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Cy

@Cy

Joined June 1st, 2026

  • 40Devlogs
  • 6Projects
  • 5Ships
  • 78Votes
A solo programmer that makes games and other stuff! My website if you are interested: https://cybrock9000.github.io/CyberWolfGames/index.html
Ship

I have made CyIDE to make coding easier and without distractions. VS Code is fine but I didnt like the annoying popups (like wen you are typing something and it shows a list of what it could be, or all the ai stuff that is enabled at install) and I wanted my ide to be controlled by keyboard only (like neovim but easier). So I set off to make a very basic version of this for my game engine and have decided to branch it off into its own project. This IDE is extremely lightweight and flexible with the support of plugins. The hardest part was implementing plugins. Plugins can be as simple as drawing a image to a music player (that im working on now). It even supports language syntax highlighting by reading a json file and applying colors from the pallet picture (p.png) to those words. I made this project to reduce distractions by making it as barebones as possible and if there is anything that i need in a IDE i could just add it.

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3h 39m 34s logged

I have done some final touchups to this project as well and I am proud of how it has turned out

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Mini Veshrown! A arena fantasy roguelike with many races and weapons to choose from. This is a early release of the game so many things will change (like the ui) and possibly there are some bugs. I had a blast creating this game and improving the little details like the rain but the hardest part had to be debugging the hitboxes which took a while. I am always up for ideas and critiques for this game, but in the end I hope you enjoy it! -Cy

  • 7 devlogs
  • 38h
  • 9.10x multiplier
  • 350 Stardust
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5h 7m 34s logged

I am going to be busy for a bit so i have done some touchups to this game to make it playable and is now ready for a demo ship!!!

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2h 40m 10s logged

Today I have mostly done stuff that has to do with plugins and the side panel. You can now access some variables in the main IDE. With the side panel, I have added many things like: it shows how many and what plugins are running, shows the file name, type and how many lines it has and finally it shows the other files and folders in the same dir as the file you are editing.

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6h 38m 35s logged

So I have decided to separate this project from the engine because I am actually make it into something better. Before when it was on the engine the IDE had a very confusing layout so that was the first thing I tackled. This Ide Is based on the idea where you can write the code normally or write a line and insert it anywhere. The IDE supports simple plugins too. The main focus of this IDE is to make it simple and have the focus be on keyboard only (there is some mouse support) to make coding faster. The IDE can now load multi-thousand line files because it only loads what you see and does not draw every line with a offset anymore. The IDE supports custom color pallets by placing colors on to a png and setting it in the IDEs settings. When the engine updates it will be with the latest version of this IDE too because the old one was unbearable. I think that is it for now. - Cy.

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6h 53m 19s logged

Man I have done quite a bit lately. One of the main things that I have done Is I have added screen shake to make hitting enemies more satisfying. I added “pets” which help attack. I added the first boss. I have started work on a moon cycle that gives the player different advantages based on the cycle (in full moon there is also blood moon, blue moon and solar eclipse). I have also added some secret things too. I think that is most of what I have done ;|. -Cy.

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4h 45m 35s logged

Things have been going smoothly lately and I have been getting a lot done. One of the things I have started is races. so far there a only 4 playable races in the game right now (Human, Werewolf, Kitsune, Voidwalker) and I am currently making them have special attributes. I have added 2 new maps and a secret song that plays when you get a rare item (the song gives a hint on my next major game that I have been spending the whole year on). I made the rain more realistic by having each rain droplet go at a random speed. I have also been working on the magic system, specifically shadow magic. Thats all I can think of right now that I did today. This game is set on the world I have been creating: Pomehgza. So my end goal is to have it as close to that as possible. I have also decided that this game is not set in a certain era so there are no extinct races or other conflicts. welp that’s that. - Cy.

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7h 49m 46s logged

I have done so much to the point where I probably wont even cover some of the stuff in this devlog. One of the main things is I added descriptions to items in the shop and when you choose your weapon. Ive added multiple new items that do cool things like the Torch will have a chance shoot out a flaming arrow when you attack (this stacks), and the Water Bottle that causes it to rain and damages enemy’s if they get splashed (this stacks too). I have added new weapons like the phoenix katana (that needs a nerf), crossbow and arcane staff. I have added a new enemy that sits there and shoots at you with shadow orbs that go mach 10. Also I have not posted the new map I mentioned in the last devlog to i added it here too. - Cy.

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2h 1m 59s logged

Thank you to everyone who has voted on this project! I am currently fixing bugs and making things more easier. like the opcode color has returned. everything that needs a vec3 for color can also use color too. the difference is: for vec3: Var name vec3 255 0 0, and for color: Var name color red. color currently has 11 colors to choose from. I have added some variable functionality to some other opcodes and I am creating more demos too. (no that pic is not a new logo) - Cy.

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I have make The Cyber Game Engine, witch is a EXTREAMLY light weight game engine made with python and pygame. This is only a demo but I feel its at a useable point even though it has its bugs (some I dont know how to fix like the blank buttons). The most challenging part was the NPCs and 3d Projection and all the little problems that add up. What I am most proud of is making this whole project under 1.44mb to make it fit on a floppy drive and actually seeing what this little project has become. People who are going to use this project, just know that there are bugs and I am planning to add more features like a main menu system and sutch.

  • 18 devlogs
  • 57h
  • 13.71x multiplier
  • 785 Stardust
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6h 7m 48s logged

Ive been working on this a lot lately and added multiple features, like: homing projectiles, another map, slight development on the different races you can play, and 2 new swords (3 in total now). there is the default Sword with ok range and a 90 degree AOD cone, then there is the Rapier which has a tiny 20 degree AOD cone but far attack range (attack range buffs are doubled for this sword), and lastly there is the Great Sword which has a huge 180 degree AOD cone and double damage but attack range buffs are halved and has a short attack range too. I also added a very simple hud (just the health and wave right now). and that is about it. - Cy :)

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4h 17m 12s logged

I have done a lot of work today! I have removed the ai boid code and made something better (and more simpler). I have added a wave system, so when you kill all the enemies, you will be taken to the shop then back to the game. When you hit a enemy, particles will emit to make the enemy look like its bleeding. You can attack now with a feature that haunts all my projects: raycasting. I also added a song that I made the other day into this game that uses organs from my pipe organ sim too! (the first picture is the heavy WIP shop, and the second is the arena). I will start working on the Cobra programing language once its accepted and recommendations come in :).

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1h 33m 35s logged

You can now give the option to make some NPCs pushable. NPCs now have wall collision and player collision is reworked so you dont “stick” on walls anymore.

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3h 25m 59s logged

first devlog of another project. I like to have 2-3 projects going at once so I dont loose interest in any. but anyway, I am making a tiny roguelike. I have normal enemys that chase you and then enemys that have boid ai and go in groups to attack you. I have many plans for this game and I hope I be able to finish it. (the cobra programing language and cyber game engine is still being worked on, the pipe organ simulation might get an update, but I think I call it finished)

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5h 6m 57s logged

Ive added a a few things like “dynamic” lighting and html documentation. Ive added some keyboard controls to the engine like moving the map with wasd. I changed some buttons around a tad and the gun works and sends NPCs a message (only one right now is die, but more flexibility soon). A demo ship might be coming soon maybe.

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Cobra Programing language Beta V1!!!!

This little interpreted programing language was built to make 2d programing easier by making things simple. This language will combine multiple lines of code into one like foe example: Screen init 500 500. What this snit-bit of does is create a screen and sets the window size. As this is just a beta, I am going to be working on this still but I just wanted to get this out there for people to experience. The hardest part about this was trying to figure out what kind of syntax I wanted for this. I came up with the idea that your reading a list, starting from the top and reading line by line. I am proud of even making this in the first place. Ive always wanted to do this and have attempted a compiled programing language (that i might never touch again) that I watched a tutorial for. But this time I went for interpreted and going line by line looking at the first word and reacting that way. Before people test this project I would like to let them know that this is beta and that documentation is coming soon.

Enjoy -Cy

  • 5 devlogs
  • 11h
  • 15.56x multiplier
  • 168 Stardust
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53m 55s logged

I added the Watch opcode that allows you to watch multiple variables in to terminal for debugging purposes. And I tried to add a wait function where you can still use the program (not like time.sleep()). also changed the icon a tad

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