Activity

guitarfan

Fixed bug with transaction system code. Day to day gameplay loop is functional. The bakery game is now fully playable and this project is ready to be shipped!
*Video shows a working round of transactions

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guitarfan

Major Redesign of Sweet Success Bakery: 2d phaser environment implementation
Context: the game used to be a mostly formatted text game with primitive 2d interactive environments
Devlog achievements:

  1. Main thing - Replaced 5 game mode hub with a 2d Phaser environment of the interior of player’s bakery
    +Modeled general floor plan first, then added realistic wall, floor, ceiling infill hatches, then coded 2d furniture
    +Coded 2d main character avatar and 2d customers; coded movements
    +Implemented custom algorithms to animate customers acting as independent shoppers
  2. Completely redesigned setup phase to be more finanicially realistic.
    +Asked Github Copilot to generate me a 1 mile, 2d interactive map of a metropolean city; then fixed bugs of AI generated code
    +Placed open locations where user can choose to open their bakery
    -Each location has different perks and fees (e.g. customer rate)
  3. Transation system (not working)
    +Modified how sales happen - instead of 2d dialogue box waiting for customer faces, customers put items in their “cart” and check them out.
    -In this way, I can put more emphasis into emulating financial trends, instead of simulating customer dialogue (which is important, but not directly)
    *Video is sped up 1.7x
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Comments

Keyboard1000n17

its been so long!

guitarfan
guitarfan 5 days ago

busy with classes

guitarfan

Massive Improvements for Midi DAW with Ideas:
-Falling Keys Piano Mode: every midi note in the workspace will fall and explode into particles when it collides with the piano keys; like you see in Sheet Music Boss
-Multi-Track Workflow:
+Automatically parses midi file into multiple tracks if present
-Robust tree system undo/redo function:
+Has a history log so you can revert to any edit you made
-Midi Writing tools are expansive now. Just right click on one or many midi notes to try them out!
Midi DAW is now truly a website music lovers can dream of melodies and themes in!
*Video: I uploaded Wilhelm Tell Overture midi file in the demonstration

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guitarfan

Coded a GUI typically seen with pretty much on any LLM:
-Has chat area with functional speech bubbles that show up with any message
-Left panel contains chat history, settings, mode change
Vision: Create a mastef conversationalist chatbot made entirely from code algorithms and public ally available assets and libraries.

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guitarfan

-Built a 3D board game called “INVESTORPOLY”, inspired by Monopoly; about getting rich through investments
+Goal is to reach $50,000 net worth or bankrupt all other players
+Roll dice, buy properties, collect rent - but with stocks, crypto, and real estate instead of just streets
+2-4 players take turns moving around a 40-tile board
-Created way more property types than regular Monopoly
+Real estate, stocks, bonds, crypto, NFTs, and hedge funds
+Some investments are unpredictable - crypto can double your money or lose half of it +Properties can be upgraded to collect higher rent
-Added random event cards that change the game
+“Life Events” like weddings or promotions affect individual players
+“Market News” affects everyone - bull markets, recessions, housing booms +These make every game different and force you to adapt strategy
-Made it look and feel professional
+3D board with gold and green Wall Street aesthetic
+Dice tumble realistically with physics libraries (doesn’t quite land flat though)
+Particle effects burst when you buy properties or go bankrupt
+Live stock ticker scrolls across the center of the board
-Programmed special mechanics to make it interesting
+Tax Audit corner is like jail - escape by rolling doubles or paying $500
+Mortgage properties when you’re broke to get emergency cash
+Market effects last multiple rounds and change which properties are valuable
+Game tracks your total earnings for capital gains tax
*Video shows me going through Investorpoly

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guitarfan

Created Housefight.html
The concept was that the game would let user customize the environment (house), which would give the homeowner an advantage over intruders that come to steal valuables. What it has so far is:
+Custom designed 3d house furniture, objects and house using three.js
+Interior design view to be similar to 3D CAD software, except objects added to house spawn in random locations
-Room parameters: lighting, dimension changing, floor color,
-3d orbit and panning (if you have a mouse) of house via built in three.js capabilities
+Fighting Mode
-Block-built main character with blue shirt design and ominous looking intruder with black cap and red eyes
-The customized house renders and loads into fighting mode environment. Changes to interior design view will appear in fighting mode
-Has primitive walking, punching, kicking, throwing, stunned animations
-Funky interactivity and hitboxes with punches and kicks, throwing objects hitboxes are spot on
-Intruder bot logic (no generative AI behavior)
-Healthbar logic and round timer
-Helpful text pop ups and nice looking fonts
*Video shows me dominating my own game. I might have made this game too easy

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guitarfan

Expanded Market Terminal (Hyper-Realistic Investment Sim)
Bond Market: Added a page to buy bonds from 3 fictional startups. Features specific maturity dates, interest rates, and credit ratings. Bond prices fluctuate based on market conditions, and users can view detailed company profiles.
Tax Center: Added a page to track capital gains/losses. Calculates real-time tax liability, distinguishing between short-term and long-term tax rates.
Interface: Seamless navigation between stock, bond, and tax pages, maintaining a professional trading aesthetic.
Status: More bond types needed; tax logic requires further edge-case testing.
Sweet Success Bakery Rebuild
Tech Stack: Rebuilding from scratch using Vue.js and TypeScript.
Architecture: Improved code organization with modular components, centralized state management, and game mode switching.
Status: Currently experimental and buggy compared to the original version.
(Video demonstrates the new Market Terminal features with mood music.)

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guitarfan

DEVLOG FOR SHIP REVIEWERS


IMPORTANT INFO: In order to get the most out of Audioverse Tools:
-Have a few audio / music files and midi files at hand
+You can obtain mp3 files of your favorite songs from internet archive
+Search (some classical piano piece, popular songs, Undertale Megolovania) + midi file to obtain a midi sequencing file
-The tools you should try in order are Audioverse DAW (use audio files), Midi_DAW_With_Ideas (use midi files), then CraftySound (don’t need any files)
*If you are unable to obtain files, try CraftySound first, record in AudioVerse DAW, write notes in Midi_DAW_With_Ideas
*PLS READ THE INSTRUCTIONS, REFERENCE DEVLOG VIDEOS


I tried learning to code in C++ WASM; added some beta tools:
-Pro Plugin Interface (mostly just audio analysis; frequency spectrum analyzer, waveform, professional plugin like GUI)


For Audioverse DAW:
-Created a interactive tutorial for Audioverse DAW
+Copied similar tutorial from the one I made in Midi DAW
+Added animations to “Riff” the guitar character narrating the tutorial
-Metronome, tempo, zoom, and settings controls have been re-added
+They disappeared when I refactored the GUI to look like Reaper
+I moved the new toolbar down and added sufficient margin


Improved newcomer friendliness of Cosmic Cannon Landing Page:
-Added multiple slide welcome dialogue box to convey more info
-Redesigned planets to have complex geometry

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Comments

sl4shed
sl4shed about 2 months ago

this is kinda interesting

guitarfan

Made improvements to: Sweet Success Bakery
-Dramatically modified how customers behave
+Customers now have satisfaction levels, derived from the randomness of their behavior, how well your store looks, and how you small talk to customers
-Developed a more complex selling workflow
+Players can select dialogue to talk with customers
+Specifically assign a customer to one of your staff
-Fixed notification system
+Notifications for items baked appear on side of screen without impeding with gameplay
*These features have bugs and don’t completely work, but are somewhat functional


Started creating: Market Terminal - a hyper-realistic stock market simulation/game
-Coded beautiful Candlestick chart, the standardized chart for visualizing stock prices and transactions
+Used Tradingview Lightweight-Charts js library
-Imported samples past stock exchange data from actual companies
+Used Alpha Vantage API
-Used React to design UX and workflow to be indistinguishable to actual professional online stock trading services, such as Tradestation
+Has multiple windows; Chart, Watchlist, Order Entry, Order Book, Personal Stats
+Windows are resizeable and can be positioned in different areas
+Text, font, symbols are all custom and feel more immersive than a normal website
-Able to buy and sell stocks of 5 big companies
+Orders show up in game logs
+Your portfolio (the money you have) is affected by the virtual stock market movement
-PLAY SIMULATION
+Synthesizes data from a coded algorithm that mimics basic real-life stock patterns
+The stocks you possess will affect your portfolio
+This virtual stock market has realistic financial factors, such as inflation, slippage, etc…
*Next devlog, Market Terminal will have more complete functionality.

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Comments

Keyboard1000n17
Keyboard1000n17 2 months ago

HOLYYYY that’s a lot of time and improvements. also what happened? you were gone for like 3 weeks!

guitarfan

Shipped this project!

Hours: 20.49
Cookies: 🍪 560
Multiplier: 27.32 cookies/hr

I made a collection of web-based audio tools. Once you land on the landing page, choose a planet you are interested in visiting, position your mouse cursor on the planet, and press spacebar (hold for power). Then, just try out and experience using the audio tools. My project is a playground for audio and music, with tons of features (it would take so long to list them all). I learned a lot about the capabilities of javascript and web languages through this project.

guitarfan

I created a exciting new audio synthesis tool called CraftySound. CraftySound lets users craft their own synth preset. CraftySound allows users to add as many oscillators as they want to create a super unique polyphonic sound, which you can export as a Json file and import back into CraftySound for further editing. Using the built in synthesizers functions of Tone.js, each oscillator can have largely different audio properties:

-Instrument type (Selects the base tone.js function instrument, )
-Waveform (17+ types of waves you can choose from)
+Choosing different waveforms unlocks a personalized set of controls for that waveform
+Detune and Volume controls (self-explantory)
+Phase dial (delays wave in microscopic amounts of time, which causes increases and decreases in amplitude in certain harmonics with other waves)
+Envelope, filters and resonance controls
-3 live visualizers: waveform, spectogram and harmonic analyzer
-Virtual Midi keyboard to trigger notes
-CUSTOM DRAW WAVEFORM (this is my favorite feature, although it doesn’t behave consistantly)
-Tone.js audio FXs, imported the code from ToneJSDeepExploration tool
+Each FX has its own custom set of parameters

*Context: I’ve been wanting to create an audio tool to allow user to customize a sound preset at a low level.
I created other tools like ParameterAudioEditor and Wavetable_Synth to achieve this, but they didn’t work like
I wanted it to. It was only till I learned to incorporate the audio synthesis capabilities of Tone.js, Meyda.js and Essentia.js, that allowed me to add the feature of custom drawing a waveform.

Video demonstrates me going through most of the features of CraftySound, exporting the json and importing it back.

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guitarfan

This is Audioverse DAW (Digital Audio Workstation), an extensive playground for working with audio.
Comprehensive Features List currently includes:
-Record, upload and playback audio - Multiple track support
+Play multiple audio blobs simultaneously
+Intuitive playback and transport controls
-Multi-Track workflow
+Solo, mute, arm recording buttons for each track
+Customize track with renaming and changing track colored
-Mixer view
+Each track/channel has its own VOLUME FADER, applied FXs, STEREO PANNING
+Mixer view has decent aesthetics, animation and organized layout (especially with faders)
-Audio FXs collection
+9 Audio FXs, each with its own custom user interface
+Reverbs, Delay, Chorus, Distortion, EQ, Compressors (I spent a lot of time on these FXs)
-Interactive Audio Editor (Modeled after Edison plugin from FL Studio)
+Big, detailed waveform visualization
+PITCH SHIFT any selected part of the audio blob
+Volume automation (that doesn’t currently work)
-Audio blob editing context menu
+Right click audio blob editing: Copy, paste, duplicate, SPLIT AT PLAYHEAD/CENTER, Quantize, rename, move to new track
+Advanced audio blob editing: REVERSE, TIME WARP
-Placeholder features: Audio analysis, dynamic tempo map, etc…
-Access animated quick guide by clicking Audioverse animated logo
Newly added features
*Massive UI overhaul to look similar to Reaper DAW
*Live visualization of audio being recorded

CAPTILIZED words are features I think are the most exciting of Audioverse DAW!
Video shows comparison of Pre-Flavortown Audioverse DAW and Post-Flavortown

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guitarfan

Turned the 2d Audioverse Universe links page into a full-blown 3D space cannon simulation:
-Every tool is now a 3d planet orbiting a sun (which is the DAW)
+Drag your mouse to fly around the universe
+Use the new time-warp buttons in the corner to make the planets zoom or crawl at your own pace
+Check out the “Planet Bank” on the right to see exactly what each tool does before you launch
-Added a “Cosmic Cannon” because clicking links is for boomers
+Aim with the cursor crosshair, hold Space to charge your power, and blast yourself toward a planet to open it
+You can shoot from any position in the universe
+If you miss and get lost in the void, just hit ‘R’ to reset and try again
+Watch out for the particle explosions when you finally nail a landing — it’s super satisfying
*Redid TonejsInst planet’s GUI with nice blue and red colors. TonejsInst main feature is the drum sequencer.
*Video shows space cannon links page demonstration and TonejsInst drum sequencer

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guitarfan

Created ToneJS_Deep_exploration planet;
-Made 10 core instruments built into Tone.js available to use in this tool
+10 synthesizers, all built from code, not audio samples
+Subjectively, the most interesting ones are Duosynth and AM synth
-18 Audio FXs are all good to use
+Reverbs, compressors, distortion, delays, experimentation FXs
-All “plugins” have parameters users can tweak
+Double click any plugin to modify related parameters
-Use D3 javascript library to make visual diagram routing GUI of FXs and instruments.
+Inspired by Patcher plugin from FL Studio
+Drag instruments and FXs from navigation bank on left, into workspace
+Visually connect inputs and output nodes with adaptive arrows to route the audio chain
-Press Virtual Midi Keyboard to trigger audio
+Sleek GUI and animation of virtual keyboard
+Error stopping note after releasing key, but page still produces audible sound
-Placeholder signal processors, modulators, analyzers, utilities, sequencers and so many more features coming.
-Consulted official Tone.js documentation to properly implement tone.js features
In video, I load AM synth with Freeverb FX and show GUI and features.

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guitarfan

Made several improvements to Midi_DAW_With_Ideas html.
-Added a selection of ToneJS instruments to be triggered by midi arrangement
+Included a plugin UI quality pop up windows to adjust instrument parameters such as wave type, envelope, etc…
-Midi DAW now allows users to skip ahead or behind to wherever they want on timeline
+Pre-flavortown, users would always have to play the midi arrangement from beginning
+Auto-scrolling was available pre-flavortown, now improved syncing with playhead and triggers earlier so user can see what’s ahead
-Added multiple midi notes actions
+User can now select any number of notes using selection tool to drag a blue, dashed rectangle around desired notes
+Implemented sleek right-click menu for selected notes: delete, move up/down a semitone/octave
+Deleting notes is now available; backspace or right-click menu
-Added fun interactive tutorial demo
+Coded a guitar character named “Riff” as the guide person, who can speak via dialogue bubbles
+Has moving yellow boxes and arrows to point out every feature
*Video shows Midi DAW with an already uploaded Willhem Tell Overture midi file. I go through most features of the Midi DAW. Video is 2x sped up as video was too long to upload.
*I also did other things: modified TonejsInst and created another html called ToneJS_Deep_exploration, but I’ll talk about that next devlog, where I can upload a dedicated video for that

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guitarfan

-Implemented Autonomous Staff Gameplay
+In buying mode, use employees to automatically buy inventory for you. More skilled staff will buy amounts more appropriately
+Assign employees to bake certain items and watch different skilled employees have varying time and quality
+Employees will handle customers automatically if you don’t
-Expanded Ingredients Market Selection
+Sorted ingredients into 2 categories: Basic and Extra
+Added 3 markets and a lot of ingredients
-Added recipe book feature in hub
+Players can create custom recipes with any amount of ingredients
+Ingredients and price selection affect sales
-Leveled UP UI and animation of game elements
+Utilized GSAP js library plugins for animating static text and button elements
+Redesigned walking Hub and Pre-op Phaser environment to have realistic lighting, appealing colors, shadows and complex geometry
Dealt with start button issues because GSAP variable was conflicting. Fixed white text over white background in pre-op phase.
Video is 3x sped up because video was too long

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guitarfan

After the first functional prototype of the game (as in you could buy flour, bake something, and sell it), it was basically a glorified finance calculator with emojis. Since then, I have coded some major changes, so it has gone into making it feel less like clicking through menus and more like running around inside your own tiny business. The pre‑operation phase evolved from a simple setup screen into an actual space you move through, with decisions about location, style, and starting choices that actually change how your bakery plays. Instead of just “next, next, next,” you’re asked to think like an owner: where you set up, what kind of vibe you’re going for, and how risky or safe you want to start out.

On the numbers side, the game leveled up from basic profit/loss into a small financial lab. I wired in a proper economic simulation so things like ingredient prices, demand, seasons, and random events can actually mess with your plan (in a good way). A dedicated finance dashboard with charts lets you see trends over time instead of just a single “you made X coins” message—so you can spot when your costs are creeping up or your margins are getting squeezed. Inventory and spoilage started getting more realistic too, so baking too much or storing stuff forever actually hurts, and smart planning starts to matter. All of that was about turning the game from “click to bake” into “experiment with real business concepts and see what happens,” without losing the fun of running your own digital bakery.

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Comments

MeBadDev
MeBadDev 3 months ago

quite insane how much you did with just 10 hours

guitarfan
guitarfan 3 months ago

I appreciate the support, MeBadDev

guitarfan

This game now has functional gameplay. There are 4 modes; buy inventory, produce goods, sell pastries and summary/review stats. Only have basic financial stats, such as net loss, profit, etc… Had AI generate a bunch of bakery recipes, ingredients, customers and used emojis as pictures for everything. Is currently more of a text game the a visual game.
Will transition to free-roaming architecture instead of forced mode change. Future updates will introduce a more immersive environment, allowing players to explore the bakery, interact with equipment, and manage staff and resources visually. The tutorial will guide new players step-by-step, showing optimal actions through interactive bubbles and dialogue, making it easier to learn the game mechanics and strategies.

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Comments

guitarfan
guitarfan 3 months ago

timing is messed up, spent about 2hrs on this devlog

Keyboard1000n17
Keyboard1000n17 3 months ago

woah ts is tuff

guitarfan
guitarfan 3 months ago

Thanks, Keyboard1000n17

guitarfan

Decided on first game; a small bakery business simulation. This is a classic scenario to explore the real-world nuances of money behind a setting up a business. It will have stats and gameplay similar to running an actual bakery. Players learn critical business concepts such as COGS (Cost of Goods Sold) - Track exact production costs using FIFO (First-In, First-Out) inventory; Just-In-Time (JIT) Ordering (juggle freshness with running out of incredients), etc…

This game uses Phaser.js for main game engine, and other js libraries. Right now, there is a very short moving text tutorial and some SVG image assets. Will develop longer interactive gameplay where players can move around in 2d bakery environment.

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