I updated a music player and downloader I made, works with YouTube and all the other websites compatible with YT-DLP
Log in to leave a comment
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.
Log in to leave a comment
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.
Log in to leave a comment
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
Log in to leave a comment
Here you can see the new Player Page, for now it is just the regular controls, the album cover and song title.
Log in to leave a comment
I made a game to practice line-line and circle-line intersections!
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!
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.
Log in to leave a comment
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.
Log in to leave a comment
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.
Log in to leave a comment
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.
Log in to leave a comment
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.
Log in to leave a comment
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.
Log in to leave a comment
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!
Log in to leave a comment

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!
Log in to leave a comment
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.
Log in to leave a comment
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.
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.
Log in to leave a comment
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.
Log in to leave a comment
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.
Log in to leave a comment
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…)
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.
Log in to leave a comment
Log in to leave a comment
(This video should be smoother than the others) (It was not…)
Log in to leave a comment
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.
Log in to leave a comment
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?
Log in to leave a comment
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.
Log in to leave a comment
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!
Log in to leave a comment
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.
The big changes of this release were the UI changes and new game modes.
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.
For this update I added two new game modes.
Log in to leave a comment
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:
Changelog:
Log in to leave a comment
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.
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:
Changelog:
Log in to leave a comment
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:
Changelog:
Log in to leave a comment
WHY!?!
After a ton of pain I managed to make the hosting work with vercel with a bit of help from tempfile.org
Changelog:
Log in to leave a comment
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!
This may be the final devlog, from testing the tool works and looks nice!
Changes:
Changelog:
Log in to leave a comment
Vercel didn’t want to let me send the PDF files back and forth because they were like 10mb, I switched to railway.
Changelog:
Log in to leave a comment
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:
Changelog:
Log in to leave a comment
Now you can also use multipage / merged posters pdf
Changelog:
Log in to leave a comment
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:
Log in to leave a comment
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:
Log in to leave a comment
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:
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)
Log in to leave a comment
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.
Log in to leave a comment
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:
I am planning to add saves, controller support and difficulty levels.
Log in to leave a comment
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:
All models have been designed by me for now using Godot’s CSG shapes.
In this hour of development time I:
Log in to leave a comment