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Mouse

@Mouse

Joined June 1st, 2026

  • 29Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
random rodent yapping on abt random stuff.
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4h 3m 22s logged

Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes.

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1h 8m 30s logged

Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed.

note: the to-do list is removed since from this point onwards solely new features will be added.

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4h 4m 7s logged

Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother.

To-do:
 - Remove blurs and symlinks as separate programs
 - Update extension used
 - Update README
 - Create a CHANGELOG.md file
 - Add compatibility for different screen sizes
 - Optimisations
 - Achievements
  - Tab
  - Notifications
 - Blur incorporation as a custom setting
 - New game mechanics
 - New levels
 - Compile and publish a new version

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3h 26m 22s logged

Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons.

To-do:
 - Remove blurs and symlinks as separate programs
 - Update extension used
 - Update README
 - Create a CHANGELOG.md file
 - Add compatibility for different screen sizes
 - Compile and publish a new version
 - Optimisations
 - Blur incorporation as a custom setting
 - Achievements
  - Tab
  - Notifications
 - New game mechanics
 - New levels

note: the image in this devlog is the screen during a failed attempt of adding compatibility.

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4h 14m 53s logged

Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order).

To-do:
 - Remove blurs and symlinks as separate programs
 - Update extension used
 - Update README
 - Create a CHANGELOG.md file
 - Compile and publish a new version
 - Optimisations
 - Blur incorporation as a custom setting
 - Achievements
  - Tab
  - Notifications
 - New game mechanics
 - New levels

note: the new version bullet point will stay uncrossed until Stardance ends.

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2h 29m 49s logged

Updated the README in terms of formatting and content, which means that now I can start working on the actual game.

To-do:
 - Remove blurs and symlinks as separate programs
 - Update extension used
 - Update README
 - Create a CHANGELOG.md file
 - Compile and publish a new version
 - Optimisations
 - Blur incorporation as a custom setting
 - Achievements
  - Tab
  - Notifications
 - New game mechanics
 - New levels

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1h 53m 37s logged

Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one.

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1h 46m 30s logged

Worked on fixing several bugs in the README (list indentation, non-HTML lists staying unrecognised, sub-elements possessing different margins) and finished the guide. There isn’t anything left to do other than add images of the final product as well as a video, but since that can’t be done yet, this’ll be the last devlog for a while.

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1h 46m logged

Added the keycaps to the 3D mockup. Finding them was kind of a pain, since I had to reference the Stream Deck to Google Lense the DSA keycaps (when it turned out that it was in the parts list). Finished the credits section in the README too, and now I have the guide left.

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1h 23m logged

Added 4 of the M3x16mm screws to the CAD mockup. Worked on the images and added a list of parts+tools needed to build the numpad for yourself. Fun fact, the screws were VERY hard to find since on popular sites like GrabCAD, there were no appropriate screws (either incorrect driver heads, head shape, dimensions or missing threads). Eventually managed to find a suitable model at McMaster-Carr.

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2h 6m logged

Finished adding all of the production files (CAD, PCB stuff and firmware) and worked on the README (including most of the images except the actual photos which were included in a new assets folder). Turns out there was a bunch of stuff I forgot to do, which includes but isn’t limited to: a guide, screws in the mockup, list of parts and several more README touch-ups.

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1h 32m 1s logged

Updated the README and added placeholders for future renderings after the firmware is completed. On that note, the QMK setup was completed and the firmware (keyboard.json for the layout and keymap.c for the keymaps) was built. All that’s left is polish that I’ll complete next session.

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1h 46m logged

Organised the files needed for shipping the project, installed the QMK dependencies and created a repository for the project. This step took a while since OneDrive was clashing with Git, causing rested repositories and requiring a clean sweep of the .git folder.

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1h 36m 2s logged

Added a USB-C cable to the mockup. The alignment needed some fiddling with since apparently a USB-C port is a rounded rectangle where the radius is <1/2 of its height, but the connector has the radius equal to 1/2 its height, creating a capsule shape. I should now be able to start on the firmware.

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1h 49m 2s logged

Finished organising all sheet bodies and normal bodies in the PCB directory. I unioned an insane quantity (e.g. the XIAO had ~30 bodies), but sheet bodies (and non-contacting bodies) are not able to be unioned, hence the organisation required. I should be essentially done with the mockup (a few finishing touches left) and I might be able to start on the firmware.

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3h 58m logged

Added the PCB to the mockup. This took quite a while, since the first time I tried it, I found out that due to the 0.1 mm grid I was using, the spacing of the keyswitches was 19 mm instead of the default (and correct to real life) 19.05 mm. This had to be painstakingly adjusted due to the fact that each row and column had to be moved up/right by its 0.05(ID-1) mm. All of the traces (but luckily none of the components (other than the keyswitches of course (and the diodes too (this leaves just the XIAO, could’ve just said that))) due to the fact that the XIAO is in the bottom left (hence the movement towards the top right)). I found a few other minor misalignments of pin heights and trace heights (widths too) in the process. The width and height of the PCB then had to be adjusted (Edge.cuts in KiCad and the variables in Shapr3D). When I finally began aligning everything again (by using the align tool on SW0’s large pin hole and an alignment cylinder made on top of the plate), I found out that there had to be a gap between the PCB and the plate due to the unorthodox 3 mm plate thickness. I did a bit of research and asked AI, with which cross-referencing the hardware list and the screw lengths led me to believe that 3.5 mm was the depth of the gap. However, it turned out to be false (it was 2.15, found through z-aligning the plastic bump on SW0 and the PCB). I then found out that I’d forgotten to correct 3 rows (out of 4) and had forgotten about SW0’s row existing, meaning I had to go through the same process of shifting 9 keyswitches by 0.05 mm (along with their traces (but none of the diodes since no horizontal shifting was done)). When I went back to the z-alignment, I realised that there were 2 “floating” layers above the top of the substrate layer of the PCB (a soldermask and silkscreen). I found the soldermask to be the coat of paint and assumed the silkscreen to be a projection of the copper layer, meaning that I had to align the plastic bumps to the soldermask layer. I hypothesise that the explanation for the “floating” effect of the “flat” layer is that KiCad isn’t advanced/comprehensive enough to make the soldermask its real size, and to compensate and keep it a 3D body (that looks like a flat layer) they just put the top layer in its correct position and the bottom one infinitesimally close to it instead of at the proper substrate core. This would’ve explained why it was measured as having no thickness as well as appearing as a floating layer (it’s too small for Shapr3D to measure (fun fact: zooming in way beyond the minimum 0.001 mm grid size did reveal some thickness)). The diodes also clipped the plate, however, this turned out to be because of the 1 mm gap between the diode and the PCB that’s standard for machine-manufactured PCBs (which obviously won’t happen in real life while hand-soldering). Apologies for the rant, had to do it to explain the 4 hours taken for this step.

*this is in section view to show the PCB with the rest of the components better.

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1h 29m logged

Added the keyswitches to the Shapr3D mockup, and everything fits perfectly. The quirks of the alignment tool made this decently hard to achieve since I wasn’t able to just draw corresponding faces and set their coordinates equal to each other.

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42m 1s logged

Bugfixed to allow for the XIAO’s 3D mockup to be loaded. Turns out the footprint designer had nicknamed the path for the XIAO “footprints”, which made for several errors to be thrown if the path was more aptly named something like “XIAO”.

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3h 52m 7s logged

Worked on the CAD mockup of the PCB by modifying the root footprints. In the process, I was able to organise the user files as per KiCad syntax, which should help when shipping the project.

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49m logged

Made small trace adjustments to the PCB (but I should be done). I’ll have to adjust the case and account for the fact that the switches aren’t centred, but that’s tomorrow’s problem.

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