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cauadev

@cauadev

Joined June 9th, 2026

  • 52Devlogs
  • 5Projects
  • 3Ships
  • 33Votes
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1h 44m 45s logged

Hello guys! :brazilparrot:

Progress :oiia-cat-02:

I’ve played around with user interaction (both mouse and keyboard), locking and unlocking cursor, resizeable window, etc. and decided I could already jump straight into 3D. Also, now the triangle pulses via sine waves :dino-bbq:

Struggles :angry-3d-emoji:

  • Correct the triangle: it used vw and vy to its positioning. In 2D, it served to center it, but in 3D, this made the triangle huge, offcenter and upside down.
  • Make the camera spawn facing the triangle: Self explanatory (probably the biggest issue is that the triangle is one-sided, meaning that it can only seem in a single direction (the “front”)).

TODO :spider-man-reaction:

Probably mess up with other shapes, then do lightning and shaders.

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1h 43m 13s logged

Hello guys! :portal-parrot-orange: :portal-parrot-blue:

Development :raylib:

I’ve done this window (meant to be just a triangle, but the red triangle looked a lot like the flag of my state, Minas Gerais, so I kind of recreated it). The triangle changes the “rediness” when pressing “a” (goes to black) or “d” (goes to red).

Struggles :linux-kerneling-my-ass-off:

Starting to learn (already explained at AI use declaration, but basically didn’t find some tutorial that seemed to switch to me, so using AI, without it writing code to me, + documentation for functions and library methods)
Finding an intelisense that works (still didn’t find, even after setting up GNU Global)

TODO :c++:

Learning more :) (I’d like to make a shader next, or 3D shape)

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2h 6m 39s logged

Hello guys! :gigachad:

New levels :dino-bbq:

Finished Sector 5 Level 3 (S5L3) and did S5L4.

Features of S5L4 :parrotcop:

  • Fake integer overflow at the level deaths counter, which explains the “broken” level
  • Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”)

Struggles :raging:

  • Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit.
  • Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down).

Bye! :pat-duolingo:

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1h 49m 33s logged

Hello guys! :roblox-wave:

Progress :chill:

I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic.

Struggles :speed-laugh:

Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time).
This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature.
Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.)

TODO :trollparrot:

Finishing the level (S5L3) and doing lots of troll shenanigans.

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2h 13m 26s logged

Hello guys! :mememan:

What I’ve done :portal-parrot: (No, I’ll not face myself)

Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game).

Struggles :dumbass:

Creative block for levels (already said it)
Being lazy (mostly because the creative block makes my brain want to avoid this project)
Lack of free time (It’s better now, but was kind of an issue for me)

TODO :matrixparrot:

More levels (at least Level 3 to 5, but I thought of doing more)
Maybe improving UX/UI (NOT A PROMISE)
More voicelines (absolutely needed)

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1h 4m 27s logged

Hello, guys! :tuxspin:

Development :love2d:

Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!)

Struggles :aaaaa-disintegrates:

I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there).

Sector 5 :hehee:

You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc.

Note :firewriting:

Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can.

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2h 2m 54s logged

Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!

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Ship

Hello guys! Today, I celebrate the shipping of Br-Zueira’s Boilerplater! It serves for saving (ctrl+u, mac: cmd+u) and pasting code snippets (ctrl+alt+u, mac: cmd+alt+u). It also supports categorizing them by tags and languages, giving descriptions and titles to them and even supports macros:

  • [%%] -> Supports variables such as BP_FILENAME, some sandboxed JavaScript evaluation and even macros (variables defined by yourself using JavaScript code)
  • [#n#] -> Tabstops, where n is an index (they’re standard Vscode tabstops: evaluated from 1 to infinity and beyond, 0 at last and can be grouped like in the example)
  • [#n|fallback#] -> Tabstops but with a placeholder/fallback if user chooses to ignore the tabstop.
    Also, you can change the snippets by the extension itself (supports basic coding editor features, such as tab indenting or auto closing quotes).
    For all this. it uses an in-build webview (ctrl+alt+u, mac: cmd+alt+u).
    You can easily download it at Microsoft Extension Marketplace (just search by “Br-Zueira’s Boilerplater”). If you want, you can also get the VSIX file at GitHub Releases (then open it with Vscode and click “Download VSIX extension”). It’s plug and enjoy! Hope it really lets your workflow more frictionless!
  • 16 devlogs
  • 72h
  • 12.85x multiplier
  • 922 Stardust
  • Frictionless
Try project → See source code →
Open comments for this post

1h 36m 19s logged

Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)

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2h 34m 12s logged

Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!

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2h 42m 12s logged

Hello guys!

On the last days, I’ve been making this level (S4L2).
The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center.

Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!

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Ship

Hello-Laravel

Hello-Laravel is a Laravel based (duh) unhinged excuses generator, where you can get excuses to bring you out of the blunders created by yourself (or make everything worse, effectivity is not granted).
With it, users can add, edit, delete and get custom excuses, defined by:

  • Category -> Work, School, etc.
  • Risk -> Has a severity score (1-10) and a risk tag (like “moderate”, “nuclear” or “you’ll get fired soon”)
  • Believability rate -> How believable is the excuse (from 0 to 100%)
  • Chaos score -> A server-side calculated mathematical formula to get how bad the situation is (bigger is worse), defined as: 100 + Severity score - Believability rate
  • Excuse -> The excuse itself (like “My dog ate the database)

Challenges:

  • Tom-Select -> It was hard to figure out how to set it up properly
  • Laravel and PHP -> It was my first dive into PHP and at Laravel. Before that, my only experience with backend web frameworks were Flask and a bit of Django
  • Deploying -> It was my first time ever deploying a website

What I’m proud of:

  • Overcame challenges -> Now I know how to setup Tom-Select or write PHP code
  • Learned tools -> Now I know how to write pages using Tailwind CSS, for example, or use ssh to access a remote terminal session
  • Availability -> I can send the link to anyone and proudly announce “I built this all”

How to test

  1. Open the website: https://brzueira.hackclub.app/

  2. Log in with dummy account:
    Email: [email protected]
    Password: admin

  3. Know the rules:
      1. No NSFW
      2. No prejudice, hating speech or offensive content
      3. No doxing, harmful or personal info
      4. No trolling, griefing or spam, like creating dozens of identical categories or deleting other people’s models
      5. No sensitive topics, such as politics or religion
      6. If a post breaks one of those rules, feel free to edit or remove it.

  4. Have fun (inside the rules)! Remember: be careful about what you post - other people will see it

  • 2 devlogs
  • 17h
  • 6.86x multiplier
  • 88 Stardust
Try project → See source code →
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2h 49m 9s logged

Hello guys! Today I was finally able of deploying this little silly website, so you all can generate chaos and unhinged excuses without further setup! I used Hackclub’s Nest platform, and found it way more intuitive and easy than other platforms, and is also 100% free, so thank you guys! The only issue was setting the setup.sh file (the code on picture), but after a brave battle against root user, daemons, .env files, ports, hosts, and Vite, I announce I came victorious!

Info to access website:
URL: https://brzueira.hackclub.app/
Email: [email protected]
Password: admin
You guys can all use this dummy account to log in into the website and do whatever you want. Just follow the rules, that are:

  1. No NSFW
  2. No prejudice, hating speech or offensive content
  3. No doxing, harmful or personal info
  4. No trolling, griefing or spam, like creating dozens of identical categories or deleting other people’s models
  5. No sensitive topics, such as politics or religion
  6. If a post breaks one of those rules, feel free to edit or remove it.
  7. Have fun (inside the rules)
    Remember: be careful about what you post - other people will see it.
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3h 29m 10s logged

Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll.
Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level.

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4h 12m 18s logged

Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game.

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5h 1m 19s logged

Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts:
bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file
windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme
linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool

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2h 9m 38s logged

Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards.

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