WOOOOOoo I have gotten input to work within commands! this essentially means I can have commands that ask for a specific string (e.g. a users API token or something similar!) - one major blocker during this was commands triggering bts of it, since we essentially disable the whole commands system DURING input!
We also have dynamic sizing based on commands now! (its a small update!), although it may not be that noticeable. Its good to polish things up!
Thats all for now xD
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this is a smaa-alll update, I created a README & uploaded a test release :3
https://github.com/officialmelon/commandle/releases/tag/this-is-the-first-release
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okey! new devlog, lets start up yo bro dawg-j-dawg
I added alot more commands to Commandle! tip: you can view the commit below to see the commands added in-code
Made some small changes with search, also we added custom shortcuts now. People can modify the binds for how commandle opens in studio! (File -> Customize Shortcuts)
Thats all for now xD
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Yes! Another devlog. 6 hours in one day xD
I implemented a theme selector within Commandle so that if you want a specific theme you can choose one! The themes are based off Catppuccin! (thanks Gizzy) With another theme called “Roblox Studio - Dark” which is just a Roblox Studio dark mode theme to match it xD
Also implemented an “API”, basically people can create custom plugins for Commandle! I will in the future implement RoGit as a custom plugin if installed xD
thats all for now!
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Okay! Did some mooreee stuff!
I have implemented pushing/popping commands! So basically you can have interactive menus alot easier now.
I added some MORE selection commands we can use now (primarily for testing out stuff!), like Select All Children, Select descendants by Class etc
I smoothly animated the palette so they go in/out easier using some simple tweening methods!
thats all for now xD and WOW, nearly 5 hours in ONE DAY TODAY!
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how many projects are u gon do bro
anyways nice work ig
Cool! I have done some more features since the last devlog.
Searching!
Yep, we now have searching. I decided to go with a fuzzy searching algorithm which closely matches vscode-palette’s same one! Its pretty performant for now.
Selections
You can now select stuff using the arrow keys similar to how vscode also implemented it! Basically when doing so we disable camera input bts because we cant sink Studio inputs ):
However it works perfectly fine. I also implemented holding it down! You can hold down up/down arrow to scroll across large lists neatly.
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I have implemented it so now its parented to CoreGui rather than StarterGui (I had it for testing purposes)!
Also implemented a command to create instances so far, took a while since I had to figure out a way to filter instances by their Security level. Because sometimes it would add services and whatnot which you cant create in Roblox Studio xD
next up i’m looking to go ahead and implement the actual searching feature and input via arrows.
thats all for now!
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Okay! Let me give a rundown on what this project will actually be and what I have done so far xD
Basically I am looking to re-implement the vscode command palette into Roblox Studio for a faster workflow. I feel like this would be very useful for Roblox developers (like myself) and will speed up the development process alot!
So far I have implemented the GUI for the plugin + functions/modules that piece it all together!
For the theme I will be using Catppuccin Mocha, as I have already imported it into the code!
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I finally added the GUI I was planning on making for desktop-mode users (e.g. Github desktop) whereas you dont need any git console skills! I feel this is a much more “simplified” git so I will most likely add some more git functions and whatnot at a later date. However I feel like i’m ready for another ship!
xD
Okay! So we did a refactor on LOTS of comments.
Anyways thats it for now! Think im ready for another ship after the Desktop GUI update!
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New devlog!
The UI is now fully functional for beginner/end users to use without having to go through the weird terminal commands. I also finally fixed the auth not saving, because ROBLOX for some reason silently fails rather than erroring when saving keys with “.” or “/”? Probably because of JSON escape codes as well lol
Also did some more polishing on the UI, like misc fixes and whatnot, along with re-enabling branching in the meantime while it gets a fix.
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Functional-esque “github-like” desktop plugin, instead of using the console people who dont understand terminal commands can instead use the user-friendly plugin UI. although currently unreleased the commit for it should be out soon for those who want to compile (into a package) along with a Release coming out when branches are actually fixed! since they are currently disabled. although i need to fix some quick placeholder text!
xD id say it looks pretty good for now though.
Was working on a rewrite thats bound to be finish sometime soon xD
Kind of forgot about this project ngl, however I needed to get some more hours in so I added some of the art work I was going to add a while back! Along with adding some more verification/fixes to the code lol
Anyways this was pretty cool to do! xx
hey guys!
sorry for not posting any devlogs for a while lmao.
Some large speed ups have been made when cloning stuff in! (100~ seconds down to 25~) so around a 4x speedup?
Lots of branch fixes have been made, along with fixes for weird behaviour with git add?
Also did a large cleanup of the codebase as everything was jam packed into a singular file lol
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tried to upload a photo of the output, however for some strange reason devlogs kept getting a 422 error? (unprocessable content?)
Copied from the Release
There are some patches in this.
thats currently all we have fixed xD
also added an example where you can clone in crossroads from my repository! (check out the README for more info)
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Gemini found some bugs in the code & patched some out.
Implemented source control for scripts (source prop now saves)
Instances with properties that link to Instances are now saved as their rogit id, that gets resolved on clone.
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Learned some stuff relating to gits internals.
Also had fun making the small “bash” console, I havent added any cd/ls related commands yet. That will be fun for the next release though lmao
I already knew alot about luau, but I managed to learn a tiny bit about buffers (although I had AI mostly write the buffer-related entries)
Anyways it was fun to make/develop xD
Learnt how to be a prompt engineer (/s)
LOADS of fixes with some of the commands, also fixed the arg system to be actual commands & not args.
Attached a video, as you can see it is still very buggy in this current stage, however I find it good enough to be able to be shipped.
Hoping to get this actually stable soon, however its good enough to ship rn
love yall xx
WARNING: DO NOT USE IN PRODUCTION AT THIS CURRENT STAGE. (DATA LOSS IS GUARANTEED TO INCUR)
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Hey guys! Quick updates.
it wouldnt let me upload my devlog last night for some reason!
AI has come through clutch these past few days, e.g. when I cant code at school it goes insane over rdc
hooping o get this shipped somewhat today lol
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Working on IPad is painful af lmao
Implemented remote command (git remote) so you can add repository origin url to push to and whatnot, uses a auth key from your secrets (has to be base64 prefixed by “x:” within the base64)!
Maybe soon once I get a more ‘complete’ git clone then I can start completely start commiting/pushing from within roblox itself lmao
Will have to work on de-serialising repositories back to their original instances (e.g. BasePart, Script, LocalScript, etc) Also fixed parent support, if a instance is a parent it will turn into a folder with a file called “.property” within, this will hold the parents properties.
So right now in the current implementation we have:
So this will hopefully be a great implementation lmao!
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Working git push!
not limited to github , so it supports all git server with the git protocol!
need to clean up the implementations and whatnot! but great progress.
Claude really came in clutch with its smart https git xD
Working on my ipad rn from school, however crazy progress so far!
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This is my last ship (for now) on this project!
working on something exciting :P
However, I managed to fix the DB clean up job, for some reason in the checks I forgot to make it so that if any other error occured that wasnt a non-auth one it would nuke the key. If rate limits occured then the entire DB goes poof lol
So I fixed that up and did some edits 
xD love yall
Cleaned up our test implementation, and now repositories actually clone!
Now we need a git push AND a way so that we can pull entire repositories and make them setup in the entirety of the game. e.g. ServerScriptService, Workspace etc!
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Updated the remove old keys job so that it actually functions as it should!
Proper rate limits have been implemented, (so it queues as well and runs in coroutine for faster keys)!
Checks are alot better and now they should actually work this time with nothing weird (;
overall some good stuff for DB cleanup!
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Realised after a verification check, that a error from a provider (500) could wipe an entire DB of keys! Along with ratelimits occuring, hence why I have disabled said job until it can be fixed. Added a-ton more providers to the checks. However some like Shopify, Twilio haven’t been added yet.
Thats all for now xD
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Managed to do some cool stuff this update!
Did some real QOL that improves both performance and the codebase readability itself!
Along with the new /api/stats API which will make it easier for other people to incorporate in the future. The sockets now have origins for security reasons!
Lets ship this! 
Commits will hopefully be more formal from now on rather than the regular “fix 1, fix 2” etc!
Added a new /api/stats API that returns the repository count, findings count and the uptime.
Also added said API to the documentation (https://open-radar.live/docs)
Created a new banner & Logo for OpenRadar!
About to ship so excited xD
(Counted time using lapse!!!)
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After my rework of worker.go, I had some commented out lines I had forgotten to remove (since I was looking back and forth at implementations of some stuff) I added some more directories I should skip during the scanning phase, and added some new tests! One for validating APIs return errors rather than succeeding with bad requests (e.g. negative time) and another for ensuring spam filters are working correctly. 
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Fixed a JSON decode error where it would freeze the app by panicking!
Refactored the worker.go file (handles cloning, detecting, checks) into multiple files, and added more comments!
Updated README + Google.go check!
Thats all for now xD
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Improved the look of the readme drastically!
Implemented websocket origins for protection.
Added api/leaderboard to the docs :3
Also cleaned up alot of “dead” code and fixed providers like OpenAI and anthropic and whatnot. Also added a “checks” system that will check api keys are valid (like gemini, ant, disc etc)
and some other stuff!
Improved the look of the README and comprehension of self-hosting dramatically!
Added the /api/leaderboard documentation to the documentation page which was missing before now xd
Websocket origins are now active so third parties cant connect over to them (however origins are basically bypassable easily lmao) and they arent hardcoded (changeable in config)
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Fixed some small bugs and whatnot, implemented trimming to fix the longer file paths going off the cards they were supposed to be on. Added something to find repeating chars (false positive keys)!
However TG is being mixed with AWS atm? Have to fix that asap lol
Added examples of false positive keys below
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So turns out there was quite alot of bugs going on behind the scenes lol!
I had forgotten to add detection for OpenAI itself hence why no keys were detected.
Index.html was missing some of the providers (Mistral, etc)
Some of the regex was also broken :P
And that is pretty much it for now!
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I implemented a new package called checks which will check if an API key is valid (calls said providers API w api key) and then we save it to the DB if correct! Atm we only have Anthropic, Cerebras, Google, XAI, Groq, Openrouter out of around 20ish~ other providers! SO i need to implement some more later!
Its called using RunCheckForProvider by worker.go (worker that clones, checks, validates keys etc)
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Fixed API error with Google keys!
Added ticker that shows currently scanning repositories
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Large updates!
Setup a site at https://open-radar.live/
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git add works, need to implement it doing whole dir/files but apart from that it works!
basically bts:
Will have to find out how storing directories works, should be easy enough tho!
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Implemented some example commands:
version, v
help, h
add, a
add is a work in progress since it doesnt work atm, however I have “example” structure for how it would work in the future.
need to implement actual bash esque file system.
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This will most likely be the last release of this game, its incomplete af and buggy.
It has a love2d level engine thing so if anyone wants to use that they can, however I cant keep going on with singular projects. I want to keep making more rather than sticking to one specific thing!
The story mode here was heavily coded by AI, however all assets and the story itself was created by me. The engine as well was a little AI assisted however I still programmed most of the code in the game.
woop woop, im a little burnt out from the project tbh :p
all the assets programming etc got me burnt out, so I might be using ai a bit more now for stuff I get bored with (e.g. redundant functions etc)
Story system
Story start
Intruder updates
Removed non-required modules
new phone & non boarded window asset
tasks thing
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:3 very fun creation (its not lol) - still need basement.
Also need to fix intruder not in-game.
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IMPLEMENTED SOME OF THE ASSETS AS ITEMS!
its very cool.
polaroid flashes and freezes intruder
key unlocks safe for items
flashlight changes gradient around the screen tho its kinda weird and needs redone.
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Really large asset run!
https://lapse.hackclub.com/timelapse/0lE4idBQWv1n
Bookshelf – done
Flashlight – done
Key – done
Polaroid Camera – done
Blood Smear – done
Handprint – done
Archway – done
Wall Safe – done
Radiator – done
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very cool stuff! new sink asset, new staircase top asset, pathfinding fixes, and everything else.
will try get a level editor next so i can work on maps easier in game.
tbf im so tired rn I might even get gemini to help implement one.
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woooooo
some new functionality with some crt tv stuff and hiding in bathroom shower.
really need to work on a full map soon for the game, like a house layout. Most likely need to implement a in-house level editor as it will make it SO much easier. Tried to get AI to create a demo level based off my game code, however it kept screwing up layouts and stuff so i stopped that lmao.
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Created some sprites!
Wardrobe – done
Kitchen Sink – done
Kitchen Cabinet – done
Shower Curtain – done
Bathtub – done
Laundry Basket – done
Laundry Pile – done
Squeaky Floorboard – done
Toppled Chair – done
CRT Television – done
Grandfather Clock – done
my god that grandfather clock is UGLY. LIKE DAMN UGGLyyyy
https://lapse.hackclub.com/timelapse/dr-mirOJOPjB
lapse wont upload?
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Working on a 2nd floor level for the house! I might need to look into making more assets and types of assets since its extremely repetitive atm! so i can work on that when I get a chance.
(: love yall
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Uploaded a lapse I forgot to upload for the stranger sprite hence why I got more time! (it was stuck cached because of a weird db issue on their end)
Also just made a staircase asset for a 2nd floor.
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Created a main story for the game to follow.
If you want to read it:
First Phase (No boards or locked doors)
Second Phase (Windows boarded, doors locked, creaky floors)
Third phase (Door locked, banging on door)
Player calls police on the phone
Calls police
Manages to give a partial address
Phone dies
Banging stops
Player hears banging in the vents
Intruder is inside the vents, getting closer
Player escapes bathroom
Player must find another hiding place
(BAD ENDING): Player hides anywhere but the parents room
Player gets found by intruder
Game fades to black
Struggle noise?
(GOOD ENDING): Player finds parents handgun underneath their bed, e.g. if they hide in their players room
Player confronts intruder (grab state)
Player shoots intruder 3 times.
Sirens in the distance
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However I need to splice the rain sounds into a smaller thing, since thats 24mgb which is a majority of the size lol
Game is so much more immersive and progress is going amazing!
Uploaded demo of sounds and vents.
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Attempting to create a “Level editor” for easier ways to make rooms for the game.
So players can create their own custom rooms/levels for people to play.
More of a “Level Viewer” atm than a editor lol
Added locked doors, vingette changes.
(:
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working on a full refactor atm, just started earlier so :p
i wrote this code absolutely terribly lmao :tw_sob: probably just a combination of 3 am nights from me in a singular project lmaoo
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i just saw this in slack and it came on the explore page :uuh:
Forgot to upload a devlog (;
Created a simple site for my socials using my free github student domain
(https://mel0n.tech) - site is yet to be up.
I absolutely horrendously suck at CSS and HTML…
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Working on implementing some of the new stuff I created! I want to implement Achievments, A game config menu before you start and some other stuff! I did some art on lapse for the game so I can make a mockup of the design. And base off that!
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hahaha the sprite looks so silly, nice stuff
Created a new asset for loan applications! Looking to go through and fix up some of the assets that are screwed and refactor some stuff. Hopefully add some new qol features and whatnot! Unfortunately ai.hackclub.com is down! This is extremely unfortunate as bankr uses it. Good thing I implemented custom endpoint in settings xd i will run a local model for now.
Heres a timelapse of me creating loan application form! More timelapses to come in the future!
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realised its misspelled in the title lmao.
Made project scrape HTML of each individual project page, allowing for higher rate limits AND non buggy api usage. Doesnt require api keys either.
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Manged to get a half baked enlarged image to show in projects, however there is a issue with the flavortown API that make it so ai_declaration isn’t returned in the response. However we need this to see ai slop code! will potentially look into different ways until fixed i.e loading html and parsing through it. Also created a ribbon for ai material!
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Working on a chrome extension to automatically flag projects with used in them (via a overlay on them), since there has been an overflow of completely vibecoded projects rather than just ai assisted.
First chrome extension i have start developing xd
stay tuned
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Shipping my build I think is ready for production! Will continue to work on Bankr along with other projects cooking :P
I think the main thing that was challenging was Pixel art, i had zero pixel art experience before this (didnt know how to use aseprite or anything) however I understand it alot more now.
Im proud of the fact the game actually functions the way I envisioned it lol
I thought it would end up as some sloppy mess thats half-complete, however I managed to actually deliver a somewhat functional game albeit time restrictions 🙏
Made a demo of AI vs AI (both are gemini-3-flash)
I have uploaded images of both system prompts.
Checkout the video of agent vs agent interaction!
Of course the game is about user vs agent interaction, but it was a fun experiment!
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Made assets preload at the start of the game (before main menu) so the entire app doesnt freeze/lag when loading in assets.
Issues:
Going to implement a cool little mode where a different AI agent can talk with the banker AI for both testing and i’m very interested on it xd
Also implemented menu music, and removed old 3008 music.
Release upload soon!
Added music that plays when angered!
Changed default music to a bandlab tune :P angry music is tuned off that.
Fixed some bugs with the endings of the game.
need some main menu music lol
Uploaded video of gameplay + main menu so far! lil more polishing needed before release.
im tired so i might have a break then grind back on so i can get this shipped tonight before school starts again (holidays :p)
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Added pause menu to the game, I created more assets in Aseprite for it.
I noticed the paused is off center even tho its correct within aseprite xd
will look into that and patch it!
Bugs:
I’m looking to improve animations and some sprites before i ship the project!
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Hellooo, okay so I finished up adding a Main menu along with a Settings menu.
There are four settings available, API Key, endpoint url, music and disable typewriter.
Sliding animation in between Settings/Play as well.
Disable typewriter is broken currently, will fix next commit.
Will upload binary windows releases soon!
Created a quick save file for easy resetting/loading of saves! Looking into finding different music options to replace the 3008 music sometime soon!
Beta release:
https://github.com/officialmelon/bankr/releases/tag/Beta
You need an API key from: https://ai.hackclub.com/keys (dw its free)
After opening the app for the first time, you need to modify the settings.json in %APPDATA%/LOVE/bankr to add your api key.
Alternatively you can set an endpoint in their to point to a local server or different OpenAI completions supported service.
Fixed some bugs :)
Will design an icon later and do some polishing in the game, music from 3008. I need some calmer music and angry music when angered!
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Quick demo video of the game so far, implemented emotion (neutral + angry) and states (kick player out, reject them, accept them)
“Stole” some music from some popular games :p (with credit + freesound effect)
Created some very “good” pixel art finishes for completing the game (States) in aseprite.
Tried to make a web build using love.js however some very weird issue would happen when the game would not register keypresses? unfortunately no web build for now p;
Hoping to get game finished tommorow. Gotta clean some things (add a menu/settings) and hopefully get ai.hackclub.com support working.
I’ll upload the git repo tommorow!
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Created background and got animations for banker working, got AI logic working with back and forth responses. We render the background then banker, after we get desk rendered so the banker shows behind. I have never actually done Love2D before this, as i have always mainly done roblox dev (luau) so this has been a very different experience as to doing that.
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I created a new dialogue sprite, using Aseprite. Its kinda trash, im open to improving it in the future.
Managed to both draw and write text onto the sprite, after countless errors about utf8 chars and related stuff. For some reason previously the UTF8 kept corrupting showing this from the response. I tried two different libs however none worked :/ so we had to work on a manual solution manually fixing utf8 problems (mainly being characters like em-dash and quotes ruined it for some reason?) In the end i got claude to write a solution as I could find zero information on this problem (both on love github and on their forums)
Also got threads working so i can have the AI running without freezing the game.
Anyways im happy so far with it xD
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Upgraded Love2D to 12.0 so i can use built in lua-https library.
Refactored some of the codebase, started using git on it.
However there is a weird bug with some characters? (utf8 chars like em-dash and single quotes get corrupted for some reason? either https lib or the json parser)
Accidentally uploaded the same screenshot twice :P
Tommorow we continue working.
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created an awful looking speech sprite sheet for the banker, Along with getting some animation working for the spritesheets, need to clean up code and split to multiple files. Love2D isnt the “best” for debugging, however im probably just using it wrong lool
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Uploaded releases you can use now! Windows releases added in the git.
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First release! Added file/folder/text support over LAN.
https://github.com/officialmelon/meLAN/blob/Release/README.md
go check it out!
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I learnt how the OS interacts with USB devices and file speed as well, along with some data transfer. Also learnt directIO related stuff, learnt more about Rust syntax and mutables.
Initial release of usbd, i suck at rust tho. Used AI as help for how I was supposed to implement said stuff.
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Starting development of usbd. Will be developed in rust as it can be compiled and easily be cross compiled.
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