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xFN10x

@xFN10x

Joined May 31st, 2026

  • 27Devlogs
  • 4Projects
  • 0Ships
  • 0Votes
#2 java glazer in hackclub

https://xplate.dev
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8h 55m 34s logged

devlog 18… 8 hours 😅

ok so i normally would have devlogged after i got the ui done… but this ended up taking more time than i thought…

I finished the ui of the log, it took most of the time, and i also kinda did everything…

ui is done, i added some helpful utilities for loggable blocks, you can log things, omg this took so long, but there is really nothing else to say 😔..yet there are still a bunch of random things i need to fix

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2h 54m 38s logged

devlog 17 or 16, im tired

alright, i put the chunk detector aside, and ive done a bunch of work on logs. Mostly just me trying to figure out how the hell Create’s menus work because they have no dev wiki 😔…

anyways, the log now has a texture ive done twice trying to figure out how to make it look like a piece of paper, and i also make a screen; (ignore how its using the old texture.)

The log is gonna be usable between different blocks as i said, and each entry is gonna have a target player or entity, message, and timestamp. And i might also add the source block.

I also forgot that i forgot to add a recipe to the finiranium detector…

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1h 52m 49s logged

starting to work on the Chunk Detector.

I’ve started adding the new block, the Chunk Detector, which will log entries and exits of each entity in a chunk. It will log these in a new item, the Log. You will be able to use it to see different timed events of different blocks, like the Advanced Sight Sensor when i add it.

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2h 34m 16s logged

Alright, I randomly decided to make this program so i could learn a bit of C++, and because my brother suggested this.

Im using Dear ImGui, and SDL3. This program will let you use your mouse as a virtual joystick.

It will also let you intercept an existing controller, so you could use some other software to map the keyboard to a controller, then intercept it with your mouse to add smooth aiming

In 2h 30m, I have… a window with nothing…

(NMouseJoy stands for “Native Mouse Joystick”)

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3h 15m 41s logged

á la de vlóg numero quatre

(devlog 4 in extremely broken & incorrect spanish and latin.)

Rooms. I have implemented the room system, its pretty basic so far, but already pretty versitile. I have two test rooms now, testing out room exits, and even an exit in a pit.

I also actually finished the area name animation, and the sound effect. I actually made the sound effect over a year ago, and almost forgot about it.

Now I might start doing more ui stuff, and a title screen or something.

I also might try to start making the first real room in the game, to really try to show the art style. And to learn more about 3D modeling & Blender.

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4h 4m 57s logged

devlog #2 & 3

(devlog 2 didnt work, so this is both of them.)

#2

I’ve finished the basic animations, falling, jumping, idleing, walking, and landing. I also improved the state machine so the animations feel fresh. I made it so that the animations are fully automatic, so i don’t directly change the animation, and its all blended together. Next im gonna tackle some room stuff.

#3

I have started tackling some room stuff. Before, i was testing in a scene with the room, and all the other stuff. Now, they are seperate.

In Godot, i can run the room scene, and it automaticly loads the player, GUI, and other stuff, thats in another scene.

Ive also started implementing areas, so far ive created an area resource, that holds a name. When you enter an area, it will show the name of it like a dark souls game.

Also, the cool detail under the name is the 2nd image asset i’ve made for the game.

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2h 28m 21s logged

#1

I’ve added some more animations, of which i’ll probably improve later. Idle animation, Walking animation, Falling & Jumping are the animations so far. Tommorrow ill probably add more, and make the animation state machine better.

You can hear some music in this video, its one of the many songs i’ve made for this game already. It’s my favourite which is why it plays here. The game is gonna have a interesting song system; I won’t spoil it yet but just beware.

(edit: bro why cant this just be like gh markdown where linkbreaks are automatic 😔)

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2h 6m 19s logged

Not even sure if im actually gonna finish this game here, but for a while ive been trying to make this game. First in unity, now in godot. Its been hard for me to feel inspired to make this because I was struggling to figure out how to implement the main character.

This game is 3D, but it will have 2D characters, so i was trying to figure out how to actually do this in godot, since 3d & 2d are seperate.

  • At first the game was fully 2d, so i had a character that was rigged up and stuff… that i deleted because i decided to go 3d.
  • Then I tried making the player in blender and using that… but im quite inexperienced with it, and im not sure how i would do animations.
  • THEN I made the player a 3D sprite, and attempted frame-by-frame animation… but with vectors, and a mouse, that was quite hard.
  • Finally though, I ended up using a viewport, so now i can have a 2D scene as the player. So now i can use 2D rigging.

I have a new rig now, and i’ve setup IK, so now im actually onto the animating step!

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4h 0m 2s logged

i swear ive made this devlog 3 times already…

The mod is now on modrinth, and curseforge.

I would reccomend trying it out, as i want to make sure its balenced enough for its beta.

Now that its on modrinth, I’ve been working on some updates. Currently im adding the Finiranium Sensor, whichs shows you when Finiranium is nearby; (ignore the debug outline in the screenshot.) Im also planning on adding the next blocks & items before the beta:

  • Chunk Detector: Detects when Players/Entities enter a chunk
  • Advanced Sight Sensor/Laser Diode
  • Keycard stuff
  • Smarter Observer (wip name): Logs players’ interactions with a block
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2h 19m 7s logged

Progress is going faster than before now that im using Rider now,

I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating.

Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…

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38m 36s logged

Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them.

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1h 30m 9s logged

con-figured i should make some more configs before first version

I’ve made a bunch of configurable options, there are definity more i could add, but this is good enough for the first alpha version. Now i just need to finish the modrinth page, and add a readme.

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3h 33m 11s logged

recipes, recipes, come get your recipes here

now everything has a recipe! ive also added some more items to make these recipes more intuitive. Ill try to show some recipes in the attachments. Next im gonna make a server config for stuff like end sickness, and then im gonna raise the default for end sickness to make it a bit easier to avoid.

ill release an alpha version for testing soon, its not gonna be my ship though.

(also, the missing texture thing are the empty finiranium goggles, idk why they dont work)

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2h 48m 53s logged

I’ve added some QoL stuff,

  1. I added a feature where you can adjust the eye offset of the finiranium goggles, its a bit glitchly right now, but its fine.
  2. I’ve also added a config, for now only for the client. So far there is only one setting for the flicker of a laser. (you can see it at its default in the gif)
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5h 5m 57s logged

now the laser works on contraptions.

The laser diode now visually work on contraptions… but due to create limitations, they don’t actually function… anyways, im gonna make a ponder now, then ill probably make a config.

Ive also fixed a bunch of issues with the rendering of the lasers. And i also fixed an issue with me not knowing that the block entity renderers where shared across all of them, therefore the lasers would change length weridly from other lasers…

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3h 34m 9s logged

the laser renders properly.

Now the laser sensor can actually shoot a proper laser. Also I learned how to actually spell laser.

Now, I just need to do i bit more fine tuning, and then i need to make the thing actually function.

And then i need to add the contraption behaviour… which hopefully wont be to hard…

yay the video upload wont work again! heres a link to it instead https://file.garden/ZPu7YidXf2vX5nJR/Screen%20Recording%202026-06-29%20192129.mp4 (i was trying hackclub cdn, but i think thats the issue)

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5h 49m 21s logged

im starting to add lazer diodes, they will let you detect when something is blocking a lazer. Kinda like a sight sensor, but no sight.

Ive been trying to figure out how to make the lazer, and ive got a good start as you can see.

In the second image you can see the lazer, (left,) and the receiver you get from wrenching it, (right.) With the advanced versions you will only need one lazer.

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2h 47m 42s logged

Ive added a new liquid: Liquid Finiranium. Its going to be used to refil electric camo. Also, since liquid finiranium is so extremely deadly, im gonna raise the threshold for getting end sickness, and im also gonna add ways to prevent end sickness

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