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First Commit

Well this was not the “First commit” but it was the first to Flavortown.
In this one I added some more project and added an achievements page I have to see but I plan on doing a full on website style revamp, because I hate it rn (:

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Shipped this project!

I updated a music player and downloader I made, works with YouTube and all the other websites compatible with YT-DLP

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Added README and release

I wrote the readme for the project and also made the release for shipping!

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More Autocomplete & Bugfixes

  • Add autocomplete to Downloads & Edit Song
  • Made Search View look better
  • Made Autocomplete toggles in download page display custom text
  • Made albums without artwork display an error symbol
    Before, the album cover wouldnt chance if the song didn’t have one so it felt glitchy, then I also added more autocomplete to other parts of the app. I also improved the look of the autocomplete options (just by selecting a different layout).

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Added Tag Autocomplete & Album Cover

Originally the search bar was just a Seach View, now I replaced it for a MultiAutoCompleteTextView which allows me to do exactly what I needed!
Also I made the cover images in the album cover as the CSS “cover” property does, this way the borders on the covers are hidden and just the cover is shown.

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Separated Player & Music overlays, Added seek current song

Now if you press the current song button in the Music page it will scroll you to the current song playing and highlight it
I also made the lower player page button lead you to the Player overlay.
The current song button now has a progress bar and I removed the description on it.

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Michael Zombie

Added a gravestone, custom dimension and a Michael Jackson Zombie and it’s company Dancer Zombie, this is for a whole boss battle concept I have in mind.
(I know I should finish the light fruit but not now)

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Smaller Songs and Compact Player

I am planning to merge the player page and music page, you click the current song to open advanced menu.
I had a lot of problems with the UI because of collapsing and planning, I went through several iterations and this one is still a WIP

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Better Player Page & Seasonal Icons

  • Made debug build create a version suffix so it doesn’t clash with regular version.
  • Added seasonal icon switching (christmas-regular)
  • Improved Player Page, re-adding speed controls is still pending, as well as shuffle button.
    This was a slow day, I am tired from not sleeping so I should sleep! This is the first true devlog on this journey of improvements, by the end I plan to add albums and fix most of the anoying issues of the app!

Here you can see the new Player Page, for now it is just the regular controls, the album cover and song title.

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Shipped this project!

Hours: 9.58
Cookies: 🍪 118
Multiplier: 24.6 cookies/hr

I made a game to practice line-line and circle-line intersections!

SalticHash

Shipped this project!

Hours: 8.6
Cookies: 🍪 106
Multiplier: 24.6 cookies/hr

I made an extension that lets you export all your devlogs as Markdown or JSON, it also lets you download all attachments if you want!

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Edge Cases

In this devlog I worked on testing the extension with different project, it works confirmed with up to ~70 devlogs, I tested on a lot of different project and updated the markdown accordingly, I also fixed some errors, I’m thinking of adding a progress bar for the ZIP export.

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Added ZIP export with local attachments

I added the ZIP export with local attachments, this it the definitive version of the exporter, with this you can guarantee a full save.
I fixed some bugs in the MD generation, fixed the attachment type bug in the JSON and made the dialog close after download.
I haven’t tested with big projects but it should work.

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Dialog UI & Functional Downloads

I added a dialog for the export devlogs button, it lets you download as markdown and json, I am considering on adding a way to also save the Attachments and project banner, I would probably make it be a ZIP file, but Idk how rn.
I also added a format.json file to the Github that specifies the formating of the JSON file.

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Add markdown & full json output

After a bit of work I got this working, maybe I should work on the Md formatting but in the main functionality of the app, a way to download the output and maybe some settings inside the extension is all that’s missing!

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Basic Export Functionality

I made the button print to the console the values from the project, now I should maybe do some selection systems, like JSON and single file markdown.

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A new project starts!

So, we can’t deny Flavortown’s time is soon to come, so I decided I was gonna make a tool to export all devlogs of your projects, for it I’m making an extension for Chrome and Firefox that adds a new button which you can use to download your devlogs, for now I’ve only added the export devlogs button.

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Results screen

I added a counter for correct and wrong questions, and a timer, I also added a button to exit from the game, this way you can exit after you did a specific amount of time or questions, this is for your teacher to grade / use the app.

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Main Menu

I made the main menu let you choose between game modes, made the buttons and title have the appropriate language and text content added a language button and made the Math Renderer resize with the window so it doesn’t stretch.

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Add main gameplay

I made it so the correct answer gets stored and called back when pressing a button to pick the right or wrong answer, I also moved the main generation to functions and also added a display of the functions on the left, now the goal is probably polishing, adding gamemodes, scores and maybe making so the numbers generated are not irrational.

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Problem generation!

Finally got to the hardest part of the project, the problem generation, So how this works is that it picks between a Line-Line intersection or Circle-Line intersection problem, then chooses one of its variants (Secant, tangent, perpendicular and those), then with careful random numbers everything is tweaked to have the desired values and be visible on screen.
I also did some more testing on Desmos and I added a “Point” shape, I don’t think Ill use it but it is helpful for testing graphing.

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Question Scene, math!

So this is a weird, one, and it actually was longer than one hour, maybe like two, because a lot of time I spent testing and brainstorming a way to generate all “test cases” i need for the questions, here you can see a system I made to generate line secant intersections and some bloopers, you can also see the new question scene where the questions will be loaded, sorry for the spanish.
I discovered a way to generate all cases and practically depends of setting the origin point of the line, spining it and using tan(angle)for the slope and offseting the line so it is just off-center, and I can follow a similar process for line-line intersections, I may or may not work on it tomorrow, if i get that working only play functions and UI design would be left!

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Added Banner, Fixed Grid, Added more helpers

Banner
So, this is a huge update! I finally fixed the grid and axis intervals, I also made it so that the way objects are rendered is through the children of the renderer, inside the new Circle and Line objects which extend the Shape class there are new helper functions to help with the math.
Next I need to add the gameplay and problem generation!
Also I attached a Blooper / Bugged version, looked interesting!

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Intersections & Circumferece Graph

I added the funcionality to graph circumferences from their radius and position, I also added a way to calculate line-line and circumference-line intersections, I also added a way to graph points, which unlike the rest of the graphics do not warp (perfectly circular always), I also made the viewport be the size of the screen so that the warping only happens if forced, finally I removed the grid because it did not work, now the problem generation, modes and main gameplay is left.

I had to manually solve for the circumference-line intersection (well I didn’t have to I just wanted), so I used this source for the base steps then manually solved it in desmos, I also did the same with the line-line intersection but that one was easier.

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Shipped this project!

Hours: 30.36
Cookies: 🍪 373
Multiplier: 24.55 cookies/hr

I made a “Shitpost” Addon for Minecraft Bedrock Preview edition, If you don’t know how to download the addon and test it just see the video on the Demo page, this addon adds for now a meme “rickroll” and a partial implementation of the light fruit from Blox Fruits, and will probably never end develpment, the idea is to add as many random things as posible.

SalticHash

Today I added more sounds and also delayed shots to the Z ability, I also added localization and an icon to the pack.
This devlog is quite small and as I would like to display a video I didnt record another one other than the one I’m rendering, I will ship the project for now, you can see the state of the mod in this stage in the youtube video.

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Abilities backend

So today I worked on the backend for the abilities, I worked a bit on the Z ability, used by sneaking and use, hold use to charge up to three shots, then release to shoot, then the X ability hold to fire a beam of light, I also added the main backend for the last two abilites, only they are missing now.
I currently have a problem with the camera alignment but I hope to fix it.

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Water Damage

I added the water weakness all fruit users have, when you have the light item, selected or not you will get weakness, slowness, nausea and progressive damage the deeper you get in water, lastly when three blocks deep the player looses control over the character and only if someone else pulled the player out could them be saved.
Also the light spear disappears when you are submerged in water.
I also moved the code around to enforce state machine consistency, as im planning to add the rest of the abilities next, for now without a lot of assets or sound effects.

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Shipped this project!

Hours: 1.63
Cookies: 🍪 3
Multiplier: 1.79 cookies/hr

I was chilling on the Minecraft Addons discord server and someone gave me this idea, its a pickaxe which mines a 3x3 horizontal area (good for mining hellevator) (Wrong game…)

SalticHash

This is a simple addon so it will just have this one release.
It adds as repeated like ten times already a pickaxe which mines a 3x3 area and leaves redstone particles behind.
It is not perfect as the digger component in Minecraft items don’t solve everything but I tried to keep it as polished as posible.
Someone gave me this idea so yea.

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Code Overhaul

  • Removed hardcoded values and added their respective configurable constants
  • Expanded Player polyfill with all dictionaries that were managed outside of the player object
  • Made all sounds play in the world instead of only the player making them hearing them
  • Added dash cooldown

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(This video should be smoother than the others) (It was not…)

Add Dash & Change trail particle system

  • Added camera preset to set player position as audio listener, this improves the volume and clarity of all sounds.
  • Changed light trails to use same persistent particles as light spin trail, in doing so removed redundant light_trail particle and renamed light_spin_trail particle to light_trail particle
  • Removed unused volumes in sound_definitions
  • Made the last particle positions reset when starting flying and made a new system to store those values per player reflecting the removal of old light trail system
  • Made new light trail particles shrink so the light trails “fades away”, this was possible thanks to new light trails system

Added dash:

  • Added dash particles
  • Added dash sound

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Visual Improvements to Light Flight!

  • Added light trail and spin trail when using light flight, also added animated light start particle in player position
  • Hid the light staff (actually called spear) when flying
  • Improved fall damage ignore when moon jump and exit light flight
  • Restructured code to use state system
  • Added no gravity state to player for smoother light flight

Added new assets:

  • Light spin trail particle
  • Light trail particle
  • Light star particle

Also:

  • Updated and fixed the draw line and spawn line utility functions
  • Added PI to math general utilities

Yap:

This update was HEAVY for me, a lot of time was spent making the light trail and fixing the line particles, luckily now that thats done I will be able to reuse the functions later.
Actually the spinning light trails was faster because it uses the timed particles to make the trails automatically disappear and I’m considering making the full light trail also do that.
The light star on the player was managed with one tick particles which I set the frame each time they are spawned, this is the best workaround as there is no way to move particles.
I finally hid the light spear!
I still havent fixed the audio volume issues as the camera is far away.
I made it so the camera zooms out when picking up the light item.
I may start working on the other abilities next!
The video is a bit laggy for some reason.

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I added the start and loop sounds to the light flight, only the particle and trail are missing (and figuring out how to hide the light staff)
I also added the moon jump / sky jump / air jump, you can only airjump when you hold the staff, you can air jump up to 10 times.
As I added the air jump I had to make shift space be for flight and space for the air jump, next I think Ill also add dash but I dont know with which key, maybe just shift?

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Okay so I added the Light Flight ability, I also setup a cooldown system and states so the next abilities will be easier to add but I still need to add the sounds and graphics for the light flight.
To use the light flight you hold the Light item and jump midair, the flight will continue until you stop holding jump and you will also bounce of any wall you hit, to turn you angle your view but it snaps in 45deg angles so the turn has to be significant.
For now you become invisible but a shining light particle should be in place.

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After a ton of crazy testing debugging and help from people in the Minecraft Addons and OSS channels I managed to get the light staff’s glow working, The model is just a base model then two more layers inflated around the base, they have different alphas and colors and combined with the wind_charge_material they glow beautifully!
This was not fun at all but finally got it done, now time for the attacks!

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I decide that I am going to recreate the Light Fruit from Blox Fruits, for now I’ve added the Light and Light Fruit, eating the Light Fruit gives you Light, when you hold it you can use a light sword.
I STILL HAVE NOT FOUND A WAY TO FIX THE OUTLINE

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This is the first addition of this addon, anytime you open a menu you have a 12% chance that this meme video will play.
Adding it had some complications mainly in the json ui and syncing part of the code.

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Made and configured the Github repository for this project, planning to add all new additions logged in here.

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I worked more on the Math renderer, for now it can only graph linear functions but for this project’s scope it is only missing circle and intersection rendering.

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Shipped this project!

Hours: 12.55
Cookies: 🍪 128
Multiplier: 10.23 cookies/hr

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.

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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.

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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

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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)

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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!

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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)

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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!

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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.

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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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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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