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Cy

@Cy

Joined June 1st, 2026

  • 28Devlogs
  • 5Projects
  • 2Ships
  • 30Votes
A solo programmer that makes games and other stuff! My website if you are interested: https://cybrock9000.github.io/CyberWolfGames/index.html
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4h 15m 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 42s 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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Ship Pending review

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
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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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4h 43m 14s logged

Today is the day I realized I had to lock in in order to get the stuff I want. So, I have done quite a bit in that case like: The floor darkness is fixed, NPCs can be pickup items (kinda, only the gun is supported), very basic tool/weapon support, shooting with the gun and having it detect NPCs, starting the documentation page, lots of stuff behind the scenes like moving the map around with WASD, and a measuring tool for the map. The only problem (that bothers me because there is a lot of problems) Im having right now is the fps tanks when there is flooring. I tried to optimize it but that led nowhere. So you can disable flooring in the settings.

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38m 32s logged

Ive done some light touch ups and simple optimizations but I dont really know what to do next. so Im going to fiddle with this for a bit and hope to get some new ideas. The code is similar to the last devlog but with some tweaks that Ive done to the code.

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3h 24m 17s logged

I have added some stuff that is major. I have added FLOORS!!!!!! Using the same type of code for the walls but a little different, we can get ourselves some floors. I also added a toggle to swap between adding floors and walls (that W button) and you can see the floors behind the walls in the grid. The floors are slightly optimized to disappear if they are far too. They also support darkness. NPCs also got some stuff done too. they can move toward the player (and phase through walls) and there can be multiple NPCs.

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3h 18m 18s logged

New icon and loads of new opcodes! DebugInfo is a opcode that displays useful info like the fps time current opcode that its running and what like the program is looking at. The If opcode works and supports: > = < ! >= <=. The Var opcode has added: sqrt pow abs dist vec3 rrng (ranrange). There is image, button and (possibly) text support. The Screen got some more opcodes like Caption and a toggleable fps counter by using fps. There is Sound but I havent tested it yet. I decided to use pixel art for the icon because I am better at that compared to digital drawing and I like how it turned out. How this whole language works is like reading a list, were it looks at the code line by line and runs it. Then if it hits something like a LoopEnd then it will go back to the Loop that it noted earlier. Because of this, I dont think I am going to add defs and functions (and ifs sound do the trick). The picture of the code runs a program that has a simple “menu” with a button, after that there is a simple 2d movement script.

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4h 49m 11s logged

First devlog of this project. I have programed (some) functionality’s for these keywords: print, log, loop/Endloop, Break, If/IfEnd (kinda), Var (variables, +-*/ floor, round, ceiling color), and some very basic screen stuff: Screen (init, Caption, pos, box, fill, update, quitControl). This is a interpreted programing language ran through python and is not meant to run fast (yet, maybe). The logo is wip

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2h 52m 9s logged

I honestly dont remember what I did the other day except that I made the npc disappear behind walls and some y pos stuff with the npc

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Ship

I have made a Pipe Organ Synth Simulation to create organ sounds for my music. The reason why I have made this Is because I searched online for a certain sounding organ that I have heard in a song and found nothing. The most challenging part of this whole program would be trying to make the sound and trying to figure out what button is off out of the 100 buttons when there is a problem with one. It was also very tedious copy and pasting and slightly modifying the same code for all of those buttons. I am really proud of how the sound turned out because I was a little scared that it would just sound like sine waves just clashing together (you can make that sound still), but with the slight bit of noise makes it sound like pumping air. What people should know when testing my program for the first time is to load the light.json preset and modify it little by little by using whole numbers for the wave width buttons.

  • 4 devlogs
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1h 27m 51s logged

I have polished up the ui and added a couple more features like a button to have the sound wave to auto scroll and more fade options. all code is open source and is (mostly) easy to read and i am going to ship this project now :)

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5h 8m 37s logged

Like I said in my devlog with my engine, I have found Terraria and it is amazing. so that is why i have been off for a while. But I have done so much today with both the engine and this simulation like: double the amount of waves you can mess with (96 buttons total in that grid), there is attack fade and noise toggles, you can now test and hear your sound in the program without trying to find it in the files. and now my code is one super long (1490 lines) repeating ‘mess’. BUT, it works and runs fast. Expect a demo soon :) .

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7h 15m 40s logged

I have not been working on these projects in a while because I found out that Terraria exists but today I have spent many hours working on both projects. Things I have done today: I finally started working on the NPC `s (It works, and I had to look WAY back to my old raycaster on scratch to figure it out lol), More stuff with the scripts (for the npc), Doom like hand (that bobs when you move), Done a alternative way to test the game your making without future problems (hopefully), Object/NPC panel (buttons dont work yet),Still under 1.44mb :) . Things I am going to do: Finish NPC, Fix some problems with the IDE, NPC Waypoints (Inspired by NZ:P), Audio scripting (so you can call when a sound should be played), Maybe NPC collision, Weapons/Tools support, Possible flooring/ceiling and more of the 3rd dimension instead of the raycaster feel (this is not a raycaster), Ingame guis, Win function, Keep this below 1.44mb, try to figure out how to use the formatting stuff on this website to make this look good. More development stuff here (might need to be updated): https://cybrock9000.github.io/CyberWolfGames/engine.html

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5h 28m 3s logged

I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine (https://cybrock9000.github.io/CyberWolfGames/index.html). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy

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4h 31m 43s logged

So, I have done quite a bit with this project compared to the engine this past week. It is pretty much just a wave maker that creates interesting sounds by changing quite a few variables. I want to make it so its purpose is to recreate organ sounds (like the wave you see in the pic). But once you touch any variable, I will ether sound good or blow you brains out. So this will be a project that I will dabble in every so often to figure out how to fix it. (maybe use preset waves and modify those)

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