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

arman

@arman

Joined June 15th, 2026

  • 16Devlogs
  • 5Projects
  • 3Ships
  • 30Votes
professional bad builder
Open comments for this post

8h 33m 49s logged

MY GAME KEEPS GETTING BETTER :yayayayayay-67:

whats new

  1. created new roof tile asset so i can add cave sections in levels (it looks slightly off color, which i will be fixing later)
  2. As it will be for new section, there would be some hazards there too, so i came up with a water leaking tile which can certainly make the spark vanish if in contact.
    Drew the asset and wired up in codebase such that on every 3rd frame of hazard roof tile, a new droplet would spawn
  3. As this will be a level based game, a level selector screen was necessary. I made a rough version of it (reveal after done from my side :huh-cat: )
  4. Also polished some old assets

watch art session:
1. Roof Tile + Droplet
2. Old assets polish

whats next
getting so many ideas lately but here’s what i will actually be doing:

  1. create 1 more hazard (enemy sprite)
  2. thinking of creating a sprite which will be guiding player
  3. as in beginning i wanted each level to leave something deeper in the player, like some life lesson etc. stuff, sounds amazing to add but gotta think about this more
  4. and finally once all assets in place and brainstorming done, i will be creating next levels
0
0
72
Open comments for this post

7h 23m 43s logged

MAJOR DESIGN CHANGESSS! :huh-turtle:

whats new:

  1. Replaced pi sugar with my custom power system
  2. Added TDA1308 Amp to get better audio output from PCM5102
  3. Finally placed all the modules into the enclosure
    (heres the link: LINK)
    watch lapse:
    Session 1
    Session 2
    Session 3
  4. Redesigned the wiring schematic
    watch lapse here but i kinda messed up, mistakenly used bare ICs…but got it fixed off camera:
    messed up session

whats next: find the perfect shutter button and power button and model them in cad.

0
0
30
Open comments for this post

4h 23m 12s logged

FINALLY BACK AFTER A MONTH :yayayayayay:

whats new:

  1. updated menu and pause screen, highlight is that whimsical font that i got from Google Fonts (thanks to the creator)
  2. implemented level loader functionality to load level info from json file
  3. designed level 0 (0 bcz it will be tutorial level)
  4. drew frost hazard art
    watch art session: Frost Hazard Art

what we do next:

  1. create a level selector scene which will be appearing after selecting start
  2. draw more necessary assets
  3. comlete tutorial level

note: open to suggestions, pls tell in comments

1
0
28
Open comments for this post

2h 39m 21s logged

HARDWARE PROJECT AFTER A LONG TIME :yayayayayay:

what is it?: been yearning for a digicam and an mp3 player lately… then remembered i could just build one (and it kept getting better), after thinking a while, realized i could cram both into a single unit hehehe

what did i do till now?

  1. custom wiring done
  2. camera enclosure model kinda done too
  3. all the modules finalized
    spent way too much time figuring out what pin goes to what other pin lol, anyways

what’s next? working on the enclosure and figuring out placement of electronics

0
0
18
Open comments for this post

5h 21m 29s logged

IT DOES LOOK LIKE A GAME NOW!!! :yayayayayay:

whats new:

  1. the biggest addition is the parallax background: drew 3 separate bg layers (sky, distant ruins and mid ruins). the layers repeat horizontally to create infinite loop until the max level width
    Watch art session here:
    Background Art
  2. then i drew the tiled floor art: it consists of 4 different frames placed in random order (so it doesnt look repetitive). it repeates too!
    Watch art session here:
    Foreground Art
  3. added necessary comments in the codebase files to improve readability

what we do next:

  1. update the menu and pause screen
  2. draw player sprite without his hands out (for the winning state as then the fire reaches the lantern)
  3. add hazards, enemies and platforms
  4. polish the current assets (for later but yeah thats a must to-do)

imp: watch the preview below and suggestions are appreciated! :thank-you-2:

0
0
19
Open comments for this post

4h 41m 30s logged

TIME FOR BIG REVEAL!!! :yayayayayay:

whats new:

  1. created the player sprite and the lantern sprite on PiskelApp
    watch art sessions:
    Player Sprite Session 1
    Player Sprite Session 2
    Lanten Sprite Session 1
    Lantern Sprite Session 2
    the fire on ember’s (player sprite) is animated, the walking animation is done too
    lantern stays unlit until ember interacts with it and lantern glowing animation is kinda done too

  2. implemented real platform collision and level geometry, but they need a big update!!!
    I used screen pixel size instead of world units, which means if my game is opened in different screen sizes, it would mess up the platforms as they position is calculated in pixels.
    THE FIX: Imma create my own unit for this world inside the game

what we do next:

  1. Complete the art (bg, levels, hazards, platforms etc.)
  2. Re-design screens (menu screen, pause screen)

heres the preview as of now:

0
0
27
Open comments for this post

1h 15m 33s logged

I tried something different this time - Echoes of Ember :yay:

what is it: an atmospheric 2D game built with Pygame CE

what is the game about: still thinking about the story, but the core idea: you guide Ember, which is a spark, through shadow filled levels toward a lantern to progress. thinking of weaving in mini stories per level as it comes together.

what is done till now: :yesyes:

  1. Initialized basic project structure
  2. Implemented a working scene manager (start, game, pause)
  3. Implemented a player block (can jump, move left and right with acceleration/friction for a smoother feel)
  4. All that wired up into main.py

note: :kc-nerd: the attached clip looks choppy because it’s recorded at low FPS/resolution but the game itself runs at 60 FPS.

what we do next: :thincc: real platform collision and level geometry, then swapping these placeholder blocks for actual art.

0
0
14
Ship

What did I make?
Picked up where ship #1 left off and turned AeroOS into an actual usable desktop. Added a full boot sequence (shutdown > boot > lock screen > desktop), a top menu bar with working flyouts for battery, wifi, volume, and calendar, and a functional Start menu with search.
Four new apps: Settings (wallpaper, sound, network, accounts), File Explorer, Media Player, and a Games Explorer with 5 playable embedded games. Also added a custom right-click context menu and a Browser app.

What was challenging?
Keeping everything visually consistent as the app count grew. Every new flyout, window, and panel needed the same treatment as the original apps, so I ended up building shared pieces instead of copy pasting styles everywhere. Wiring the boot > lock > desktop flow through session state without it feeling janky took a few tries too.

What am I proud of?
The flyouts. Getting battery, wifi, volume, and the calendar to all feel like they belong to the same OS. The same borders, same shadows, same footer links was fiddly but it’s the difference between “a pile of components” and “a coherent system.”

How to test it?
Start on the shutdown screen, hit power, and let it boot through to the lock screen. Click “Log on” to reach the desktop.
Try the Start menu (bottom-left) and search for an app by name.
Open File Explorer, double-click an audio/video/image file: it’ll launch in Media Player.
Check the top-right flyouts (wifi, volume, battery, calendar).
Right click the desktop for the context menu.

  • 2 devlogs
  • 8h
  • 17.82x multiplier
  • 145 Stardust
  • WebOS 2
Try project → See source code →
Open comments for this post

2h 12m 31s logged

Finally finished polishing up! :yay:

what I did:

  1. Flyouts now have consistent styling.
  2. Updated welcome app.
  3. Start button became more functional.
  4. Created new custom svg icons.
  5. Updated settings app to display system, network and user settings.
  6. Made a new browser app
  7. Made custom hook for volume to sync it across different components.

what we do next: ship :pet-1mon:

0
0
9
Open comments for this post

5h 55m 13s logged

Did so many changes in AeroOS! :huh-blink:

heres explained in detail:

  1. Added boot sequence. shutdownScreen > bootScreen > lockScreen > desktop
  2. Updated top menu bar with flyouts (system tray, battery, volume, wifi and calendar)
  3. Added more apps. (settings, file explorer, media player and games)
  4. Moved wallpaper changing logic to settings
  5. File manager content like audio, video and image opens through media viewer.
  6. Games Explorer currently supports 5 games, all embedded through <iframe>
  7. Added custom right click context menu.
  8. Added windows like start button.

note: several minor issues, such as unconnected links between the Start menu and applications, are currently known and will be resolved in future.

what we do next: polish :ha:

0
0
8
Open comments for this post

1h 41m 7s logged

Started working on Contexto! :yay:

what is it: a semantic search tool for text files.

expected workflow::sm_bananadance:

  1. throw in a .txt/.md
  2. query it in plain english
  3. get back the relevant chunks

better than ctrl+f keyword matching :thumbs-up:

tech stack: :sm_bananadance:
Next.js + Tailwind frontend
FastAPI + ChromaDB backend
embeddings run locally with all-MiniLM-L6-v2 (no external API calls, everything stays on device)

what’s actually working rn::sm_bananadance:
upload endpoint that reads .txt/.md, chunks it, embeds it, stores in ChromaDB
search endpoint that does semantic query against the collection
basic CORS + FastAPI scaffolding
frontend is still literally the create-next-app starter page lol, haven’t touched the UI yet

what we do next?:sm_bananadance:
real sentence boundary chunking so we stop cropping mid sentence
reranking layer to actually highlight the matching sentence
then build an actual UI (upload + search) instead of the default next.js landing page

0
0
6
Ship

What did I make?
I built AeroOS! It’s a fully functional, browser based desktop OS that’s basically a love letter to the “Frutiger Aero” the popular aesthetic of mid 2000s (think Windows Vista, Windows 7, and early Mac OS X). I built a custom window manager so you can drag and minimize windows, added a 3D glass dock with that classic magnification effect on hover, and threw in a bunch of skeuomorphic apps. right now, it has a Notepad, a detailed mechanical analog clock, a live weather dashboard, and a Welcome app.

What was challenging?
Honestly, nailing the aesthetic was the hardest part. It is surprisingly difficult to recreate authentic 2000s glass UI using modern CSS. If you aren’t careful, it just ends up looking like modern Apple glassmorphism. Getting that true Frutiger Aero vibe meant stacking crazy complex box shadows, using sharp 50% split linear gradients to get those harsh glass cuts, and layering inner white borders so the UI actually looks like thick, physical acrylic glass.

What am I proud of?
As a person who loves designing as much as I love web dev, I’m proud of how I was able to blend those two together. I’m really proud of the details, like the vista pearl CSS orb, the red counterweight on the analog clock’s second hand, and the custom Vista style cyan loading ring. Seeing all those tedious, tiny CSS tweaks finally come together into a desktop that actually feels like a real machine from 2007 is just incredibly satisfying.
How to test it?
Just head over to https://aero-os.vercel.app/ and you’ll be on the desktop. Have fun!

Try project → See source code →
Open comments for this post

46m 18s logged

Built 2 more apps for aeroOS! :yay:

notpad: the notes persist and added bold, italic and underline text formatting too
weather: the app supports realtime search using geocoding api and providing weather results using open meteo api

other updates: :yesyes:

  1. added top menu bar, showing the focused app name on left and icons, time on right.
  2. updated dock, removed the time and moved it to top menu bar.
  3. wallpaper switcher now supports links, also the wallpapers persist on reload.

what we do next? :yesyes:
polish and ship :thumbs-up:

0
0
5
Open comments for this post

53m 19s logged

Added a bunch of new features to aeroOS! :yay:

  1. a mini dock (temp right now) on bottom left to change wallpapers
  2. improved dock design and animation
  3. built window component and window manager
  4. built 2 simple apps - clock and welcome

what we do next?
build advance apps

0
0
4
Open comments for this post

28m 19s logged

Js started working on aeroOS! :yay:

based on frutiger aero design aesthetic, which was really popular during the time i was born
anyways

tech stack: next js with tailwind

what we do next?
improve the desktop then we move to apps

0
0
5
Ship

What did I make?
A browser based desktop OS. It has a boot screen, a window manager, a taskbar, desktop widgets, and seven apps and its all cat themed.
You can open and drag windows around, change your wallpaper, use a terminal, write notes, check the time. It actually feels like an OS, which was the whole point.

Live at https://meowos-web.vercel.app

What was challenging?
SSR kept biting me. Next.js renders on the server first, so anything touching localStorage or window would crash on Vercel even when it worked fine locally. Took a while to track down every spot that needed a guard.
The window maximize animation also gave me grief windows would snap and drag at the same time in this weird magnet effect. Fixed it by separating animation state from logical state so the transition only fires during the toggle, not while dragging.
I also tried adding route transition fades between boot, shutdown, and desktop. Spent a few hours on it, kept breaking things, eventually just cut it.

What am I proud of?
The boot screen. Kernel text prints line by line, fades into a paw icon, then routes to the desktop. It’s a small thing but it makes the whole OS feel real.

How to test it?
Go to https://meowos-web.vercel.app
you’ll land on the shutdown screen, click to boot.

  • 3 devlogs
  • 9h
  • 17.32x multiplier
  • 164 Stardust
Try project → See source code →
Open comments for this post

3h 6m 41s logged

well its done guys

what i built?

i actually had no idea what to start with, i saw a webOS listed, thought it was pretty cool…
i love cats, so why not build a cat-styled OS?
u guys can check it out
here: https://meowos-web.vercel.app/

whats next?

just check it out guys (pls 🙏)

note

i wrote a highly technical long dev log but it all vanished when i closed the tab accidently, i dont have energy left to write all over again 😔😔

also follow me on github
https://github.com/armansinghh

thanks y’all

1
0
13
Open comments for this post

5h 5m 18s logged

Spent a lot of time this session just making things feel right 😮‍💨

Added boot screen and the best part…
Rebuilt most of the apps from scratch basically.
PawWatch now has an actual analog clock face with cat ears on top and a digital readout next to it.
MeowPad got autosave, word count and char limit.
PawShell now remembers your command history and arrow keys work just like a real terminal.
The settings app (PawNel) got a full sidebar layout, a live desktop preview when picking wallpapers, and an About page showing the stack.

Also added two new apps:
File Cat-alog is a file explorer with a fake filesystem you can navigate.
Also added PrrSurf, it is a browser with a cat themed homepage with shortcuts to Wikipedia, AccuWeather, and Excalidraw.

Taskbar got cleaned up too, the paw menu and control center both feel much more polished now.
Honestly meowOS is starting to look like something I’d actually want to use.

Next up is some final polish and getting it ready to ship 😝

0
0
8
Open comments for this post

1h 17m 13s logged

Built the core of meowOS today!!!
A fully working window manager in the browser. Windows are draggable, resizable, and stack correctly when focused.

4 apps so far:
Clock - live time and date
Text Editor - write and save notes, persists with localStorage
Terminal - commands like help, meow, echo, date
Settings - pick from 4 cat wallpapers, choice saves across sessions

Stack: Next.js, Tailwind, Zustand, react-rnd, react-icons.
Next up: File Explorer and Browser app.

2
0
35

Followers

Loading…