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Spaceccandy

@Spaceccandy

Joined June 4th, 2026

  • 17Devlogs
  • 5Projects
  • 1Ships
  • 0Votes
Heyooo!!! I'm Cindy a STEM enthusiast and highschooler. I love creating and tinkering with random stuff, and I like making stuff for the fun of it ;P
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34m 59s logged

Dev log #5

Testing
I didn’t code much but I just ran my program across multiple days, and tweaked the prompt to make the categorizer more accurate. I think I’ve tweaked it to a point where it correctly categorizes daily activities done on a computer, and rarely gives a incorrect status.

Updates

  • Added a examples folder to add training data along with a description for each image
  • Added more specific constraints to the prompt like if 3 screenshot are exactly the same, user is idle
  • Fixed the status if statement. Before it checked for the mention of the categories STEM, GAMES, STUDY, DOOM_SCROLLING, and MEETING, in that order. But now it checks the boxed phase for the category.

What’s next

  • (UX) Packaging this program up for others to easily run
  • (Data tracking) Track how much time a user spends in a certain category each day because people like to see data.
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58m 15s logged

Dev log #4

I did some looking into prompt engineering, and I’m realizing it’s tough. Sometimes the AI, mistakes things I’m doing and puts them in the wrong category. Ex, if I had Discord open, and a friend sends me a video, the AI would mark that under doom scrolling, even though I didn’t do it. I’m also trying to keep it simple because sometimes when I tell it something specific, it thinks all cases should be considered the same way.

Updates

  • Refined the prompt
  • AI now looks through 3 of the most recent screenshots to determine what I’m doing.

Issues

  • The AI still gets what I’m doing wrong sometimes.

What’s next

  • Have it just run while I’m using my computer, and check my status every once in a while, and refine my prompt based on what the AI reasoned.
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1h 2m 57s logged

Dev log #3

So I got it working!!! I tried it out in Discord for a few hours, and the AI usage limits is holding up well. I was about to switch to a different AI because there were usage limits, and I kept hitting it. I realized it was because I didn’t have to upload the images to the Gemini cloud. I just let my program read them directly. And I made it so it takes a screenshot every 2 minutes instead of 20 seconds.

Updates

  • AI now takes screenshots every 2 minutes
  • AI Processes screenshot, and depending on the response and prompt, changes the status variable
  • Connected AI to Discord program (Sends new status to bot after analysis)

What’s next

  • The AI isn’t the best at differentiating what I’m doing right now, but I’m also not sure how good it is. I need to find a way to stress test it and teach it what screenshots are in what category. This also includes doing better prompt engineering.
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52m 3s logged

Dev log #2

So I started testing out the AI here because I’ve never worked with it, and it wasn’t as hard as I thought it’d be. I decided to use a Gemini API, which I had to get from the Google AI Studio API Keys page. Then they also had a page somewhere teaching you how to use the API, which helped a lot (Gemini API help). The biggest issue I had was which model of Gemini I was using. 3.5 lite allowed more usage, and was the latest model that I could use.

Updates

  • I made a test file for testing the pyautogui to take a screenshot and save it.
  • Got a Gemini API key
  • Learned how to make a hidden file called .env(environmental variables) and gitignore(Put the name of files you don’t want to commit) to hide my API key when I commit it to my GitHub
  • Created a basic AI interaction with Gemini to take a text input, and an image input to generate a response.

What’s next

  • Tune the prompt a bit to generate the response in a specific format(Right now I get an explanation sometimes, and not others)
  • Connect this to the application display I made last time to show what I’m doing right now.

Check out the code below to see how my simple AI interaction works.

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24m 51s logged

Dev log 1

This is the start of a mini program I’m making that’s going to track my activities on my computer to give me an incentive to be productive! So below here I have a plan of what I’m trying to build, and it seems I’m going to have to learn about using APIs, communication between different local programs like IPC.

I’m not sure how to track the time I spent planning so I started a bit of code to log this.

Development

  • I had to make a app in discord to act as my status display, and this gave me a app ID
  • Then I got a test script and tested to see if I could connect my script to the app using app ID. I had to install the pypresence plugin, which is how, python can communicate with discord.

What’s next

I have to figure out what AI I could use, and learn how to incorporate a AI in a python script.

I’m calling it Nozi bot for now because it sounds like “nosy” and it’s like tracking what you’re doing for your nosy friends.

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2h 36m 46s logged

Dev log #6.2

> UI overhaul

So I made new custom windows for the Inventory and trade windows in the menu. It’s crazy to see how far the UI has come.

I also fixed the crazy lag there was. Turns out, even when you are in the school, clouds, and buildings were generated in the back with the parallax effect. It was really process-intensive. I got rid of that and made it so the foreground stops generating when you are inside the school.

Also, I just want to say I created the custom windows myself using Kirta. The image above was like a quick mock-up.

Updates

  • New Trade window UI
  • New Inventory window UI
  • Lag was reduced

What’s next

  • Rework Code architecture
  • Redo the story progression
  • Fix the battle menu UI
  • Instead of displaying answers to the trivia in the notes, make it actually unlock information that you learn from the story.

I want to do a bit of code architecture rework because I made the base game with a lot of AI, and the code is really hard to manually edit, which I need to do a bit of. So I’m going to rework the code and turn a lot of the UI into classes, so it’s easier to implement things that are a bit more specific than the AI could manage. AI is ofc a good learning tool, and good at creating something that “works”, but all that inefficiency is catching up to me.

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Ship

So I’ve created my own personal portfolio website where I can display projects I’ve made, and things to know about me that I can share with others!

I really like how it came out. This was a great opportunity to learn about how HTML, CSS, and JavaScript comes together to create the websites we see and interact with every day.

I’ll be adding more and updating this website as I create more!

Try project → See source code →
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38m 59s logged

Dev log #4

I’m doneeee!!! I’m so glad I finished my own portfolio site. It’s just what I wanted to make. I finished filling out basic about me, events, and projects! I’ll be back and add more projects as time goes by, but this was fun.

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2h 13m 48s logged

Dev log #3

I made the layout for the events/ activities section to show (time - activity name - description). I also added a contacts sections because I think that’s important. So, almost everything is done, I just have to actually put down information about me now!

Updates

  • Event/ Activities layout system
  • New section header decorations
  • Contacts section

What’s next

  • Filling out the information and ship!!!
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1h 15m 10s logged

Dev log #2

I got the project display system down basically. I can put images, titles, and a description for each project. When I click into it, I can make another page with more info! I also added a sticky nav bar on top, so it’s still easy to navigate to different sections.

Updates

  • Project blocks (Thumbnail, title, description + learn more button)
  • Sticky navigation bar on top, only when the island navigation is out of sight
  • Text sizing, making sure the website looks normal on all window sizes.

What’s next

  • Working out the event base/ layout
  • Actually filling out the about me
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3h 37m 21s logged

Dev log #2

I’ve finished the 3d models for the page navigation! And I finished the navigation system. Now I can click my icons to navigate to that section of the page.
Also shout out to @Max_, my layout was inspired by them 👍

Updates

  • Modeled navigation button icons
  • Hover to highlight, and scale up a bit
  • Press to navigate to the corresponding section

What’s next

  • Creating the project by project system for the project section.
  • Creating a mini navigation bar on the side too, so you can easily navigate to that section while already being down the page.
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3h 11m 5s logged

Dev log #1

I’ve wanted to make my own personal portfolio site for a while now, and I never got to finish it. Now I’m coming back to this project, and using new knowledge I’ve learned to create a new, cooler site!

Update

Today I did some planning, and created a layout of what I wanted to build. I also started on the 3d model of the home page interactions.

  • Home Big letters of my name, 3 buildings that act as the buttons to navigate to that part of the page(I plan to 3d model it and turn it into pngs)
  • Projects Quick overview of the project, title, and click it for a deeper dive?
  • About me My hobbies, inspirations, ect.
  • Activites/Events Things I’ve evolved myself in, or I’m currently taking part in like Robotics.

What’s next

  • Finishing up my home button interaction pngs
  • Start coding, and creating my portfolio site!
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1h 28m 22s logged

Dev log #6.1

> UI overhaul

So I didn’t like the basic buttons and UI I had. The game didn’t feel personalized, so I did some hand drawing and using a digital art program, I made some new UI to be placed into the game. This is only log #6.1 because there are a lot of assets in this game that I also wanted to rework. I spent a lot of time planning, drawing, and digitizing the Icons and UI, but the time logged is only the time it took to vibecode it into the game.

Updates

  • New menu button UI
  • New pulls window UI
  • Currency ICON gumballs(finally)
  • Custom X button icon
  • Rework of card design

What’s next

  • New NPC sprites
  • Battle UI update
  • UI interaction upgrades
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4h 0m 14s logged

Dev log #5

The focus of this log was to make the game more fun. New battle mechanics and features, and well as minor tweaks to either the sound system, or other sub systems.

Updates

  • (Sound) Now there is a 10 second background music loop, a battle music when you que into battle, a achievement ding sound when you finish a special battle, and a jump sound for the player.
  • (Settings) The setting menu actually has settings now. You can change the volume of the music and toggle on a new game mode that adds keyboard shortcuts for easier game play.
  • (Trading) Additional tabs called knowledge cards and cheat sheets when you press trade. For the cheat sheets, it’s a rotation where every real life 20 mins it changes what sheets you can buy.
  • (Combine System) I realized, when have enough gumballs, and start pulling for the rarer cards you get a lot of dupes. So now there’s a new special NPC that lets you unlock the merge system. You can combine 4 knowledge cards of a rarity, to get a random card of the rarity above it.
  • (Battle System) Enemy health has been increased for more difficulty, and certain bosses have special attacks that can enhance their damage or reduce yours. These attacks incorporate simple questions; answering correctly results in critical damage. Additionally, players can boost damage through synergies, as having duplicates of a subject increases overall “Mastery” and subsequently damage across all relevant cards.
  • (UI) Text misalignments causing longer phrases to clip have been fixed. Additionally, the amount of gumballs will now be permanently displayed on the screen, not just in the menu.

Issues

  • No major issues
  • UI is messy and not uniform

What’s next

  • Do a UI rework, and make everything look more uniform.
  • Minor tweaks for the final version if needed.
  • Find a way to create a web or shareable version

So close to finishing!!!

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5h 7m 43s logged

Dev Log #4

The focus of this dev log is the introduction of the story progression system, and bring back the battle system. Now in addition to fighting randomly generated enemies, you can find special NPCs that progresses the story when you interact with them.

Update

  • (Story Progression) Now starting from the school, special NPCs with arrows on top of them will show a dialogue screen when you interact with them. Sometimes they’ll give you an item, sometimes they’ll battle you, and other times nothing. With this comes with a objective box on the top right side of your screen so you know who you should look for next. And the trading menu will be locked until you take to a certain NPC.
  • (Map tweaks) Minor changes to the map, and a new layer of buildings in the back to make a parallax effect. There are also clouds now.
  • (Cheat sheets) When you open the battle menu, there is a new option that’s the cheat sheets. Cheat sheets are support cards in battle that could restore your energy, give you extra damage, ect.

Issues

  • There’s no music, it’s very boring.
  • The UI could use a bit more tweaking, there are windows overlapping each other.
  • The battle system needs to be reworked. It’s too easy to beat right now. You just spam attack, not too much thinking.
  • There’s no other way to get cheat sheets. I have to figure out a system to obtain them even after you beat the story.

What’s next

  • Tweak the battle system. Make the enemy do more damage, and give them more health. Also I should do research on what makes games like Pokemon fun to fight.
  • Update the UI, make it look more clean and uniformed.
  • Add music and sound effect when you interact with a NPC, jump, ect.
  • Rework the trading menu/ system.

The image attached below shows some of the character NPCs, and some other menus you might see in the game right now.

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1h 57m 44s logged

Dev log #3

This time I mostly worked on map generation, and player interaction with the environment. I ran into a lot of issues especially with the platform collisions. I had to go back and forth with the AI a lot to get what I have right now.

Update

  • (City Section) The game now starts with the buildings we see before, and the jumping on to platforms layering problem is somewhat gone.
  • (School section) Later on the map, you encounter the school. When you enter, the screen zooms into the player, and everything is scaled up. Inside the school there are currently idle PCS(just stands), and a moving NPC(moves back and forth randomly.)
  • (Battle system) Battle system starts you with 100 energy, and every card is assigned an energy usage. This means, in addition to picking the right attack to do most damage, also consider how much energy you’re using. New rest button that allows you to wait out your turn and gain back energy. The difficulty is a bit low right now, but it’s just for testing.

Issues

  • The platform collision settings are still off. You can jump onto the platform if you’re in front of the building and you clip through. Sometimes when you jump on a platform and behind a building you show through? But these are minor in terms of game play so I might just move on and see if I can fix it a different time. I might have to plan, and derive the logic myself, then prompt it to the AI.
  • The current sprites are bit inconsistent in style.

What’s next

  • Map is basically done, just need to do some retexturing. I’m gonna continue the hand drawn feel, and draw and transfer my paper sprites into the code
  • Bring the battle system back, and add NPCs you can fight with in the school and give them a sprite
  • (Introduce storyline) Add special NPCs that progress the story and gives you new dialog

A picture with my planning is shown below along with what the game looks like right now on the right. I planned this out in Figma, it’s pretty useful for planning like this!

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1h 51m 7s logged

Dev log #2

update:

  • New jumping sprite/animation
  • Introduction of subjects to battle system(3 different type of enemies, and each weak to a certain subject)
  • New map generation, added buildings, trees, and fences
  • Elevated platforms that you can jump on are introduced.

Changes that need to be made:

The map generation definitely needs more work. I need to fix the clipping problem, and readjust the size variation limits of the assets. Sometimes the trees or buildings also generate WAY too close. There also need to add a way to get onto the platforms or increase the jumping height.

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