You are browsing as a guest. Sign up (or log in) to start making projects!

naqeeb

@naqeeb

Joined June 6th, 2026

  • 19Devlogs
  • 3Projects
  • 2Ships
  • 19Votes
Hello there!
I am Naqeeb - a 17 year old high school student. I have worked with python for a year at school and want to learn c++ on my own (am learning now), because at school I'm studying "AI and web devolopment", so i wont be learning c++ at school.
Ship Changes requested

I made a colour quiz/matching game for the raylib 6.x gamejam in 5 days i think. It was also both my first c++, as well as raylib project but it wasn't that hard. The raylib part was quite easy as it has simpler function namings than pygame and other libraries, the functions just do what they say.

There wasn't really any challenging part either but i did spend some time trying to write a function that could convert hexadecimal numbers to decimal but it wasn't that difficult once i got it :)

  • 8 devlogs
  • 11h
Try project → See source code →
Open comments for this post

29m 29s logged

Devlog # 8

I finished the game yesterday and worked a little on the readme and itch.io page because i just recently found out that a readme isnt supposed to only have the most important things but also a kind of summary of the project, like what it does and stuff if im not mistaken. Well, yeah, so i worked on that yesterday and now im done :)

here’s a pic of the best readme i’ve written so far:

0
0
1
Open comments for this post

1h 4m 12s logged

Devlog # 7

I added some new colours to the colours array so now there are total 10 colours. I also made a simple start page and added different texts to the score page which you get depending on your score.

perfect score: “Perfect Score, huh?”
“Looks like someone knows their colours”

over 75%: “Not bad”

over 50%: “I mean, you got more than 50%”

over 0%: “At least you know something”

0%: “How?”

I also added a batch file to the folder to be able to compile the game to wasm (web assembly) because thats one of the requirements of the gamejam (well i actually added it like 2 days ago i think but forgot to document). I had to install “the emscripten toolchain” then i copied the compile commands from a github page and then tried to set the paths for the compiled raylib files but didnt really get it so I had to ask AI for help there, and it turned out that i almost had it :)

1
0
15
Open comments for this post

1h 58m 50s logged

Devlog # 6

Made a progress bar and added a skip button so the player can skip a colour if they are unable to get it and merge it. I also added some new colours and an end screen where you can see your score out of the total. and btw you get 0 points for the colour you skip.

As of now im currently working on a start page.

0
0
2
Open comments for this post

2h 58m 25s logged

Devlog # 5

I made a button class so you can go to the next one because at first it was sending you to the next colour instantly, so i had to fix some sort of trigger.

Right now, I am also working on a score system where i have 3 different “merges” you could say:
Perfect Merge - you get full points (10)
Partial Merge - you get half the points (5)
Minimal Merge - you get a quarter of the points (2.5)

So yeah, that was pretty much it. And if youre interested and want to know more you can always check out my github (to look at the code)

0
0
2
Open comments for this post

48m 13s logged

Devlog # 4

As you can see I have fixed the code so the square gets drawn with the colours inputted by the user

The next step will be to fix the win conditions so the player can progress

0
0
2
Open comments for this post

1h 47m 8s logged

Devlog # 3

i made a class for the textboxes.

The textboxes are selectable and as you can see in the picture the selectod one gets displayed in light grey rather than white.

I also added a button so the player can choose whether if they want to type the rgb value with decimal numbers (base 10) or hexadecimals (base 16).

0
0
1
Open comments for this post

59m 42s logged

Devlog # 2

Hi again!

It took me a little time but after some googling and a youtube video I finally fixed a function which converts hexadecimal numbers to decimal numbers.

I also noticed that i didn’t write much about how this colour guessing game will work in the last devlog so i’ll do that here:

This will be a game in which the player will input rgb values and try to get the exact same colour as the background or similar.

Now you might be wondering why this?
The reason to why i chose colours was because of the theme of this gamejam, which is hex + merge. It took me an hour or 2 before colours crossed my mind because they can be written with hexadecimals as well, at first i thought about something with hexagons but i didn’t think i would be able to finish something like that so i started to work on this instead. In this game you will try to match your colour with the background by typing the rgb’s with hexadecimals or normal numbers (for accessibility) and then once you get it write the square merges with the background and you get a new colour.

And a shoutout to the guy who wrote on discord that the simplest interpretation of hex is probably hexadecimals. If not for him i wouldve most likely worked on something bigger which i wouldnt have had time to finish

Below is a picture of the function which converts hexadecimal numbers:

0
0
1
Open comments for this post

46m 59s logged

Devlog # 1

Hi!
In this project i will be making a simple colour guessing game with raylib in c++ for the raylib 6.x gamejam.

Why?
because i just started working with c++ and raylib, so i thought making a game in 5ish days might help me learn

So far i only have a screen with a square on it

0
0
4
Open comments for this post

2h 38m 12s logged

devlog #2

I finally got the rotation to work after working on it for a while and ngl it was not as easy as i thought it would be. But atleast the player faces the cursor now.

So, i divided the area in 4 parts like the 4 quadrants of a graph, then did the math for each one of them and added a certain amount to make up for the previous quadrants. At first it felt easy and i got the first quadrant to work really easily, it was after that that things started to not make sense, because in theory I was pretty sure that i should’ve be able to find out the opposite cathetus for both of the bottom quadrants the same way, but for some reason it wasnt working like that and acting weird. Then i tried to make a different triangle with a different cathetus and which worked, so i ended up solving the opposite cathetus differently for each quadrant :)

I also had to add like a 90 degrees offset because the game starts with the player facing a different direction and 0 degrees in raylib is right i think, so i had to add 90 degrees to fix that.

And for the hypotenuse’s length i used the distance formula:
d = ((x1 - x2)^2 + (y1 - y2)^2))^0.5

then to find the angle i used the formula for sine which is:
sin(angle) = oppositecathetus/hypotenuse
from this i solved out the angle so i got:
angle = sin^-1(oppositecathetus/hypotenuse)

But the asin (arcsine - sin^-1) function was returning the value in radians which i am not comfortable with at all, so i just converted it into degrees by multiplying the value i got from the asin function by:
(180/3.14)

As for the next step, it will probably be something like getting the player to move or maybe bullets because i’m still unsure about how i want the movement and i dont really want to completely copy hotline miami’s movement either. So i’ll think about it

0
0
3
Open comments for this post

44m 57s logged

devlog #1

Hi there!
You might be wondering what i’m making, right?
so, i’m trying to make a top down, by that i mean a fully top down like 90 degrees top down game which will combine the open world of the early gta games (never played any of the top down ones) and hotline miami (recently started). I really like hotline miami’s combat, but i feel like it could be more responsive or like more shaky.
And i will be working in c++ - a language which i started learning weeks ago (coming from python) with the raylib library.

As for why?
idk tbh, graphics programming seems cool and i’d like to learn something like opengl in the future. The reason i chose raylib was because its similar to pygame or i’d say that it’s somewhat easier than pygame and because i want to learn the language and get somewhat comfortable with it.

And it also feels like this project is going to be most difficult, not because of language but asset. Because its like impossible to find assets that are fully top down. On sites like itch.io all the topdown tagged assets are actually angled top down, which means that i’ll have to make the assets as well 🥀

Below is a picture of what i’ve done so far, its just a top down character (which i made to test around) and a crosshair (a box for now) that follows the mouse like in hotline miami.
The next step will be to get the player to face the mouse.

0
0
3
Ship

I made a 2d platformer with local co-op.
The challenging part was gravity and online.
And a short reflection would be that i should've worked with delta time, which i had completely forgotten about. Thinking back, it would've really helped me with fixing the movement in online. That'll be good to remember for future projects.

  • 9 devlogs
  • 13h
  • 10.72x multiplier
  • 137 Stardust
Try project → See source code →
Open comments for this post

50m 35s logged

FINISHED! I removed some unnecessary files and some parts of the code which were no longer needed. Now i’m finally done with this project, now i know that this is not the best game especially with the online not being perfect and the game not responding when looking for connections, but the reason for that is that this was my first time working with networking, so i learned basic networking as i was making this game. I also learned a lot of things from this project such as animations and some basic pixelart (I only made the levers and modified the buttons to how i needed them). So, yeah. That was it :). The reason for the text being so cramped up is because for some reason I seem to be unable to use enter to change line.

0
0
4
Open comments for this post

47m 43s logged

the game is finished or is it? I think I’m finished because I have got online to work and did some polishing BUT online can still be laggy because the networking code blocks the rest while waiting for a msg. Yesterday it came to my mind that i should’ve used delta time to fix the lags in online from the beginning but it might be a little too late now. Maybe i’ll give it a try and see if i manage to fix it with that, other than that im finished with the game.

0
0
4
Open comments for this post

1h 18m 18s logged

Online should now be working without any errors and in normal speed.

To fix the speed issue i just increased the speed of the characters while in online. I adjusted the speed based on how slow it was for me, now i don’t know if that was due to my internet being very slow or something else, so it is possible that for some people online would seem too fast but i hope that does not happen. I’ll try to test online on a different network if i get a chance but for now I’ll be focusing on polishing.

0
0
2
Open comments for this post

2h 9m 35s logged

FINALLY!

I finally got online to work BUT it feels like it’s running on 0.5x the speed of the offline version. I also found out that this only happens when running online on two different devices, so it doesn’t feel slow when you both host and join on the same device.

To fix that i might try to double the fps in online but what if someone has really good internet, that might make the game really fast for them. So, I’m planning on doubling the fps limit from 120 to 240 for online and see if it still feels really laggy and if it feels like that. Then I will maybe test for a while and see if i need to add a button so the player can choose between 120 or 240fps based on how much they’re lagging.

AND I also made a text box so the player can type the host’s ip, almost forgot about this lol

below is a screenshot of the text box

0
0
2
Open comments for this post

1h 5m 13s logged

I got it!

After trying for a while, I think i finally fixed online. Before I was sending the raw coordinates and setting them but that was making my collision/camera system behave weirdly. After trying many things, I tried to code it in a way that it uses the inputs and the coordinates.

So, now the game in online takes the inputs and calculates the new coordinates and collision. And to avoid desyncs because if i only use inputs, It WILL desync at some point, so i used the distance form:
√((x1 − x2)2 + (y1 − y2)^2)
(y2 != y *2 it means the 2nd and first x/y)
By using the distance formula, I can now calculate the distance between the players accross the different devices. Which means that i can use the inputs when the characters are slightly desynced and when they are desynced a lot, I can just straight up use the coordinates.

I also have to fix the gui because i had forgotten that the player also needs to put in the ip of the host. Because of that online doesn’t work accross different devices right now. To fix that I’ll have to use a module such as the pygame gui module or fix it myself with pygame. I’m leaning more towards doing myself because I don’t really want to learn the pygame gui module and imo it should take less time if i do it myself.

0
0
2
Open comments for this post

2h 21m 13s logged

I have fixed movement and interaction in online, but now there is something wrong with the camera system. It seems like they aren’t synced which changes the game mode for one of the players.

I tried to fix it in different ways, I even asked AI for help but I didn’t really understand anything. So, I’m thining about rewriting the online code, it shouldn’t take that long because its just the offline one with networking and some small changes.

0
0
2
Open comments for this post

2h 15m 43s logged

After coding, testing and debugging for a while, I got online multiplayer to work on LAN. But it is still pretty buggy.

Problems i have noticed so far:

  • the animations aren’t smooth, but glitchy and laggy
  • the person joining can’t jump
  • Levers can’t be activated. But the reason to that is that i haven’t sent any data regarding the levers yet because I first want to fix the movement between the devices.
  • Other tiny bugs

Tbh the code rn is pretty messy and full of bugs because i just focused on fixing the connection and transfering data between the host and the one joining, that’s why pretty much everything is buggy in online rn.

So, i’ll have to work with some debugging now.

0
0
2
Open comments for this post

1h 43m 40s logged

It’s me again!

I’ve just been trying out sockets these last hours and i think i have the basics down now. So, i might start with implementing them to the game.

About what i said in the last devlog - that i wanted to add a backstory and maybe even a level editor. I don’t think that I want to spend more time on this project, because I already have spent a lot on it.

My new plan is to just add multiplayer on local network and call it a day.

0
0
2
Loading more…

Followers

Loading…