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magali

@magali

Joined August 12th, 2026

  • 11Devlogs
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Just a handsome libertarian chap
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1h 22m 40s logged

I took the ZeroScript architecture, stripped out all the Roblox and MCP stuff, and rebuilt it as Xraps Maths – a browser extension specifically designed to tackle Sparx Maths homework.I made it work with both Gemini and DeepSeek by creating separate provider adapters for each, so I can choose whichever AI I prefer.I built a background service worker that handles screenshots and cross‑tab communication, so Sparx can send a question to the AI tab and get the answer back.I added a “Solve this question” button on Sparx that captures the visible question and automatically sends it to the connected AI.I wrestled with connection issues and retries, so I added robust retry logic and a short delay to give the AI page time to load before pasting the screenshot.I set up a broadcast system that syncs the answer across all open Sparx tabs, so every panel updates instantly when the AI responds.Finally, I optimised the speed, reduced the paste delay, and fixed the UI so the answer appears on Sparx immediately – no more switching back and forth to see if it worked.

(credits to my friend’s account)

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34m 21s logged

So I’ve been building this browser extension called Xraps Maths it’s basically a sidekick that helps me solve maths homework without having to copy‑paste or switch tabs like a maniac.I started with some existing code from another project (ZeroScript) but stripped out all the Roblox/MCP stuff because that’s not what I needed. I kept the smart bits the provider system that can talk to different AI websites and reshaped it into a maths‑solving assistant.What’s already working:I can load the extension into Chrome, and it pops up a little panel on Gemini and DeepSeek.I click “Start”, it injects a system prompt that tells the AI to speak in a special format (with ###XRAPS_ANSWER### blocks).I tested it with something like 3x + 7 = 22 and Gemini actually gave back the answer in the right format so the communication works.There was a bug where the panel got stuck on “Reading answer” even though the AI had already replied but I’ve been tweaking the DeepSeek adapter to fix that (I updated deepseek.js myself).Now I’m pushing it further:I want the extension to also work on Sparx Maths that’s the site where I actually see the question. Instead of making myself copy the question and paste it into Gemini, I want a single button that:Takes a screenshot of the visible question on Sparx.Automatically sends that screenshot to whichever AI I have open (Gemini or DeepSeek).The AI solves it and sends the answer back.The Xraps panel shows the answer + working, right there on Sparx.So I’m basically building a bridge: Sparx → screenshot → AI → answer back to Sparx, all without leaving the page.The new stuff I just added:A background script that does the screenshot magic and talks across tabs.A Sparx‑specific provider that adds the “📸 Solve this question” button to the panel.Cross‑tab messaging so Sparx can ask Gemini/DeepSeek to solve a question and wait for the answer.What’s still a bit sketchy:DeepSeek doesn’t support images, so screenshots sent to DeepSeek will fall back to just the question text (which might still work for text‑based questions).The Sparx DOM is unpredictable the selectors I used might need tweaking if Sparx changes their layout.The answer parsing bug I saw earlier might still bite me (but I’m already on it).Overall vibe:I’ve got a solid foundation the AI providers work, the panel shows up, and the screenshot pipeline is set up. Now it’s about testing it on real Sparx pages, ironing out the rough edges, and making sure the answer shows up cleanly.I’m basically building a maths‑solving cyborg that lives in my browser pretty cool, honestly. 😄

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Here’s a version that sounds much more natural, conversational, and written in your own voice:

What I Made
I built a personal portfolio website from the ground up to bring everything I do into one place—my background, my political and economic essays, and my engineering projects.

Visually, I wanted it to have a specific atmosphere. It features a fixed, animated space background paired with sharp yellow link highlights and carefully tuned text shadows so everything stays super readable. I also added a smooth, continuous CSS spin animation to a decorative element in the corner, and set up clean internal navigation so people can effortlessly jump between my biography, written work, and hardware repos like the SCOUT Recon Rover.

What Was Challenging
Nailing the Contrast: Putting text over a dynamic, moving space background is tricky. I had to spend a lot of time tweaking opacity, colors, and text shadows so the essays didn’t strain the eyes and remained totally crisp to read.

CSS Positioning & Layers: Getting the absolute and fixed positioning right—especially layering the animations correctly with z-index so nothing broke—took some heavy debugging.

Bringing It All Together: Fitting so many different worlds into one page (from hardware robotics to deep political manifestos and religious analyses) without it feeling cluttered or disjointed was a fun structural puzzle.

What I Am Proud Of
Total Ownership: I drove the entire vision, designed the look, wrote every single word of the essays and bio, and built the code myself (using AI just as a quick reference and debugging tool).

The Vibe: I love how the site actually feels like an extension of who I am—it balances a structural, engineer’s mindset with some bold, distinct stylistic choices.

Unifying My Work: No more leaving essays lost in Google Drive folders or code hidden away in random repos. Everything now lives in a clean, professional hub ready for anyone to explore or collaborate on.

How to Test It
Check out the Code: Head over to my GitHub (https://github.com/SamiMagali) and look for the my-personal-site repository.

Test the Navigation: Click through the internal links (#about, #politics, #projects) to see how smoothly it flows from section to section.

Stress-Test the UI: Have a look at how the animations run, check if the corner element spins smoothly, and see how the text holds up against the background across different screens.

Try project → See source code →
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25m 11s logged

I worked on the ending of SCOUT: Recon Run today.I added a proper mission-complete state so the game knows when the player reaches the objective instead of just letting them keep driving around.I also added a completion screen with a short celebration effect and sound, and started working on making the game return to the menu afterwards so the player can replay the mission.I had a few issues with the UI overlapping the rover and the different game layers, so I had to experiment with where things were drawn in the main game loop.It was a small change, but it made the game feel much more like an actual complete mission rather than just a rover driving around a map.

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What did you make?

I made SCOUT: Recon Run, a small demo game based on my SCOUT Recon Rover project. I wanted people to actually be able to experience SCOUT instead of just looking at the rover and reading about it.

The idea is basically to let you explore the concept of SCOUT for yourself and see what it’s like through a game.

What was challenging?

Honestly, getting everything to work together 😭. I had to design the game, work out the mechanics and fix a bunch of random problems along the way.

I also wanted it to actually feel connected to the original SCOUT project rather than just being a random game with the SCOUT name slapped on it.

What am I proud of?

I’m probably most proud that I actually finished something people can play after the Maker Challenge.

SCOUT started as a physical rover prototype where I was trying to get the tracks, sonar and software working together. The physical rover wasn’t fully finished, so making this demo afterwards was a way for me to keep developing the idea instead of just leaving it there.

Also… I made a game. That’s pretty cool considering I hadn’t originally planned for SCOUT to become one 😂

What should people know so they can test it?

Just play it and explore lol. It’s meant to be something you can figure out yourself rather than needing a massive explanation beforehand.

Have fun with it :)

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3h 58m 56s logged

I FINISHED THE GAME

I finally finished the SCOUT demo game.

The idea was to take the original SCOUT rover project and turn it into something people could actually interact with instead of just looking at the physical prototype.

The game now has:

  • A playable SCOUT rover
  • An objective/mission system
  • NPC characters
  • Dialogue
  • A medicine delivery mission
  • Pixel-art characters
  • Sound effects
  • Confetti and a mission-complete screen
  • PC controls
  • Mobile touch controls

One of the harder parts was getting the controls to work properly on both PC and mobile. I originally had the dialogue working with keyboard input, but getting tapping to work reliably took a lot more debugging than I expected. I ended up using pointer events so the same input system could handle mouse clicks and touchscreen input.

I also had to make the dialogue UI adapt to different screen sizes. On mobile, the text box needs to be smaller and the text needs to wrap properly, while on PC there is more space available.

This was also my first time making a proper playable game around one of my hardware projects. A lot of the work wasn’t just writing the game itself, but connecting all the different systems together so that the game actually felt like one thing.

It’s finally playable now, so I’m going to move on to testing it on different devices and fixing anything people find.

🔥

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36m 49s logged

First SCOUT Game Prototype

This was the first version of the SCOUT game simulator.

At this point, I had the basic SCOUT rover moving around the screen and some simple walls to drive around. The idea was to make a small digital version of the rover so I could experiment with how SCOUT would actually work in an environment.

It was pretty basic at this stage, but getting the rover movement working was an important first step. From here, I could start building the actual environment and eventually add things like objectives, characters and missions.

This was basically the starting point for what eventually became the full SCOUT demo game.

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