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xFN10x

@xFN10x

Joined May 31st, 2026

  • 31Devlogs
  • 4Projects
  • 1Ships
  • 7Votes
#2 java glazer in hackclub

https://xplate.dev
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8h 31m 16s logged

devlog 2, again

i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did

yea i thought i said this last devlog, but cleaned more code, and redid most of the program again.

Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements.

Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later.

Time to do some ui!

(also i did more code cleaning, and i renamed a ton of stuff)

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5h 56m 33s logged

devlog 1

Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER.

I expect to be doing a bunch of code clean, now that I have even MORE experience with java.
For release a2.2, I’m planning structures, but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on.

I also MIGHT continue on the android version.

slack channel for more updates

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3h 31m 26s logged

devlog 20, normal time now

vid link: https://youtu.be/H_7fsU2BupI

alright, im probably gonna ship soon. so i focaused on some touch up features.

recipes

everything has recipes now, even adding the finiranium sensor recipe that i forgot last update.

summaries

everything also has shift summaries, so now people can actually learn how to use the mod

I also added Nether Glass, right now it’s only used for the chunk detector recipe, but it will be able to block end sickness later on.

I’ll be mainly prioritizing my other project https://stardance.hackclub.com/projects/336 after this ship, but ill probably work on this a bit more.

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7h 27m 10s logged

devlog 19… these features are quite difficult to fine tune

video cause stardance doesn’t work

alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…)

The chunk detector is finally done!

Now you can drop a log in, and try to catch that person stealing your diamonds every night!

formatting and other things aswell

I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger.

devlog 18… these features are quite difficult to fine tune

alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…)

The chunk detector is finally done!

Now you can drop a log in, and try to catch that person stealing your diamonds every night!

formatting and other things aswell

I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger.

oh yea stress

The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it.

oh yea stress

The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it.


now ill add a feature to obfuscate a players skin if they are invis.

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8h 55m 34s logged

devlog 18… 9 hours 😅

ok so i normally would have devlogged after i got the ui done… but this ended up taking more time than i thought…

I finished the ui of the log, it took most of the time, and i also kinda did everything…

ui is done, i added some helpful utilities for loggable blocks, you can log things, omg this took so long, but there is really nothing else to say 😔..yet there are still a bunch of random things i need to fix

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2h 54m 38s logged

devlog 17 or 16, im tired

alright, i put the chunk detector aside, and ive done a bunch of work on logs. Mostly just me trying to figure out how the hell Create’s menus work because they have no dev wiki 😔…

anyways, the log now has a texture ive done twice trying to figure out how to make it look like a piece of paper, and i also make a screen; (ignore how its using the old texture.)

The log is gonna be usable between different blocks as i said, and each entry is gonna have a target player or entity, message, and timestamp. And i might also add the source block.

I also forgot that i forgot to add a recipe to the finiranium detector…

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1h 52m 49s logged

starting to work on the Chunk Detector.

I’ve started adding the new block, the Chunk Detector, which will log entries and exits of each entity in a chunk. It will log these in a new item, the Log. You will be able to use it to see different timed events of different blocks, like the Advanced Sight Sensor when i add it.

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2h 34m 16s logged

Alright, I randomly decided to make this program so i could learn a bit of C++, and because my brother suggested this.

Im using Dear ImGui, and SDL3. This program will let you use your mouse as a virtual joystick.

It will also let you intercept an existing controller, so you could use some other software to map the keyboard to a controller, then intercept it with your mouse to add smooth aiming

In 2h 30m, I have… a window with nothing…

(NMouseJoy stands for “Native Mouse Joystick”)

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3h 15m 41s logged

á la de vlóg numero quatre

(devlog 4 in extremely broken & incorrect spanish and latin.)

Rooms. I have implemented the room system, its pretty basic so far, but already pretty versitile. I have two test rooms now, testing out room exits, and even an exit in a pit.

I also actually finished the area name animation, and the sound effect. I actually made the sound effect over a year ago, and almost forgot about it.

Now I might start doing more ui stuff, and a title screen or something.

I also might try to start making the first real room in the game, to really try to show the art style. And to learn more about 3D modeling & Blender.

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4h 4m 57s logged

devlog #2 & 3

(devlog 2 didnt work, so this is both of them.)

#2

I’ve finished the basic animations, falling, jumping, idleing, walking, and landing. I also improved the state machine so the animations feel fresh. I made it so that the animations are fully automatic, so i don’t directly change the animation, and its all blended together. Next im gonna tackle some room stuff.

#3

I have started tackling some room stuff. Before, i was testing in a scene with the room, and all the other stuff. Now, they are seperate.

In Godot, i can run the room scene, and it automaticly loads the player, GUI, and other stuff, thats in another scene.

Ive also started implementing areas, so far ive created an area resource, that holds a name. When you enter an area, it will show the name of it like a dark souls game.

Also, the cool detail under the name is the 2nd image asset i’ve made for the game.

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2h 28m 21s logged

#1

I’ve added some more animations, of which i’ll probably improve later. Idle animation, Walking animation, Falling & Jumping are the animations so far. Tommorrow ill probably add more, and make the animation state machine better.

You can hear some music in this video, its one of the many songs i’ve made for this game already. It’s my favourite which is why it plays here. The game is gonna have a interesting song system; I won’t spoil it yet but just beware.

(edit: bro why cant this just be like gh markdown where linkbreaks are automatic 😔)

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2h 6m 19s logged

Not even sure if im actually gonna finish this game here, but for a while ive been trying to make this game. First in unity, now in godot. Its been hard for me to feel inspired to make this because I was struggling to figure out how to implement the main character.

This game is 3D, but it will have 2D characters, so i was trying to figure out how to actually do this in godot, since 3d & 2d are seperate.

  • At first the game was fully 2d, so i had a character that was rigged up and stuff… that i deleted because i decided to go 3d.
  • Then I tried making the player in blender and using that… but im quite inexperienced with it, and im not sure how i would do animations.
  • THEN I made the player a 3D sprite, and attempted frame-by-frame animation… but with vectors, and a mouse, that was quite hard.
  • Finally though, I ended up using a viewport, so now i can have a 2D scene as the player. So now i can use 2D rigging.

I have a new rig now, and i’ve setup IK, so now im actually onto the animating step!

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4h 0m 2s logged

i swear ive made this devlog 3 times already…

The mod is now on modrinth, and curseforge.

I would reccomend trying it out, as i want to make sure its balenced enough for its beta.

Now that its on modrinth, I’ve been working on some updates. Currently im adding the Finiranium Sensor, whichs shows you when Finiranium is nearby; (ignore the debug outline in the screenshot.) Im also planning on adding the next blocks & items before the beta:

  • Chunk Detector: Detects when Players/Entities enter a chunk
  • Advanced Sight Sensor/Laser Diode
  • Keycard stuff
  • Smarter Observer (wip name): Logs players’ interactions with a block
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2h 19m 7s logged

Progress is going faster than before now that im using Rider now,

I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating.

Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…

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38m 36s logged

Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them.

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1h 30m 9s logged

con-figured i should make some more configs before first version

I’ve made a bunch of configurable options, there are definity more i could add, but this is good enough for the first alpha version. Now i just need to finish the modrinth page, and add a readme.

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3h 33m 11s logged

recipes, recipes, come get your recipes here

now everything has a recipe! ive also added some more items to make these recipes more intuitive. Ill try to show some recipes in the attachments. Next im gonna make a server config for stuff like end sickness, and then im gonna raise the default for end sickness to make it a bit easier to avoid.

ill release an alpha version for testing soon, its not gonna be my ship though.

(also, the missing texture thing are the empty finiranium goggles, idk why they dont work)

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