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splice

@splice

Joined June 27th, 2026

  • 7Devlogs
  • 2Projects
  • 3Ships
  • 19Votes
the enlightened one
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2h 39m 25s logged

** Devlog 5 **

Hi guys,
as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol

New minigame

Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard.

Freeplay Mode

Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached

Difficulty Scaling

Made each game harder dependent on the number of minigames you have completed in that session.

Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading,

Check out my repo!: https://github.com/spliceydice/Rifted-Rush

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Ship

This is the finished (WarioWare-style) game called Rifted-Rush.
KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip

What has been added/changed:

  • TWO new minigames: protecting and dodging (i’m bad at names 🥹)
  • much better, updated visuals to fit a space theme (including fonts)
  • freeplay mode, endless minigames
  • with difficulty scaling
  • score mechanics which update based on time left

feel free to skip the tutorial to access freeplay mode immediately

also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :)
(just kidding just vote based on what YOU think of the game)

Try project → See source code →
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4h 5m 39s logged

**Devlog 6 **

Hi guys,
unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added:

Scoreee

Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc).

Clicking minigame

I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug.

Display Resolution

So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places…

New ending screen

Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed.

Some minor things

  • updated scaling formula AGAINN
  • cleaned up some unused files from github/ the directory
  • you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I)
  • play your own music while playing - i’m too lazy to search for music 🥲🥲

The End

Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo:

https://github.com/spliceydice/Rifted-Rush

and try and get a higher score than me!

https://spliceydice.itch.io/rifted-rush

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2h 39m 25s logged

** Devlog 5 **

Hi guys,
as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol

New minigame

Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard.

Freeplay Mode

Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached

Difficulty Scaling

Made each game harder dependent on the number of minigames you have completed in that session.

Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading,

Check out my repo!: https://github.com/spliceydice/Rifted-Rush

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4h 51m 29s logged

** Devlog #4 **

Hi guys,
almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲

Finding assets again 😡😡😡😡

To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together.

New minigame

Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex.

##Code itself

Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though.

What next?

I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in.

anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush

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4h 51m 29s logged

** Devlog #4 **

Hi guys,
almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲

Finding assets again 😡😡😡😡

To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together.

New minigame

Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex.

##Code itself

Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though.

What next?

I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in.

anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush

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1
6
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Reposted by @splice

5h 41m 32s logged

** Devlog #3 **

Hi guys,

So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹.

Asset finding

I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too.

Importing assets

I imported them 👍👍

Implementing the assets

For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself.

Things idk where to put

I added the base of a settings screen (no settings yet)
I want to credit Shiroze again for most of the assets!
I’ll attach what some of the scenes look like.
Also, I renamed the game to rifted rush because… it sounds cool idk 😭.

What’s Next?

Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves.

Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush

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1h 3m 31s logged

I created my win/lose screen which shows different reactions of the cat. On the win screen there will be cheering in the background. While on the lose screen you will hear a womp womp sound.

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5h 41m 32s logged

** Devlog #3 **

Hi guys,

So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹.

Asset finding

I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too.

Importing assets

I imported them 👍👍

Implementing the assets

For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself.

Things idk where to put

I added the base of a settings screen (no settings yet)
I want to credit Shiroze again for most of the assets!
I’ll attach what some of the scenes look like.
Also, I renamed the game to rifted rush because… it sounds cool idk 😭.

What’s Next?

Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves.

Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush

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1
21
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25m 6s logged

** Devlog #1 **

Hi guys,
this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀.
Anyway,

Slack + VSCode

Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest.

Nest

The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s :ms-broken-heart: . These two commands didn’t work:

curl -fsSL https://deb.nodesource.com/setup_lts.x | bash -
apt install -y nodejs

So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions:

curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash
source ~/.bashrc
nvm install --lts

I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use.

Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey

p.s. any people who work at stardance reading this please check that error out! Thanks!

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127
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25m 6s logged

** Devlog #1 **

Hi guys,
this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀.
Anyway,

Slack + VSCode

Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest.

Nest

The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s :ms-broken-heart: . These two commands didn’t work:

curl -fsSL https://deb.nodesource.com/setup_lts.x | bash -
apt install -y nodejs

So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions:

curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash
source ~/.bashrc
nvm install --lts

I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use.

Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey

p.s. any people who work at stardance reading this please check that error out! Thanks!

1
1
127
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Reposted by @splice

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

0
1
20
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Reposted by @splice

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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898
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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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