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Blxm

@Blxm

Joined June 6th, 2026

  • 39Devlogs
  • 6Projects
  • 5Ships
  • 67Votes
Hello guys! https://blxm.me
Ship

I made my website

Admidditally, not my best work, but dosn’t matter.

What did i build?

I built a simple portfolio website using svelte, and tailwind.

Challenges

This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind.

  • 6 devlogs
  • 11h
  • 1.71x multiplier
  • 20 Stardust
Try project → See source code →
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1h 21m 47s logged

Added a Projects component to the website

ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh

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2h 22m 25s logged

Added A body to the website

alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!

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6h 14m 28s logged

Experimenting W/ Svelte

(I need a mousepad lol)
Ok, so why am I experimenting?
well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler.

This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp.

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19m logged

FIxed bug where jumping wasn’t scaled to your fps

Simple really! it’s on the title

Changes & Bug Fixes

  • fixed bug where jumping wasn’t scaled to your fps
    that bug would have made high fps players not able to jump high, and low fps players to jump SUPER high
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1h 53m 52s logged

Fixed some issues regarding prod (wont get paied for this 😭)

ALright, even though i just shipped, there were stuff that were broken, first of all i realized that if you have a expensive 4k 240 hz ahh monitor, the game would get very fast due to the fact that I didn’t introduce deltat time, so i introduced delta time.

Bug fixes

  • Fixed bug when you were very fast on a 60hz+ monitor
  • Fixed glitch where the animation state changes between falling and breaking a block while breaking a block while falling
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Ship

FlatCraft

Basic Info

FlatCraft is an open source, MIT licensed 2d Minecraft inspired game. It uses LittleJS for the rendering, and vanilla HTML/CSS/JavaScript for the UI. All the rest was written by me.

Challenges:

One of the biggest challenge was world generation. The idea was to use simplex noise to make terrain, but there was one problem: It’s uncontrolability. I wanted real biomes, but that coudn’t happen because I didn’t know how to control simplex noise. Nor did I know how to make mountains. I solved it by realizing that this is just a silly 2d Minecraft game for a program designed to get teens to make something, not for teens to make some complex minecraft like game, so I decided to bite the bullet and to just make an array for each biome, and have that array contain the y level of the highest block, and use that array to make the terrain. It’s basically like [1,1,2,2,3,3]. Nothing complicated, and if you played this game long enough you’ll see that each biomes are litterally the same.

Most Proud of:

I’m actually most proud of the custom skins part of flatcraft. It’s really not that complex, but it took a mesruable amount of time to get it working. I had to learn node.js, finally had a use for a server! and used my old chromebook as my server. I made the precaution of adding a ratelimiter just in case someone tried to take it down or whatever, but yeah. That’s what I’m most proud of.

What I learned:

  • Making classes in js
  • NodeJS
  • LittleJS engine

Stuff that didnt make it into the game:

Game music
Mobs

Credits

Art:

Me, mostly me, My little brother
Inspired by https://www.planetminecraft.com/texture-pack/digs-simple-pack-1-15-100-complete/, and https://bloxd.io

Programming:

Me

Libraries used:

  • LittleJS
  • 23 devlogs
  • 113h
  • 12.47x multiplier
  • 1405 Stardust
Try project → See source code →
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5h 39m 48s logged

Sprinting

this will be my last ever devlog!

New Features:

FULL Random world generation:

It works like this:

Seeds:

Seeds are not that important, though they do play a part for terrain generation.

Terrain:

The terrain is basically just a huge array with preset Y levels depending on the terrain type, ie: mountianus, hilly, flat.

Ores:

Ores are truly random. It dosn’t depend on the seed.

Trees:

Trees are also truly random

Sprinting:

Double press the key in the direction you want to go to sprint

that’s it! plz rate it well :yay-67-55:

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6h 12m 1s logged

Saving worlds… I hope

Honsetly, school has been removing litterally half of the day I would have used to do flatcraft, so… yeah. im also writing this at school cuz i needed to sleep. dont tell anyone lol

New Features:

Saving

It’s quite simple actually. Just saving an object with some world data to local storage. Honestly, that’s it.

Flower

flower. very cool

Terrain generation

Terrain generation, no ore generation lol

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5h 58m 9s logged

Tools Update!!!!111 3 more hard gh issues to go! yay

it’s like 2:30 on a friday. not bad, but considering school is back, not good either. Honestly, i swear Idk if i can actually finish this before sep 20th, so if i can’t i’ll actually do 100 pushups. and it WILL be on a devlog. so uhh… yeh. idk why but you can see me do 100 pushups.
defenatly not in a row tho my arms are actually twigs bro. ok enough yapping, let’s actually get into this.

New Features: Tools!!111

tools. the final implementaiton was quite simple actually. I just added tools to the textures, and added them to the metadata, added a few bits of code for the speeding up of breaking blocks and boom! tools.

Changes & Bugfixes:

  • Compleated Metadata
  • Drops now produce 80% less lag (by making sure that only 1 shadow per x coord can exist)
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Reposted by @Blxm

3h 30m 4s logged

Shop + admin version

The shop is based around a new data model, and theres a new /admin/shop panel providing full management like creating and editing items, setting regional prices, toggling visibility, and adjusting stock. The user facing shop is now operational, with images being ready to show. Checks to ensure users can’t see hidden items discreetly

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8h 33m 13s logged

Lighting & Dropping stuff

i’ve been slacking off recently, and I mean it. I’ve coded less, and played more games due to the uhhh looming school season starting again but like… i’ve still managed to make things like lighting, dropping stuff, and shuffeling stuff in ur inventory by using the number keys.

Features

Lighting

At first, this was one of the reasons why I decided to switch to little js, but like their system is not designed for 2d minecraft use, so I had to improvise. The lighting system consists of two basic things. One is the ambient lighting, which basically fills the whole screen with light / filling the whole screen without light, and the second thing is like “light objects” by that, I mean like point lights, which are like round lightbulbs per say, and they emit light. Those would be used for stuff like torches.

Q

Dropping things with q didn’t exist in the 2 part drops update, cuz i was too lazy to implement that. But now, I added that. It’s simple really, it just creates a new droppped item every time u press q. and if u press q with control, then it drops everything in the hotbar slot hovered, and u can drop things in ur inven by hovering over it.

Moving things around in ur inventory with the top number keys

I added that cuz im just used to that in uhhh…. bloxd.io so yeah, i just added that.

Attack anim

press mouse button 0 to attack. currently just attack animation for now

Changes & Bug fixes

  • Random tick events for stuff like grass turning into dirt or vice versa
    *greijodkmgrfd idk, it was in my commits smth to do with promises
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1h 27m 42s logged

Custom Skins Settings Front End

Uhhhh it’s in the title… nothing interesting.
https://github.com/users/BlxCode/projects/5

New Features

Custom Skins are now FULLY 100% Out!

custom skins.
How it works:

  • A gallery with a bunch of skins and their ids
  • a textbox for the skin ids
  • reload

Changes & Bug Fixes

  • None lol
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8h 49m 48s logged

Inventory

Ok so i’ve basically just coded the inventory system. uhhh

New Features

Inventory System

Ok so this is how it works:

  • There is an object that has all the invetory data
  • There is a function that renders it
    it works like that so u dont render the inventory every frame. that would cause SOO MUCH LAG

Place blocks

Uhhh… place blocks
and it also checks if the block u placed collides with any blocks or players and if it is next to a block

Changes & Bug Fixes

  • Fixed some weird crouching behavior that I cant really explain cuz it’s like weird.

Dont mind the fact that the game bugged out… it’s cuz i forgot to add metadata to the pine logs and rickroll block thingy

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8h 18m 31s logged

Drops Part 2

Last devlog, I finished the drop part of drops! This time, I finished the pickup part of drops, and the hold part, though I feel like I do need to tweak the values, I just don’t know by how much.

New Features

Pick up:

The pickup part of drops is basically just an if statement that runs like every frame to see whether or not the player is near enough to a dropped item for them to pick it up. It’s quite simple.

Hotbar:

I feel like I finished the hotbar, not the inventory system yet, just the hotbar. I finished the “rendering” part, by that I mean like viewing the inventory object and rendering the stuff that is on the hotbar.

Changes:

  • Renamed the id of the Inventory div to the Hotbar
  • Readded the FPS counter, and gave it an overhaul
  • The lower arm animation actually plays now
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8h 53m 5s logged

Drops Part 1

Drops! Though… you can’t pick them up yet… uhhh, and I’m nearing the 10-hour mark, so… yeah. I also completely rewrote the movement code and tweaked the values in collision detection, so that’s like half of the time. Also, it turns out I am not an engineer, as I rewrote my own drops code TWICE in the span of TWO HOURS because of chatgippity roasting me and me roasting myself, respectively. (Also, new dev log format, yay!)

New Features

Drops (partially)

Drops were annoying to implement, partially because I’m a skill issue, and also because I had to learn new things like making classes and stuff like that.

Changes & Bug Fixes

Collision system revamp

The old system was weird and also sometimes inconsistent, so I rewrote the movement system and tweaked the collision system.
Overall, a bit of a smaller update if you ask me, and its ONE AND ONLY FEATURE wasn’t complete. Oh well… looks like we’re going to get the next dev log soon.

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8h 4m 52s logged

Block Breaking and Particles!

half of the time was spent fixing bugs

uhh… ignore that youtube video…

New Features:

  • Shadow
  • Particles when touching ground after falling, walking, and after breaking a block
  • Block Breaking

Changes & Fixes:

  • Added more things to the block metadata object
  • Fixed collisions not colliding
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