made it docker deployable , the entire thing is way more stable, pdf export TO identify via the app.
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made it docker deployable , the entire thing is way more stable, pdf export TO identify via the app.
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MAade the flutter app, gonna hvae to update the api to make this work but its AWESOMMEEE
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Made the api, more devlogs on github here: https://github.com/copycraft/Tracelet
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Made the app with typetesting, updated after a month to work and now just submitting it, gonna make a web version later
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MADE THE GAME SO BUTTERY SMOOTH AND PREPARED IT FOR SHIPPING BY IMPLOMENTING SHADOW JARS
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I made it acutally a fat jar via gooler shadow for kts and i also edited and made it a bit better:
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For the hackclub team, The kill ISNT broken, if you flick it 3 times it actually kills, and you cant noticd tge kill cuz it doesnt make a doffrance like it just stops thsg tiny movement
I made a paint app in java using the lightweight java game library and it was pretty hard, IT HAD A LOT OF BUGS. at first i wanted a fully modular tool system then i realised its easier to write everything in one file and so its not that modular anymore but try it, its better than mspaint tho it doesnt have text, i spent relativly a lot of time researching how to make font renderers i just didnt imploment it it seemd very hard
Made The entire project ready to ship, this was one of the first projects i made with the liught weight java game engine, you can export draw with diffrent tools, switch colors, its kinda strange looking but still AWESOME
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I started by creating a Java project with Gradle and set up LWJGL to use OpenGL for graphics. First, I made a window and tested that I could draw shapes. Then I added a start screen with a big green button that starts the game.
Next, I added the player and a horizontal tunnel for 1D movement. I made the camera follow the player with a deadzone and added gray particle effects to show movement.
After that, I implemented the dimension toggle: pressing H expands the tunnel to 2D so the player can move up and down, and retracts back to 1D smoothly. I made sure the player is pushed to the center when switching back to 1D.
Then I added obstacles: 1D obstacles appear often and block horizontal movement, while 2D obstacles appear rarely and cover the tunnel width. Obstacles only affect the player in their dimension. I also added smooth shrinking for 2D obstacles when going to 1D.
Finally, I made the world infinite horizontally by spawning obstacles ahead and removing old ones behind. I polished the camera, movement, collisions, and particle effects to make everything feel smooth and playable.
The game uses Java, LWJGL, and Gradle, and supports WASD and arrow keys for movement.
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Made the initial folder structure, guis, widgets , vihicle data and some base utils to help me calculate later
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