the fuck do you mEan 18 minutes. the whole landing page is done.
just not mobile
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omg i love the arttt
thanks! its not mine! @kook and @ascpixi on slack made the designs!
istg this design is so complex i legit thought it was impossible at one point. im hardcoding everythiNg so hard
mobile optimizing this is gonna be hell
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finished most of the functionality of the main site, working on imprOving the landing page based off ascpixis sigma figma
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hackatime is back to tweaking,,,,,, which means i have to out-tweak it
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added the sexy buttons all over the site, including admin pages and stuff
more importantly added audit logs on everything admins can do, as well as retreiving personal information for fulfillments
every day i use drizzle the world gets a little brighter, and every day i use js the world gets a little darker. i live in an eternal limbo, destined to settle with “Good enough”.
oh also this cool project cover effect
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my lawyers have advised me to delete the previous message. but tHese buttons
hackatime is either healing or Ive lost track of time. good possibility ive also gone insane
admin fulfillment dashboard. thats it. theres like an unblur when you hover over pii
but i also had to make an api route that decrypts addresses and stuff which would be scary if someone got access to it but hopefully no one will thanks to the power of svelte hooks (this is an example of subtle foreshadowing)
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the entire shop, including placing orders, viewing orders, and verifying orders
the form for your pii is so cool bc if youre using a good browser (firefox for exAmple) then it autocompletes every field automatically, i fucking love html.
people who dont like html just hasnt tried making forms in anything else yet
ok but also svelte actions make everything 100x better
i just looked at my reflection in the mirror and damn i look hot. this is usually a sign that im tired and i need to go to bed, however i need that framework
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adMin dashboard to manage shop items which took longer than 38 minutes what are you fucking on
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pleeeeeeeeeeeeeeeeease extend flavortown
big refactor to make styles consistent by putting them all in a styles.Ts
if i had it my way we would be using css instead of this tailwind bullshit
added cool logo to top left
reworked user page to be better
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theres no fucking way hackatime isnt tweaking
anyways this time i focused a lot on improving the backend, like i check all inputs and check that theyre valid and stuff. and i did some safety checks that wont do anything
and also implemented referrals
and also started implementing the new color scHeme
and also implemented markdown
1 hour btw????
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make the projEct page an actual cd. also user page.
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what the fuck why is hackatime not counting any of my hours. i spent two hours on this project what the Fuck.
user panel ig. id give more details if it counted for more fucking hours
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hackatime killed itself or smth i spent like an hour wtf.
whatever i made like the project page based on the cd
editing and stuff wOrks still
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admin panel start. i had to update the schema and add like admin roles and stuff
also project shipping is done for the most part, minus some edge cases. this includes three tieRs of payouts for low normal and high quality projects.
also updating projects to be based on cds, with like a label on them saying their name and stuff. it looks a bit weird but i think its fine
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projects page is now in a useable state. it lets you edit every part of of, including hackatime projects. i also made sure you couldnt select the same hackatime project for multiple remixed projects, but thats only on the client side, i still need to enforce it on the server, its coming along very fuckinG well i think
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started work on the projects page. auto converts secOnds to hours and minutes,,,, uhhhh also added cover art in the scheme, it will be square like most cover art on spotify is and stuff
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big focus on hackatime integration this time. on the projects page you can now select multiple projects, and on the page for that project it gets the total time from all the projecTs. right now its in seconds but thats easy to convert
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styling!!! i just chose a cool pallette from coolers.co and it fits the vibe really well. also the unbeaTable fonts.
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cassettes, famously invented by celeste, now represEnt your projects!! yes it is just a png, and yes the tailwind is horrendous in order to line it up. but it looks cool
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completed the very very smooth sidebar. because svelte prerenders fucking everything its also practically instant (pay atteNtion to the content on the right and how fast it updates after a click). the styles and everything arent done but the functionality is i think
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started impleMenting project creation and viewing, and use svelte hooks to authenticate requests instead of fetching a cookie every single time. also worked on the sidebar, which is a bunch of records that roll out when hovered
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auth flow + database and stuff. basically first you go to hackatime auth, then i use drizzle to mAke an entry in the user table, which is currently hosted on neon, and then it has a route that uses the slack api to get information about the user
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so i was thinking making it like a sleeve of records and when you click it it moves everything else out of the way so you can read the text on it. right now each has four colors (bg border header and text), but in the future each oNe might be its own svelte componenet or smth
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mb i frogot to devlog 🐸 🚀
anyways, the big thing is the refactor, everything now uses absolute paths, and also everything is organized into folders. all the css is under css/, all the js under js/ etc, the only things i couldnt organize is the html files because those are important to routing
also i renamed fun.html to home.html, this means index.html is still the first page, and fun.css is still the main css for all the “fun” pages
i started actually writing about my projects, starting with risky rice, and im currently working on tetr.lang
i want to add a bunch of microgifs to the pages to make them feel more alive, but thats a problem for future me. and then games. and then easter eggs
there is a page between
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CATTTTTTTTTTTT.
basically i added a bunch of images of my cat to /cat.html and when you move your mouse over them it makes hearts and shit, very cool. also i added the ability to pet my pfp on the cat page and it worked until i reloaded the page which is why i was so confused
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its a whole lot better. i added like the little bar on the bottom to make it look cool as hell. and the rest of the boxes also follow the theme.
i added a pixel art gup thing from Risk of Rain 2 that i made literally 2 years ago and was like the 5th result on google.
adding everyones 88x31s!!!
also btw this part of the site is accessible at https://www.shuflduf.xyz/fun.html
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reshipping so my botted payout gets redone.
I made a linux rice for arch based on the ui from Risk of Rain Returns. it was my first time making a linux rice in general and my first time using quickshell its like modern xml. the worst part of this project was javascript
please let me redo my damn payout
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lots and lots and lots of refactoring
i want this system to be so future proof my adopted kids will use it (because i will be GAY)
i also want there to be any level of abstraction that anyone would ever want, like everything could be in one struct or smth
i added formatting the nodes into strings so that writing tests is easier
once again this is a library so the code shown is the project ACTUALLY IN USE RN
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k so i was hardcoding the lexer types into the project even though i want this to be a general parser but i fixed that now and its better now
basically i did what i did previously for the parser and did a more complicated version for the lexer
IT WORKS THO BUT THE CODE IS FUCKING HIDEOUS AND I NEED COMMENTS (i swear its not ai bro) (ill fix it later)
once again, i the project doesnt “run” so ill show the test results and some of the tests (please dont smite me the code is USING the project)
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k i completly forgot to make this a ft project
so basically, i was having an issue with treesitter sucking ass, and it made me drop frg as a project for a while. then i realized im a programmer and i can solve my own issues without anyone elses help
this is my first real attempt at writing powerful derive macros that arent just a test
i cant really upload an img of my code working because like. it doesnt exist yet. this is a library. i can show that my tests pass tho
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game now resets when new piece cant spawn
and started working on score, currently only tracks line clears
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oh and also next piece display i forgot
had to refactor the entire input system for ARR so you can move the piece easier
also hold piece (the I piece in the top left)
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7 bag for good randomness
ghost pieces for knowing where your piece will go when hard drop
and also hard drop
soryr im at school rn (comp sci class specifically no one around me knows how to clone an array)
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movement and rotation and gravity and collision and randm pieces and board collision and next piece and piece locking
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piece rendering. it uses the srs rotation table for info. making this table was such a timesave.
supports any of the 7 tetrominoes, with their respective colours, at any rotation, at any position
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first real project with ruby. the syntax is a bit weird but after the inital learning curve i can finish in 10 hours
all i have now is a half decent drawing api, rn only used for the board outline
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lobby implementation stolen straight from the godot docs
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I made a linux rice for arch based on the ui from Risk of Rain Returns. it was my first time making a linux rice in general and my first time using quickshell its like modern xml. the worst part of this project was javascript :((((( prob switching to nixos after this tho, so expect a port to nixos
i believe im done. i spent a lot of time making the readme, so like making screenshots and stuff, and a demo video since i know NONE OF YOU READING THIS RIGHT NOW WILL INSTALL IT PLEASSSSSE JUST WATCH THE DEMO VIDEO PLEEEEEEEEASE.
also some last final tweaks to the install script for some packages i missed :)
(demo video uploaded here as a showcase of almost everything ive done)
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im reading this lemme watch rq
ts broke my tuffometer
very tuff shufltuff
thats hot i mean what
how can i access thsi , i mean hwo i can set this up on my windows
u liek made an enitre new os system
instructions in the repo readme!!!!!
ts so tuff
mmmmmmmmmmmmmm im risking it
tray icons to make it actually fucking usable
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FINALLY LOCKED IN AND MADE WALLPAPER CYCLER

i could legit finish this project this week
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2 in 1: SOUND WIDGET and SPOTIFY WIDGET BUT TECHINICALLY ITS ANYTHING WITH PLAYERCTL BUT IDC NO ONE IS GOING TO USE THIS EVER AND IM ONLY EVER GOING TO USE SPICETIFY
ya so when you click it it pauses music :thumbup-nobg:
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yoooo i fucked up the mic again lets FUCKING GO
ts tuff
nice mic 😭
wifii widgeted with impala
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power profiles so that when you click on it it like cycles thourhg the profiles so you can change power profiles
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literally JUST the battery indicator
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worked on making all the ui colors consistent and not hardcoded, and pirated aseprite to work on custom ui elements
started working on clock and the ui is so so inconsistent
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ok so. my laptop broke. whch is why i couldnt work on this project at all, but since i finally got it back i was too absorbed in actually working on the project instead of making devlogs. uhhhh it should be fineee right? anyways, i officially finished the workspaces section and i started working on the buttons, specifically the power button and all the options that has.
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implemented animations, and the cleavers actually update depending on whether or not you can throw them
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working on animations using a choppy style because godot REALLY doesnt like it when i combine interpolation and inverse kinematics
anyways look at this image of my cat

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nice djungelskog 🔥
sorry to disappoint but that is a KRAMIG, not a DJUNGELSKOG as you assumed. you will be send into purgatory because of this mistake. goodbye!
made most of the boosted skills, but they suck ass rn and im so fucking tired
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started working on Yes, CHEF! which upgrades your next set of moves, currently on works on dice
oh and roll does damage and knockback

image related
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CANT TALK SO I ACTUALLY HAVE TO WRITE
IT COOKS THEM
basically its like pyro flamethrower from tf2
its a bit powerful rn, i might make it so its like in the game where you cant jump and youre slowed a lot but idk
also it should prevent the use of m1 but idrc rn

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made the movement part of chefs roll so you can fulfill your dreams of being a robot monkey that turns people into stew
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polished dice a lot
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DICE LIKE FROM CHEF.
you get 3 cleavers and can make them flaot through magic
added the chef rig from Risk of Rain 2 sots dlc bc theyre like the only good character from sots
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giant ass refactor #857, this time for players/entities
NOW WITH BUNDLES LIKE FROM BEVYY
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cant talk rn so i actually have to write here:
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ADDED THE SHRINE TO THE SHRINE SITE
added animations to a lot of things
updated the footer links
blorbo
FONTS!!
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plushie carousel thingy idk
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made most of the main page
giant refactor for skills and started actual work on ui
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mapped a valo map for 1. practice and 2. testing
gave up on rigging the rest of the animations. also started to setup trenchbroom for maps, and im planning to use lapse for mapping
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more rigging stuff on the model, this game is meant for multiplayer after all
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imported commando model
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refactored everything and made like a base entity class or something
might make ai with this later
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dynamic animation on the guns to make it a lot smoother
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fire animation!
also bless you
Nice work done bro
grenades. for jumping
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new skill: phase round
charge to amke a projectile, more charge = more speed and damage, and it looks cool
added tactical slide, on the ground its a normal slide which just gives speed, but in the air it redirects your momentum upwards/diagonally.
i have to wake up in 5 hours but i physically cant fucking sleep
its either i work on this project or i kill myself
anyways i added guns to reflect how i feel
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Please never stop posting these LMAOOOOOOO
STAIRS!!!!! YES THIS DID TAKE THE WHOLE TWO HOURS!
they work even when youre moving really fast

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scrapped literally all the movement code and just copied quake since quake did it correctly. i did use this guide but its def worth it for this game
right now its just quake tho

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started project.
i actually started this before ft even started, but when blender broke all my files i had to restart from scratch and this is like my attempt 2
rn i have basic third person camera movement, and a really shitty gun model
i might just rip Risk of Rain 2 assets since theyre so fucking good and im so bad

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crazy fucking smooth animation on the text in workspaces menu just fucking look at it

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made the active window name show up next to the button and it looks so fucking nice

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i made teh silly sleect animation and it looks so risky rain

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small one but IMAGES MAKE IT FEEL SO MUCH MORE COMPLETE HOLY SHIT

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made a figma for the risky rain ui study
recreated the most basic element ever and it looks kinda ass ngl
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dealt with some annoying fucking bullshit, now im just trying to make the readme. its very heavily inspired by https://github.com/TodePond/GulfOfMexico (formerly known as Dreamberd). one of the bugs i had was a statement being parsed differently depending on how many variable declarations were next to it, like if you had [var decl] [very buggy struct decl] [var decl] then it wouldnt parse correctly, but changing the var decls to any other statement would make it work and getting rid of either var decl also fixed it. bullshit
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spent like two hours yesterday trying to get syntax highlighting in helix so im extremely demotivated rn. anyways i got the rust runner to kinda work. first it prints the input frg code, then the intermediate rust code, then the result of executing the rust code
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uhh i made ranges for string slices, and empty collections dont brick everything now. most of the language is done, i just need type casting, user input, and a way to actually run the generated code
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ok wtfuck i need to make more devlogs, in order from olddest to i just made this feature:
kinda simple but variable assignment. i feel like this is the point where its getting to the point where the resulting rust code is semi useable now
second image is input frg code
first image is the resulting rust
its kinda one to one, but it works and thats what matters
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im just at the grindy part where i get to implement all the features. its still so much faster than my last attempt thanks to treesitter being awesome. my previous method was like [source code -> lexing -> building ast -> interpreter] but now its like [source code -> treesitter -> treeslator -> transpiler] and its so much easier. anyways structs
rust transpiler is basically done, its just a bunch of edge cases. the flashiest thing i did was functions, which are actually just rust closures.
original frg source - 1
resulting rust - 2
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started working on rust transpiler, which takes the ast i made and then turns it into rust code
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succesfuly managed to parse fibonacci, this involves:
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if statements now fully work, including else if and else, and several else if
(1) output ast
(2) input frg code
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more treeslator stuff:
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treeslator (thing that turns treesitter tree into rust tree) now works on very basic variable declarations, including negatives, which is something my previos attempt at this didnt allow
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i spent like 3 hours trying to link the c code from treesitter into my rust code, and the solution was deleting the lib.rs file because having a lib.rs file, so now im on converting ts syntax (ugly, bad, slide 1) into a beautiful rust struct and enum representaion (clean, elegent, slide 2)
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k so i made this because i wanted to try making something with a database that was more complex than just like files, so i thought of r/place and thought making something like that would be cool, and since the DECEMBER HOLIDAYS were close i thought i would make it christmas themed, so i thought of this project.
postgres is really powerful but also sometimes a hassle, i had to deal with an external postgrs host in order to not use nest or smth, and if i had the choice i woudlve used sqlite, since its so much easier to setup, its just like sqlite.db.
most of the ui is really bad and is hardcoded for only 1 or 2 likes per ornament, since i knew putting in effort for anything more than that is useless since nobody will use this.
anyways i stopped working on it after i found treesitter (my new love) which made me go back to working on frg, my programming language
lots of little animations to make things smoother, logout button (thanks @joaquin), uhhh metadata stuff like title and favicon, no fucking mobile support fuck that im not rewriting the movement code for mobile, and all ornaments are bigger now since no one will fucking use this and i need it to look better for the voters
lots of polish and bug fixing, its good for shipping, but i sent the link in lounge and will wait for more bug reports. the main things i added:
yeaaa i thought db would get wiped so i didnt make a devlog, but i did make plenty of commits which should show i didnt fraud. anyways heres what it does:
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starting the rewrite of this project, so far i wrote most of the parser with tree sitter, which is really cool i love tree sitter i love sitting on trees, also its so much better than hardcoding everything in rust
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