireentity worked on n-u-l-l
1h 46m • 3 months ago

working on the game's progression! can't say much more without spoiling everything :)

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Accidental glitch effect to help build the story!

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fireentity
fireentity worked on n-u-l-l
7h 17m • 3 months ago

Added a parallax background, more level design, code optimizations, and added more sprites!

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fireentity
fireentity worked on n-u-l-l
3h 6m • 3 months ago

I made the player controller and set up the dialogic plugin! Current controls include moving, jumping, dashing, and ground slamming. I made a basic script and a basic platform as well. I am currently working on getting a good kill/respawn system working!

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fireentity
fireentity created a project
102d ago

n-u-l-l

A short story platformer where everything is completely normal!

n-u-l-l
17 devlogs 14 followers Shipped
fireentity
fireentity joined Summer of Making
103d ago

This was widely regarded as a great move by everyone.