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aamir_pa2009

@aamir_pa2009

Joined June 12th, 2026

  • 5Devlogs
  • 5Projects
  • 2Ships
  • 30Votes
Hi, I am a 16 year old in Toronto, who likes electrical, mechanical, software.
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15m 23s logged

Changelog - AeroStrike

All notable changes to this project will be documented in this file.

[1.2.0] - 2026-06-15

Added

  • Scoring System: Implemented a comprehensive scoring system.
    • +500 points for destroying enemy jets.
    • +2000 points for sinking the enemy cruiser.
    • +100 bonus points for every flare burst conserved at the end of a mission.
  • HUD Updates: Added a real-time score display to the top-left HUD.
  • End Screens: Victory and Game Over screens now display the final score.
  • Disorientation Mechanics:
    • Player: Rapid high-G turns (7 direction changes) now cause a 5-second stall and fire lockout with a “DISORIENTED” HUD warning.
    • Missiles: Incoming missiles can now be disoriented by 4 sharp evasion turns when in close proximity, causing them to lose their lock.

Changed

  • Enemy Missile Visuals: Enemy missiles (from both jets and the cruiser) now match the geometry of friendly missiles but are colored red (0xff3333) for clear identification.
  • Combat Balance:
    • Enemy jets and the cruiser now have a 10-second cooldown between homing missile launches.
    • Friendly carrier defense missiles now deal 0 damage but continue to track and explode on targets for visual atmosphere.
  • Camera System: Refined the follow-camera to be closer and more dynamic, improving visibility and the sense of speed.
  • Enemy AI: Fixed a bug where enemy aircraft were stationary; they now correctly patrol and engage in dogfights.

Fixed

  • Enemy Jet Orientation: Corrected the nose orientation of enemy jets so they face forward during flight.
  • Spawn Logic: Adjusted enemy spawn distances and visibility for better engagement flow.
  • Carrier Defense: Restored the carrier’s missile launch logic after it was temporarily removed.

[1.1.0] - 2026-06-15

Added

  • Flare System: Added a flare limit of 10 bursts per sortie.
  • HUD Counter: Added a “FLARES” counter to the status panel.
  • Refill Logic: Landing on the carrier now fully replenishes flares along with health and missiles.

Fixed

  • Enemy Missile Geometry: Updated enemy projectiles to use proper 3D missile models instead of simple spheres.

Changelog - AeroStrike

All notable changes to this project will be documented in this file.

[1.2.0] - 2026-06-15

Added

  • Scoring System: Implemented a comprehensive scoring system.
    • +500 points for destroying enemy jets.
    • +2000 points for sinking the enemy cruiser.
    • +100 bonus points for every flare burst conserved at the end of a mission.
  • HUD Updates: Added a real-time score display to the top-left HUD.
  • End Screens: Victory and Game Over screens now display the final score.
  • Disorientation Mechanics:
    • Player: Rapid high-G turns (7 direction changes) now cause a 5-second stall and fire lockout with a “DISORIENTED” HUD warning.
    • Missiles: Incoming missiles can now be disoriented by 4 sharp evasion turns when in close proximity, causing them to lose their lock.

Changed

  • Enemy Missile Visuals: Enemy missiles (from both jets and the cruiser) now match the geometry of friendly missiles but are colored red (0xff3333) for clear identification.
  • Combat Balance:
    • Enemy jets and the cruiser now have a 10-second cooldown between homing missile launches.
    • Friendly carrier defense missiles now deal 0 damage but continue to track and explode on targets for visual atmosphere.
  • Camera System: Refined the follow-camera to be closer and more dynamic, improving visibility and the sense of speed.
  • Enemy AI: Fixed a bug where enemy aircraft were stationary; they now correctly patrol and engage in dogfights.

Fixed

  • Enemy Jet Orientation: Corrected the nose orientation of enemy jets so they face forward during flight.
  • Spawn Logic: Adjusted enemy spawn distances and visibility for better engagement flow.
  • Carrier Defense: Restored the carrier’s missile launch logic after it was temporarily removed.

[1.1.0] - 2026-06-15

Added

  • Flare System: Added a flare limit of 10 bursts per sortie.
  • HUD Counter: Added a “FLARES” counter to the status panel.
  • Refill Logic: Landing on the carrier now fully replenishes flares along with health and missiles.

Fixed

  • Enemy Missile Geometry: Updated enemy projectiles to use proper 3D missile models instead of simple spheres.

Replying to @aamir_pa2009

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Reposted by @aamir_pa2009

1h 41m 42s logged

Devlog – Major Update to AeroStrike
Hey everyone!
I just pushed a big update to AeroStrike, and I wanted to share what’s new, what I fixed, and what I learned while improving the project.

✨ What’s New
• New Enemy Jets + AI
I added simple enemy fighters that chase the player, turn toward you, and fire homing missiles.
This helped me learn more about vector math, direction interpolation, and basic pursuit behavior.

• Homing Missiles
Enemy missiles now track the player smoothly instead of flying straight.
They steer using direction lerping and have a warning indicator when they get close.

• Flares (Countermeasures)
You can now deploy flares to distract incoming missiles.
Missiles will retarget flares if they get close enough.

• Carrier HP + Bomb Damage
The enemy cruiser now has a proper health system.
Bombs deal damage, and the cruiser sinks when its HP reaches zero.

• Radar System
I added a 2D radar that shows:

Enemy jets

The enemy cruiser

This taught me how to convert world coordinates into UI positions.

• Landing + Rearming
You can land on the carrier to repair and restock bombs.
This added a fun gameplay loop and made the mission feel more complete.

🎮 Controls Fixes
The Up/Down pitch controls were broken before — they now work properly.
Pitching feels smoother and more responsive.

🎨 CSS Overhaul
I completely reworked the UI styling:

Cleaner HUD

Minimal, modern look

Consistent color theme

Better spacing and readability

Subtle glow effects for a “fighter jet” feel

This makes the game look more polished and easier to read during gameplay.

Devlog – Major Update to AeroStrike
Hey everyone!
I just pushed a big update to AeroStrike, and I wanted to share what’s new, what I fixed, and what I learned while improving the project.

✨ What’s New
• New Enemy Jets + AI
I added simple enemy fighters that chase the player, turn toward you, and fire homing missiles.
This helped me learn more about vector math, direction interpolation, and basic pursuit behavior.

• Homing Missiles
Enemy missiles now track the player smoothly instead of flying straight.
They steer using direction lerping and have a warning indicator when they get close.

• Flares (Countermeasures)
You can now deploy flares to distract incoming missiles.
Missiles will retarget flares if they get close enough.

• Carrier HP + Bomb Damage
The enemy cruiser now has a proper health system.
Bombs deal damage, and the cruiser sinks when its HP reaches zero.

• Radar System
I added a 2D radar that shows:

Enemy jets

The enemy cruiser

This taught me how to convert world coordinates into UI positions.

• Landing + Rearming
You can land on the carrier to repair and restock bombs.
This added a fun gameplay loop and made the mission feel more complete.

🎮 Controls Fixes
The Up/Down pitch controls were broken before — they now work properly.
Pitching feels smoother and more responsive.

🎨 CSS Overhaul
I completely reworked the UI styling:

Cleaner HUD

Minimal, modern look

Consistent color theme

Better spacing and readability

Subtle glow effects for a “fighter jet” feel

This makes the game look more polished and easier to read during gameplay.

Replying to @aamir_pa2009

1
3
Ship Pending review

I made a 8 key 2x4 Matrix wired keypad that is preprogrammed with commonly used git phrases to make my programming easier, this was my first time using Fusion 360 and KiCAD. Please tell me if you have any improvements. Thanks!

Try project → See source code →
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1h 52m 49s logged

I Finally Finished my Hackpad, GITBOARD2.0 with pre programmed git messages, just waiting on approval now.

I Finally Finished my Hackpad, GITBOARD2.0 with pre programmed git messages, just waiting on approval now.

Replying to @aamir_pa2009

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1h 41m 42s logged

Devlog – Major Update to AeroStrike
Hey everyone!
I just pushed a big update to AeroStrike, and I wanted to share what’s new, what I fixed, and what I learned while improving the project.

✨ What’s New
• New Enemy Jets + AI
I added simple enemy fighters that chase the player, turn toward you, and fire homing missiles.
This helped me learn more about vector math, direction interpolation, and basic pursuit behavior.

• Homing Missiles
Enemy missiles now track the player smoothly instead of flying straight.
They steer using direction lerping and have a warning indicator when they get close.

• Flares (Countermeasures)
You can now deploy flares to distract incoming missiles.
Missiles will retarget flares if they get close enough.

• Carrier HP + Bomb Damage
The enemy cruiser now has a proper health system.
Bombs deal damage, and the cruiser sinks when its HP reaches zero.

• Radar System
I added a 2D radar that shows:

Enemy jets

The enemy cruiser

This taught me how to convert world coordinates into UI positions.

• Landing + Rearming
You can land on the carrier to repair and restock bombs.
This added a fun gameplay loop and made the mission feel more complete.

🎮 Controls Fixes
The Up/Down pitch controls were broken before — they now work properly.
Pitching feels smoother and more responsive.

🎨 CSS Overhaul
I completely reworked the UI styling:

Cleaner HUD

Minimal, modern look

Consistent color theme

Better spacing and readability

Subtle glow effects for a “fighter jet” feel

This makes the game look more polished and easier to read during gameplay.

Devlog – Major Update to AeroStrike
Hey everyone!
I just pushed a big update to AeroStrike, and I wanted to share what’s new, what I fixed, and what I learned while improving the project.

✨ What’s New
• New Enemy Jets + AI
I added simple enemy fighters that chase the player, turn toward you, and fire homing missiles.
This helped me learn more about vector math, direction interpolation, and basic pursuit behavior.

• Homing Missiles
Enemy missiles now track the player smoothly instead of flying straight.
They steer using direction lerping and have a warning indicator when they get close.

• Flares (Countermeasures)
You can now deploy flares to distract incoming missiles.
Missiles will retarget flares if they get close enough.

• Carrier HP + Bomb Damage
The enemy cruiser now has a proper health system.
Bombs deal damage, and the cruiser sinks when its HP reaches zero.

• Radar System
I added a 2D radar that shows:

Enemy jets

The enemy cruiser

This taught me how to convert world coordinates into UI positions.

• Landing + Rearming
You can land on the carrier to repair and restock bombs.
This added a fun gameplay loop and made the mission feel more complete.

🎮 Controls Fixes
The Up/Down pitch controls were broken before — they now work properly.
Pitching feels smoother and more responsive.

🎨 CSS Overhaul
I completely reworked the UI styling:

Cleaner HUD

Minimal, modern look

Consistent color theme

Better spacing and readability

Subtle glow effects for a “fighter jet” feel

This makes the game look more polished and easier to read during gameplay.

Replying to @aamir_pa2009

1
3
Ship

I made a plane fighter game where you sink enemy NPC cruisers. What was challenging was learning how to integrate all the files into one file to make it run more smoothly and how to host the game. I plan on adding chat to the game and a multiplayer.

  • 3 devlogs
  • 2h
Try project → See source code →
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22m 39s logged

Finally Finished my First Game, One Large Leap For Me.

Finally Finished my First Game, One Large Leap For Me.

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15m 18s logged

Finally Finished The Theme Bugs In Dawned.
Still in open Beta Testing.
dawned.app

Finally Finished The Theme Bugs In Dawned.
Still in open Beta Testing.
dawned.app

Replying to @aamir_pa2009

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