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splice

@splice

Joined June 27th, 2026

  • 2Devlogs
  • 1Projects
  • 1Ships
  • 0Votes
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3h 13m 33s logged

Devlog #5

Title !

Sooo idk what to say anymore, it is SO DIFFICULT to draw something, and I spend a lot of time doing it but never get the perfect look I want. But for today I’ve done enough.

I am still finishing the background but I made the UI a little bit better.
Also I fixed some minor bugs like plants not saving the isDead status resulting in never dying plants when refreshing the page.

I know that there are still some bugs, especially with images, but I will fix everything tomorrow, hopefully!

Bye!!! :)

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3h 18m 29s logged

**Devlog #2 **

Hi guys,
I’ve continued my development of the game and it is essentially finished.

Scenes

Recently, I’ve completed the death and done screens and they are simply placeholders at the moment.
In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky.

Scripting

I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced.

What next?

I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update.

That’s all I have to say for now. Please leave any suggestions especially on visuals!
Check out my github repo! https://github.com/spliceydice/WarioWareGame

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3h 18m 29s logged

**Devlog #2 **

Hi guys,
I’ve continued my development of the game and it is essentially finished.

Scenes

Recently, I’ve completed the death and done screens and they are simply placeholders at the moment.
In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky.

Scripting

I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced.

What next?

I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update.

That’s all I have to say for now. Please leave any suggestions especially on visuals!
Check out my github repo! https://github.com/spliceydice/WarioWareGame

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1
6
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2h 37m 7s logged

Day 10 — Robotic Arm Design

Time spent: 2 hours 25 minutes

Today’s work was focused on designing the robotic arm’s gripper. I finalized the parallel-jaw gripper design after comparing various end-effector options over the past two days. Most of my time was spent positioning the servo inside the gripper housing and designing the gear mechanism that opens and closes the jaws while ensuring everything fit together correctly. Next, I’ll finish the remaining gripper components, verify the gear alignment, and continue completing the full CAD assembly.

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8h 43m 39s logged

Hackfetch Gets Real Colors

New thing today: hackfetch now emits 24-bit color when your terminal supports it, and spreads gradients smoothly across each row instead of cycling through the palette one character at a time.

Before and after

Old behavior: for a per-char scheme like rainbow, each character got exactly one palette entry, wrapping around every N characters. On a 30-column row with a 3-color palette, that looked like ten cycles of red, green, blue, red, green, blue… basically RGB static.

New behavior: the palette spreads across the row once, and characters between palette entries get interpolated in-between colors. Same 3-color palette on a 30-column row now shows red, olive, green, teal, blue, magenta, back to red.

Why the rebuild

Terminals speak two color modes:

  • 256-color (\x1b[38;5;Nm): pick from a fixed palette of 256 preset RGB values.
  • 24-bit / truecolor (\x1b[38;2;R;G;Bm): specify any of ~16 million RGB values directly.

The old code always used 256-color. That meant every character had to snap to one of the palette entries. No in-betweens possible.

The new code checks $COLORTERM (set to truecolor by iTerm2, kitty, WezTerm, Alacritty, GNOME Terminal, and most modern terminals) and emits 24-bit escapes when supported. When it’s not, it falls back to the old cycled-palette behavior automatically.

You can force it either way with HACKFETCH_TRUECOLOR=1 or =0.

Where you’ll notice it

The built-in rainbow scheme has 23 palette stops, so the difference on that one is small. You just see a smoother color distribution and less banding.

The change is dramatic on:

  • custom themes with few stops (try 3 colors in your ~/.config/hackfetch/colors.json for the wildest gradient)
  • the stardance palette (11 stops, per-char), where sparkles now flow through the spectrum in order instead of landing on random-looking colors
  • any per-line scheme (pride, trans, bi, pan, sunset, ocean, forest) since they now emit exact RGB values instead of nearest-256-color

Bonus: the SVG, PNG, and JPG export paths use the smooth interpolation too, so exported cards look better regardless of your terminal.

Ship

Landed in v1.8.0.

brew update
brew upgrade hackfetch

Or on the Arch family:
yay -Syu hackfetch-bin
 
Try hackfetch rocket forest and just watch.

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6h 7m 24s logged

What I’m making

  • A personal website, but make it creative. Last time, I just finished the landing page, where you choose a sprite and a name! The general look I’m going for is kinda like the pixel pokemon games

What I added :pixel_clipboard:

  • So I began by storing the user’s name and choice of character. Then I remembered that I needed to convert my animated gifs into spritesheets. I’ve never actually made this before, else I would have just done them as I was animating :im_fucking_sobbing:
  • I made the UI, which is a isometric room and a topbar. Then came the fun part! Making the sprite move and not bump into the furniture. This was where I jinxed myself. My room was a flat image, and individually plotting areas where the sprite couldn’t move was….hard to say the least.
  • I created a temporary debug code using where I could adjust the points, view the coordinates in my console and copy it into my code. It worked, but only to an extent. I was three seconds away from exiling myself to yt to learn blender to make a 3d model instead. :cat-gun:
  • Idk how, but in some stroke of inspiration, I decided instead of marking places that weren’t walkable, I’d mark the places that actually were.
  • Things got a lot simpler from there. I drew over the walkable areas and inserted it. I kept it transparent so the code could see it but you can’t. IT WORKED, by some grace. It isn’t perfect, but soo much better.
    Cheers! :yayayayayay:
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1h 41m 44s logged

I Just Started My Space Station!


I decided to do the International Space Station!


So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them

My next goal is to create the main frame of the building and then move on to smaller details



I’m excited on where this project will go! If you have any suggestions share them in the comments.

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3h 2m 29s logged

** Devlog #1 **

Hi guys,
I’ve started to work on a WarioWare Game and its been really fun but its been difficult too.

Initialising everything

When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭.
However, I watched some tutorials on YouTube and it really helped.

Actually coding

Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures.

So, What Next?

I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on.

That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame

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Open comments for this post

3h 2m 29s logged

** Devlog #1 **

Hi guys,
I’ve started to work on a WarioWare Game and its been really fun but its been difficult too.

Initialising everything

When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭.
However, I watched some tutorials on YouTube and it really helped.

Actually coding

Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures.

So, What Next?

I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on.

That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame

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47

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