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SalticHash

Shipped this project!

I made a space themed game where you solve math problems to shoot meteors, it has a lot of settings, english and spanish translations and four game modes, you can read more about the game in the Demo / itch.io page or in the short descriptions of the modes ingame, you can play online, on windows, linux, and android.

SalticHash

The kinda BIG ONE

So this is a big devlog so I will try to explain as much as I did, first I fixed some issues with the meteor (specifically being able to destroy it after it already being destroyed, crashing the game) and also some export presets, this quick fixes where to prepare the game for the Show and Tell (I did not win but 25 cookies from participation are well accepted)
I also added mode description in-game when you hover.

The big changes of this release were the UI changes and new game modes.

UI

First off the UI was not consistent between scenes and font sizes were different everywhere so I applied a Theme to all scenes and and also added a font for the game called Space Grotesk, which I got from Google Fonts.

Game Modes

For this update I added two new game modes.

Practice

Everytime you get “stunned” by failing a problem in Timed of Original mode it will get added to a list of fails which then you can practice ten at a time in Practice mode, in practice mode you cannot fail the problems, you do not get stunned, and the meteor doesnt move, you have to answer ten of your most recent fails to win, you can keep playing until you have practiced all your fails, you can leave and continue any time.

VS

VS mode is more like a fun game mode as it doesn’t even count for fails, In VS mode you face of another player and you have to try push a meteor onto the other players ship, this mode is recomended for tablets and mobile phones due to it’s “vertical” gameplay nature.

Changelog

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SalticHash

THE BIG ONE

So, now that every property of the meteor is set I finally set to adding the game modes, in the original game mode you have to take the meteor offscreen, difficulty affects the speed of the meteor, in timed you have to destroy the meteor, difficulty and duration get combined for the number of hits displayed as “Timed operation count” and duration sets the time till the meteor hits the ship.

I also added window settings, exit button to the main game and play again to results screen (loose, win)
Everyone of this changes obviously with their respective translation keys.

From now on I feel that the game only needs more polishing like menu consistency, a better font and maybe a nice animation when you win and when you loose.

Changes:

  • Update export presets
  • Added game modes
  • Added difficulty settings
  • Added window settings
  • Added exit button to main game
  • Added play again to results screen
  • Added respective translation keys

Changelog:

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SalticHash

Shipped this project!

Hours: 3.54
Cookies: 🍪 89
Multiplier: 25.07 cookies/hr

So, This project is a tool that translates Pyramid Scheme Posters, I’ve Improved it a bit with the clarity of the homepage and adding themes, It should be more intuitive how to use it now, this ship contains some changes I made on the way of the migration from Railway to Vercel, some README and github page changes, and the cosmetic changes, the migration changes should’ve come out with the last ship but I wasn’t familiar with FT so I didn’t reship.

SalticHash

Forgot to devlog a few days ago so:
Mar 1 (5 days ago) (around 29m)
This changes were a bit of fixes for the first Ship but I forgot to reship

Changelog:

Mar 6 (Today) (56m 22s)
After the Ship I found about some problems and confusing things about the app, I decided to fix some by adding a bit of text, I also added themes (and they save)

Changes:

  • Added light and dark theme with it’s respective configuration button
  • Added text feedback to the upload button
  • Changed input labels to add clarity
  • Added two paragraphs of context for the tool
  • Re-added layout page to not avoid repeating the UI

Changelog:

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SalticHash

A lot of polishing wohoo!

Added a lot of sound effects, particles, animations, sprite variations (player, laser, meteor) and a very important change “burnout”, when you fail a question the ship shakes and rumbles, if you fail the problem three times in a row you will spin in circles and get stunned, the problem changes and counter resets, counter also resets when solving a problem so for each problem you have three tries to get it right, this was added to avoid spam!

Changes:

  • Random skins
  • Random meteors
  • Particles and sounds
  • Stun after fail 3 times
  • Change question on stun
  • Add destructible meteor (For timed game mode)

Changelog:

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SalticHash

Shipped this project!

Hours: 6.64
Cookies: 🍪 118
Multiplier: 17.74 cookies/hr

I built a website to translate the Pyramid Scheme posters!
When I discovered Pyramid Scheme I realized that an english poster wouldn’t get a lot of scans in a spanish speaking country, that’s when I manually translated the flavortown poster and moved the QR to it, but this was a very slow process and you could even miss or duplicate a QR.
That’s why I made a website where you can upload the freshly generated posters and a translation template (A one page poster PDF without the QR code and translated text), Click translate and get a translated batch of posters!

This is my first Hack Club project and I feel that it will better globalize hack clubs reach!

SalticHash

This may be the final devlog, from testing the tool works and looks nice!
Changes:

  • Added styling to the website.
  • Added error handling:
  • Translation template should only contain one page!
  • Couldn’t open PDF files! Make sure the files are PDFs!
  • Translation template size mismatch with document, QR codes would result misplaced!
  • Couldn’t find QR code! Make sure that you didn’t mix up the PFDs!

Changelog:

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SalticHash

I finally added the web app core functionality!
Although it currently stabs your eyes and screams at you instead of helping you when you don’t use it right I think it could already even count as an MVP.
Changes:

  • Added web application, select generated posters and translation template and get translated posters.
  • Added a small selection of spanish translation templates (they are a bit rushed)

Changelog:

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SalticHash

This project occured to me when I translated a poster and then got the idea to make it easier for everyone in the comunity!

You input a Pyramid Scheme generated english poster, a pdf of the translated version and get out the combination of both worlds.
Ideally it will be a webside and I will add multiple page functionality!

Changelog:

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SalticHash

I redid the operation generation code.
Added settings where you can choose language and what operation types you want to get asked.
Added more translation keys.
Allowed to use keypress to answer (should look fix for keyspam)
Added save for the preferences.

Changelog:

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SalticHash

With the progress made on this devlog I started to get more direction on the gameplay, I’m thinking of a short maybe like 1hour long escape room game where you solve clues to figure out what else “the game has for it”

Additions:

  • Added gifs and thumbnails for all the googly eyed charachters
  • Added a json with their descriptions and names
  • Added the first puzzle of the game

There is a total of 78 charachter with unique lines!
Although two hours just for this sounds like a lot most of the time was writting all the charachter descriptions, making up the secret phrase and the substitution cipher
Also the npcs were a bit anoying to code.

Changelog (saw some one else do this)

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SalticHash

I made the bus advance when you stand at the bus stop, then when you get on the bus and stand on the front it will speed up into a ramp and land in a separate island with a house and a tree, I also made the bus bigger.

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SalticHash

This is not the first time I worked on this project, I made it for a homework I had some years ago but I want to give it a glow-up.

For now I have:

  • Added localization
  • Changed the inner working to avoid depending on collision detection.
  • Fixed some more abominations (I had just started coding when I made it)

I am planning to add saves, controller support and difficulty levels.

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SalticHash

This is not the first time I worked on this project, I started it a few days ago, the only things added until now were:

  • A basic first-person character controller.
  • Cars (a simple VechicleBody3D)
  • Cans and Apples (left-click to pick up)
  • A town and a supermarket.

All models have been designed by me for now using Godot’s CSG shapes.

In this hour of development time I:

  • Added a bus using a variation of the car, made the model and shaped the individual collisions (Rigid bodies do not like concave collision shapes)
  • Resized the collision and mesh of all of the things inside the supermarket because they were scaled and the physics system does not like it.
  • Added the ability to store and throw items with right-click.
  • Made the banner and icon for the game and project.
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