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ABN

@ABN

Joined June 10th, 2026

  • 13Devlogs
  • 6Projects
  • 3Ships
  • 30Votes
Class of '27
Canada
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5h 14m 26s logged

The Guided Sections

I have recreated the base content from the WarioWare game guide:

  • Title Screen
  • Lives System
  • Platforming Minigame
  • Clicker Minigame

My game puts a prehistoric twist on it, with a much more prehistorically accurate velociraptor than in most movies.

Next, I’d like to come up with an idea for a third minigame and implement that.

Also, the settings page doesn’t really exist right now, but that’s an issue for later.

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1h 11m 11s logged

FossilLog 3: Locomotive Engineering
Now I’ve made a working train that can go between stops, and is powered by the fossil fuel the dinosaurs drop. Simply go up to the train and click it with the fuel to power it and begin the journey!

Fossil fuel is good for more than that, though. It also works as a combustible to get up close and personal when the situation calls for it. Damage is scaled based on how close you are to a target; and don’t worry, it won’t damage the user.

The idea with this fossil fuel is that players will have to choose how they use their precious fuel. Will you power your steam engine to escape from danger, or will you fight back when that danger comes knocking (or biting)?

You might also notice the addition of a main menu. This will probably be updated, perhaps with something sinister lurking underneath the water… Let me know if you have any suggestions. This is a train game, but I’m sure I can figure out some way to get aquatic danger brewing.

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34m 18s logged

FossilLog 2: We have life!
I made a velociraptor that chases the player around at high speeds. I was also able to make some basic animations, including a slashing claw and an opening mouth. It even jumps when you do, or when it runs into an obstacle!

Something also happens when the dinosaur touches the death part - its body disappears and is replaced by fossil fuel. This is what will be used to fuel the train I’ll complete soon.

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58m 17s logged

FossilLog 1: Starting Studio

I’m beginning with the basics of making parts and scripts.

I found a tutorial online on how to navigate Studio and set up local variables. I don’t have much experience with Lua, but alongside some video help, I was able to make a script that makes a part set a player’s health to 0 when they touch it - perfect for obbies!

The video also suggested I try and make some dice, so I found dice textures from the Studio toolbox and put two cubes high in the air. Since these always start in the same position, their results don’t change, though. I know most programming languages have a random feature, so maybe that would work.

Anyway, these are baby steps. Next time, I want to try and get a whole train working. Wish me luck…

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44m logged

Looks pretty sketchy…

Introducing the MagSketch app, which comes with different colours, pen sizes, and even a colour picker (I’m pretty proud of that one).

Getting the canvas to work was pretty challenging, but there are plenty of guides online that really helped speed things up.

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Ship

I made a magnet-themed OS, with a red and blue design. I added a welcome window and a notes app, both of which can be dragged around. For some bonus features, I added the ability to drag the app icon, as well as an editable taskbar "To Do" item. The most challenging part of designing this was getting the icon for the app to be draggable without having the app open when dragged. I am proud of this OS, since I have limited experience with HTML, and almost no experience in combining it with JavaScript. To test it out, just head to the attached link (it's hosted using Github pages).

Try project → See source code →
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3h 9m 5s logged

What a drag…
I’ve updated quite a bit since the last devlog, so the windows are now draggable, closable, openable, all that jazz.
We also have some editability: the MagNotes app is up and working as a simple notepad, and the to-do list in the taskbar can be updated.
One app is a little boring, though, so I think we can step things up in the coming days. The end of WebOS 1 is in sight!

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1h 21m 7s logged

Are we sure we’re on task right now?

The bottom bar is ready, except for that to-do button in the centre. That can be made inputtable and working once I get a bit more in-depth on my JavaScript.

Right now, we have a window of content, the taskbar, and a nice screensaver background (this might be a placeholder, but I kind of like it).

Moving on to some clickability!

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55m 55s logged

Welcome!
I’ve made the welcome page for MagnOS, including the basics on what it does, and a little introduction to how magnets work. That’s the basic HTML and CSS, but JavaScript (a.k.a. the hard stuff) is yet to come.

If this pans out how I hope, I think the OS can really be a cool thing to mess around with, and I might even use the code for my personal productivity!

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Ship Pending review

I designed and made a maglev train at home, using simple fridge magnets to make it float above the track. The biggest challenge was getting the train to float even while not in motion, which required redesigns to add as much magnetic repulsion as possible. I am proud of making a functional design as a CAD beginner and being able to turn my half-formed ideas into something tangible. If you plan on printing these parts yourself, check the Github for magnet and STL info!

  • 4 devlogs
  • 2h build
Video of Project → See source code →
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25m 35s logged

It can fly!

I updated the Onshape and reprinted the train with five magnet holes and a new spacing pattern. This means that, at all times, there is at least three magnets’ worth of propulsion. A big improvement from the previous zero, wouldn’t you say?

You can see in the image below that the ends are elevated above the track. When hit with the launcher, it maintains its inertia to spin around at a stable height.

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20m logged

Printed the train, but it won’t float!

I’ve made a severe and continuous lapse in my judgement.

The train’s magnet holes are spaced the same as the track… which means each magnet of the train can rest in the spaces between the magnets on the track.

So if I launch it (using the handy popsicle stick launcher pictured on the right), it will seem to float while in motion, but then abruptly stop.

Back to the CADing board. ✌

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Ship Pending review

I made a macropad which makes it easier to CAD by having dedicated shortcuts for copy, paste, and undo! I'm proud of being able to create this with very limited hardware experience, and also being able to use my CAD knowledge in conjunction with it. A challenge was creating the CAD in Onshape, since I didn't have space for Fusion on my PC. The CAD can be checked out on the public Onshape, and the Github has all the associated code!

Video of Project → See source code →
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17m 1s logged

Want to try a maglev demo?

My CAD for the train now has a working public simulation!

The link to the Onshape is here; try dragging the train around: https://cad.onshape.com/documents/ca7f9dd15de26119312515e9/w/9644ee87d97acfb09d4b386d/e/605830fbe88ced165cf9d9ec?renderMode=0&uiState=6a370fd0e043ec08ef4c39ab

Let me know what you think! It’s time to get printing…

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29m 1s logged

I’m starting out with an Onshape CAD for my Maglev Train. I don’t really have a fully fledged idea here, so I might need to put some pen to paper in my next devlog!

I’m a beginner at computer aided design, and just got started with my school’s robotics club, so this might be a bit difficult for me.

There is a large community of people who are willing to help, though I am not affiliated with any design related servers as part of their administration or promotional teams. I just think they’re useful resources for anyone interested.

I hope to totally rework the CAD and get everything functional and ready to go soon enough.

Catch you later!

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