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DaintyDust

@DaintyDust

Joined June 11th, 2026

  • 31Devlogs
  • 3Projects
  • 5Ships
  • 86Votes
Ship Pending review

I created a game thats hugely inspired by “Stickman Hook” by Madbox. I always played this when i was younger, so i tried to make it in roblox.

Even with 3-4 years of experience making roblox games, the swinging and bouncing where hard to get right. The physics didn’t feel like the original, but after some trial and error i finally got it right. And for a while the player kept sticking to walls and bounce pads. After I figured that out it went pretty smooth, just a few bugs here and there.

Sadly roblox only allows games to be published for under 16 once your game reaches 250 visits (or you pay 50k robux), so thats why some people can’t sadly test the game (yet?). For the people who can’t i uploaded a demo video on youtube.

Blox Hook gameplay video on youtube

Or play it here: https://www.roblox.com/games/115240211962865/Blox-Hook

  • 11 devlogs
  • 37h
Try project → See source code →
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7h 14m 7s logged

My last post before shipping.

I did alot of bug fixes, such as sticking to a wall of floor when swinging. and a really annoying bug which took me ages to find out. apparently roblox only allows 30 highlight in the same game, otherwise they won’t be rendered. i didn’t know this so i was troubleshooting alot why it didn’t work. I solved it by only adding the highlights to the levels that where currently loaded.

I added sound effects to make the game sound more alive.

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5h 5m 21s logged

Added IkControls, these allow you to control the movement of the arms and legs, but keep the natural movement of the joints. so a arm can only move in a way a arm can normally move.

This makes it look like the player is actually grabbing the string. instead of floating in the air.

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1h 37m 6s logged

added a way to pauze the game.

in the beginning it was quite tricky because when you where already swining the momentum carried on even when your body was anchored. so that caused the camera to still move in circles.

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4h 23m 10s logged

updated the level loader to be more reliable. sometimes it bugged and caused nothing to load, that has been resolved.

now you can only play levels that you have unlocked, you can unlock a level by completing the previous one.

also added data saving and loading, you can now join and leave the gaming with your data being saved. i also display it in the playerlist

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3h 15m 21s logged

Added death detection when falling to low or going to high in the map.

Also added the finish. it slows you down and gives you options to restart or go to the menu. (the buttons don’t work yet)

also designed the UI for the main menu

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2h 6m 3s logged

I made the bouncers work!

I wanted a bounce animation for the bouncer. but instead of just changing the size i decided to use the editable mesh.

A editable mesh is basically a mesh that can have “bones” and those bones can move individually to control how the part moves.

So i added a bone that moves up and down to make a little bounce animation.

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3h 13m 16s logged

I began with adding a 2D camera, and disabling movement in the Z direction.

after that i began with the actual grappling system.
I did this by checking which hook point is the closest to you and then creating a attachment. then with some math (sin and cos) i added a swinging animation

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Ship

In the reviews on my previous ships, people gave me alot of feedback on things that were missing or bugged, So i fixed most of them this update.

First people asked for a for a fill tool.
Secondly a few people pointed out that in a low grid size the paint page was really laggy.
Lastly people mentioned that the mobile version was pretty bad.

Try out the paint page at: https://daintydust.dev/paint
Check out the site at: https://daintydust.dev

  • 3 devlogs
  • 3h
  • 14.51x multiplier
  • 44 Stardust
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1h 11m 31s logged

Fixed the lag on small grid sizes by rebuilding the paint rendering by doing these changes:

  • Drawings are now cached on an offscreen canvas and rendered via a single drawImage() call every frame instead of running 30,000+ fillRect() calls per second.
  • Grouped pixels by color to avoid expensive canvas context switching.

maybe still needs some work, but its already alot faster for things like text rendering

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1h 11m 48s logged

I added a fill tool, this was pretty hard to do since there are some complicated calculations that needed to be made.

So for the really hard calculations i used forms online and a bit of AI

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Ship

I added a sandbox page so people can play around with the text and pixel colors since alot of reviews like that! you can access it at https://daintydust.dev/sandbox (or press “ctrl+/” on any page to popup the commands menu

But I didn’t find that enough, i wanted more. So a friend of mine suggested making a kind of paint program where you can draw pixels, shapes and text!

  • 3 devlogs
  • 12h
  • 7.38x multiplier
  • 86 Stardust
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3h 41m 40s logged

added a text tool to my paint page, you can now add text in different sizes. this was pretty easy to do since i already had a system to display text on my homepage, so i reused most stuff for that

also added a tech stack to my portfolio, so others can see what languages i can program in.

and I fix a bug where the electrons wouldn’t follow the grid when changing the grid size.

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6h 12m 23s logged

Added a page to paint the pixels. https://daintydust.dev/paint

you can use tools like: pencil, brush, rectangle, circle, eraser.

or change the brush size or grid size.

At first i thought it was pretty easy since i already had a working grid system that could display text. But after alot of trial and error i managed to add the first pen tool. After that was done it was pretty easy adding the other tools

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1h 48m 10s logged

Added a sandbox page so you can play around with the text and colors and stuff. you can also do this by pressing “ctrl + /” on any page.

Also added a projects widget so you can easily go to my portfolio from the homepage

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