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Présentation de mon projet de jeu vidéo : BlasterFaster

Je développe actuellement BlasterFaster , un jeu vidéo mobile réalisé avec le moteur Godot Engine . Ce projet illustre mon parcours en tant que créatrice indépendante de jeux, où je combine programmation, conception et tests pour produire une expérience de jeu simple mais engageante. Concept du jeu BlasterFaster est un jeu d’arcade rapide et dynamique. Le joueur doit réagir vite, esquiver des obstacles et améliorer son score au fil des parties. J’ai voulu concevoir une expérience accessible à tous, mais suffisamment stimulante pour inciter à rejouer et progresser. Développement technique Pour le développement, j’ai utilisé Godot Engine et le langage GDScript . Le projet comprend : La gestion complète du gameplay (contrôles fluides, système de score, progression). L’optimisation et l’export en Android App Bundle (AAB) , signé via un keystore sécurisé , afin d’assurer la compatibilité avec le Google Play Store . La prise en charge des architectures modernes (ARM64, etc.) ...

🎮 Echo: Broken Rhythm (Prototype)

🎮 Echo: Broken Rhythm (Prototype) by retrosouldev   A story-driven pixel art concept by RetroSoulDev Status:  Prototype v0.1 Genre:  2D Cinematic Platformer Tools:  Godot 4.4.1 + GDScript Developer:  RetroSoulDev Platforms:  Windows / HTML5 🧠 Concept "That moment... everything changed." Echo lost someone in the chaos. She runs — not just to survive, but to remember. This prototype is a glimpse into her journey. 💡 What’s in this version? Basic combat system 🔫 Enemy spawning & scoring system 🥇 Jump mechanics (platforming base) ⛓️ Procedurally extended background & ground 🌆 Custom UI with retry/level logic Echo’s voice phrases (visual) 🗣️ Ambient music & mood 🚧 Known Issues / Limitations Jump animation needs polishing Enemy spawning is still linear after some distance Random block spawning is not fully implemented Not yet mobile-optimized No save system — demo ends after Level 1 📢 What's next? This is only the  beginning . Next builds...

🦖 How I Created JumpSaurus – My First Pixel Platformer

  Sometimes, all it takes is a little curiosity and a lot of persistence. I started this project knowing almost nothing about game development. Godot? Scripts? Signals? It all sounded like magic to me. But despite all the struggles, confusion, and broken code, I kept going. And now… I have JumpSaurus — my very first 2D pixel platformer. 🎮 👉 View the full project on GitHub: 🔗 JumpSaurus Repository 💡 The Beginning — Learning from Zero My journey began with me staring at an empty scene in Godot, not even knowing what a “Node2D” was. I watched tutorial after tutorial, constantly feeling lost. Why was my character floating? Why weren’t my inputs working? Why was gravity acting weird? I didn’t understand the code at first. I copied scripts blindly and hoped they’d work. Spoiler: they didn’t. 😅 But every bug I fixed, every time something finally worked… it felt like a victory. 💥 I Struggled — But I Grew I failed so many times. There were nights I almost gave up, esp...