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vonfawks

vonfawks

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An update on things!

Hello! So, in the past few months, development on Phantom Frequency has been rather slow. This is because I've been trying my best to find work that can support me while I make it and Club Valentine.

I tried delivery jobs for the past few months, but those completely sucked the life out of me and were impossible for me to maintain. (this really shouldn't be surprise, what with me being Ve...

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A little update on progress

Things have been very slow since my last post, but slowly getting better. We've been both working on new content and polishing up things that will be in the upcoming beta release. 

There's a whole lot of new dialog, and a ton of stuff under the hood that I've been working on to make things w...

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Mental health delays notice

Due to a lot of emotional issues, development has been quite slow lately. It may be some extra time until the next major build of Phantom Frequency is available, and it definitely won't be making its initial October release date.

I will try to get out a new build soon that has all of what has bee...

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PHANTOM FREQUENCY super early alpha this week!

PHANTOM FREQUENCY super early alpha this week!

Hey! It's been a while! I've been really really busy!

Phantom Frequency is just under halfway done! Ish! 

I plan to have it finished by Halloween of This Year. That sounds like a long way off but it's really not. If the game's technically complete before then, that's just more time for polish.

So, this week I plan on finally releasing an alpha demo just for patrons, becau...

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Phantom Frequency playable build SOON...

Hey! Development on PF is still going slowly but steadily, and probably within 2 weeks I'll have a build up for patrons to test out! It'll only have roughly the first half of the game (don't want to spoil too much...) available, but we really want people to see where our hard work's been going!!

...

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Phantom Frequency update!

Sorry about the wait! I just didn't expect the turn of weather to change my mood so heavily. It's been cold and cloudy nonstop for the past month, and it kills my energy.

Phantom Frequency is currently roughly 75% done! I need to do more music and writing and content, but all of the (very complicated) underlying code is done now. It's become a lot more robust since our 1-week jam!

P...

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Something different this month...

Hello! You may have noticed there haven't really been any updates in the past few weeks. That's because Dakk and I were working on a game jam! We didn't finish it in time, but that just means it's going to be even better! So we've been spending this month working on that instead. 

It should be ready by the end of the month! Here are a few teaser screenshots...

2021-11-16 20:55:17 +0000 UTC View Post

What's next?

Since the last several months have been focused on the minigames and the menus, I decided I'm now going to work on revamping the way the core game of Club Valentine plays!

I've been really disappointed with how it plays for a long time, and I've decided it's time to totally revamp the way the level structure works!

Now, rather than each level being made of 3 linear stages, they take...

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Weekly report: July 25 - 31

Hello! This week, I worked a lot on polishing up the character bios! They've all had a bit of a writing pass, plus a much nicer appearance. It's still not quite finished, but I'm pretty happy with it so far.

Adding all of that formatting by hand was a lot more time consuming than I expected it to...

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A BIG thank you!

There's been a little influx of patrons lately, and I just want to thank you all for your support!!

Patreon and Itch are really my only sources of income, so every little bit really helps out!

Development has been pretty slow these past few months. I know it might be frustrating for everyone, but we're really trying to pick up the pace.

This week's build will have updated menu...

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Long time no build!!

I finally have a new build to share! I don't do these often enough....

Lately I've been working on porting the new lapdance controls and mechanics to the Valentine Special minigame, and with that, polishing the overall code shared by the minigames.

Valentine Special feels much better already with the more fluid controls, and it was much easier to get it working than I expected.

<...

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Weekly report: April 19 - 24

I've been dealing with a lot of stress and anxiety lately, so I'm not really happy with how much has been done so far these past two months.

Either way, this new build has two big things: Updates to the lapdance minigame, and a new polish change for waiters!

Waiters will now telegraph that they're about to start moving better now, by having a new animation frame where they will turn...

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Monthly update: March - feat. lapdance overhaul!


The last few weeks have been dedicated to updating the lapdance minigame to be more fun, and it's finally stable enough to test! This update makes the minigame much more user input based to match the feel of the Valentine Special minigame. (which also isn't quite done yet...)

Right now...

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Overdue update!!

I've been working REALLY hard on revamping the lapdance minigame! It's nearly ready for testing, and may be playable by this weekend. Sorry for the silence!!

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Weekly report: February 7 - 13

This week, I got a good handful of tweaks and fixes in! I actually can't quite remember them all, but here are the main ones:

  • Fixed scoring being bugged again
  • Changed all the preexisting time pars to be 10 seconds longer
  • Added time pars for levels 5 and 6
  • Made it so the message popups in the tutorial stay on the screen for as long as you're in the area View Post

Monthly build: January! New year, new build!

First build of the year, waaah! I've been super lazy the last few weeks, but I've managed to make a new stage for day 8-2, and I've updated 8-1 and 8-3.

I've also made jumping from poles feel smoother! It's still a little buggy, though, so please play around with it and tell me how it is so far.

Known bugs:

  • Carol doesn't turn around if you jump to the opposite direction ...

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Weekly report: December 13 - 22

This week was mostly spent tweaking the new collisions and working on updated levels. Every level in week 2 except day 8 has had a level pass now!

Because of all the fixes, I'm including this build as a second monthly build.

Annnd obviously, because it's kind of a holiday week, no guarantees I'll get much done until January! Merry Christmas and happy new year!

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Mond...

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Monthly build: December

Hello! This monthly build features the brand new world collision I worked on for a week! It should feel muuuuch better now than it did before. 

Most if not all of the old levels that had sloped roofs will now have proper collision on said slopes. There may still be some weirdness with it, so please play around a bit and tell me if anything odd happens.

There's also a new stage ...

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Short progress update!

The past two weeks, I worked a lot on some new stages and also started on overhauling how collision detection works. 

Slopes are absolutely PERFECT now! No more awkwardness when on the slopes of roofs! 

I still haven't managed to get wall collisions working properly yet though, and the wandering AI needs a little update as well. So, unfortunately, there won't be a new buil...

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Weekly report: November 15 - 21

Weekly report: November 15 - 21

This week was all about polishing level design in week 2! It's a lot of trial and error, and I think they're starting to feel better. 

The biggest change is that I've swapped the levels of the first and second days, because they were thematically backwards. I'm still thinking about how to make 6-2 and 6-3 more complex, because originally they were made to be very simple.

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Weekly report and monthly build: November 8 - 14

Weekly report and monthly build: November 8 - 14

This week, we worked on the mall area's new graphics and started tweaking some more of week 2's levels. It's still largely unfinished, but I've decided to release the monthly build anyway.

It's tough figuring out which levels to keep and which to update and which to scrap entirely!

7-1 is totally new, but does not have many patrons or the final detail graphics put in yet.

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Weekly report: November 1 - 7

Exciting stuff in the works this week! Well, exciting for me anyway. We've been working on a lot of new graphics for the second week, and I still have a lot of new stuff I'd like to make and old things I'd like to update.

These screenshots should sum up what all has been worked on this week:

<...

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Weekly report: October 25 - 31

Weekly report: October 25 - 31

This week, I worked on making the nightclub shader look better, plus I started my polish pass on the second week.

I might make it even flashier still, but it's a delicate thing to balance. I don't want it to be so in your face it makes the game hard to read! As you can see, the difference is pretty huge:

2020-11-01 15:12:14 +0000 UTC View Post

Weekly report: October 18 - 24

Weekly report: October 18 - 24

A little surprise this week! I decided to play around and add a shader for party levels and the minigames that makes things feel more like a nightclub. I'm still tweaking it here and there. I hope it looks good so far!

I also worked a bit on polishing levels some more, and Dakk made a new animation for when Carol jumps and lands on a "scooch platform" (like the chandeliers).

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Weekly report: October 11 - 17

This week, I fixed yet more bugs with how the game was saving and reading time pars and scores, plus I worked a bunch on how the thought bubbles are rendered. Now they properly align with each character, and taller characters have a different looking bubble so it stays within the frame. I know it's a small detail, but it took a lot of work!

2020-10-18 18:40:25 +0000 UTC View Post

Weekly report: October 4 - 10

Just some little tweaks and fixes this week. I'm very happy to have finally fixed the weird mouse behavior when the game has a border due to the window size! It's bugged me for over a year now and it took quite a bit of tinkering to fix.

Monday: Fixed the time score bonus not working correctly. Carol will no longer land on chandeliers while tripping.

Tuesday: Fixed the mouse being w...

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Weekly report: September 27 - October 3

This week, we've been working on thought bubble images! The context for many of these is very dependent on the conversation they show up in, but I thought it would be fun to show them off.

Here are my sketches (minus the first one, obviously):

Can you guess what part of each day's cutscene ...

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A little update!

Hi! Sorry about the lack of updates the past few weeks. We've still been working, but we're both a little burned out lately and haven't worked every day, so it's hard to structure into a weekly post.

Lately I've been working on writing, which is pretty mentally taxing, even though I feel like I've done very little! I'm pretty happy with what I've got so far though. There's also a new feat...

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Weekly report: July 12 - 18

Weekly report: July 12 - 18

This week, some good progress was made on new emotes for Nina, and I made it so the game now saves your best time on each level and has a more accurate par time system. 

Isn't she adorable with her glasses on?

Next week, I plan to try to polish up the story and writing. Wish me luck! View Post

Weekly report: July 5 - 11

Weekly report: July 5 - 11

Phew! You may have noticed that I didn't post a report last week. That's because I was super busy getting animations to sync to music! Turns out it's actually quite difficult, but I figured it out.

Now Foxdrop's animations and the lights (which look much nicer now might I add) are synced perfectly to the music. It's pretty great! Because of the way it's programmed, I can now make music to...

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