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cauadev

@cauadev

Joined June 9th, 2026

  • 57Devlogs
  • 5Projects
  • 4Ships
  • 51Votes
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17m 19s logged

Hello! :love2d:

Struggles at shipping :opengl:

My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration.

Note :chrome: :debian: -> :arch:

Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)

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Ship Pending review

Hello guys!

Drowned-Fish

A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you.

Controls

  • WASD - Move
  • P - Pause/unpause

Struggles (Only the main ones)

  • Creative block at level design (especially for the last sectors).
  • Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them.
  • Making my game pretty (I’m a dev, not an artist)
  • Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers).
  • UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written
  • Implementing specific props, such as lasers, moveable props, spinning platforms and boosters

I’m proud of…

  • Having a whole game to call mine
  • Overcoming all topics mentioned in Struggles
  • Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood)

Download

You can download it at the GitHub releases page. It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can:

  1. Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page) and open the build with Love2D
  2. Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)
  • 25 devlogs
  • 80h
Try project → See source code →
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1h 24m 58s logged

Hello guys!

Finally shipping this thing!

Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines.

Goodbye!

See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)

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7h 3m 50s logged

Hello guys! :eggcited:

What’s new :h:

  • Chunk generation: Totally procedural and infinite, along with a render distance
  • Some visual refactor: Background is now sky blue, and grid is gone for good
  • Mandelbrot Set: Can be controlled with arrow keys to move, R for going slower and Q/E for zooming
  • New camera controls: Now using UpdateCameraPro and some custom bindings: Shift for sprinting, Space to go up and Ctrl to go down. The rest is basically the same.

Struggles :burnitsfine:

  • Figuring out how to do the chunks: Making it enter in my stupid ahh mind the logic behind infinite procedural chunk generation
  • Segmentation faults (when closing program): Figured out that it was because the terrain.cpp code was trying to call the Chunk destructor after the window was already closed. Solved it by emptying the std::vector responsible for the chunks before the program was closed instead of letting it to the C++ runtime.
  • Keybinds: The reason I changed the camera controlling scheme was to free the Q, E and arrow keys.
  • FPS, as usual (probably just accepted it rn, maybe it’s just a hardware issue)

TODO :incognito-gumball:

idk (accepting suggestions) ((maybe more shader related props, or procedural structs, not promising anything though))

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3h 42m 49s logged

Hello guys! :among_us_orange_dance:

What’s new :spinning-parrot:

  • GLTF model: This bust model
  • Basic lighting: Rlights.h + example shaders directly from Raylib repository
  • Procedural terrain: It uses Perlin Noise to generate a procedural mesh.
  • First custom shader: It’s a small variation of the standard lighting shaders, which uses the height of the vertex to determine the color of the pixel (gradient is green -> brown -> white).

Struggles :explodes:

  • FPS: Really dropped down after adding the terrain. What really helped was decreasing the Perlin Noise texture resolution (and with so, basically decreasing the level of detail of the terrain), but I still feel like I’ll need further to do optimization (my hardware is bad btw, a literal Chromebook). The FPS average went from like ~30 (before terrain) to ~5 (after) to ~15 (after the described optimization).
  • Loading time: Maybe not that big of a struggle, but would like to relate that, after adding the bust to the project, now it takes literal seconds to boot (it was almost instantaneous). Dunno if it’s fixable, so just keeping it, although hating it, because it slows down testing and debugging.

TODO :shrek-dance:

  • More shaders: Maybe props meant specifically for that. I’d specially love something related to Mandelbrot Set.
  • Chunk generation: Probably starting with fixed (like 3x3 or 5x5), then making a on-fly chunk generator.
  • Maybe water in the valleys?????? (unsure, not confirmed, not a promise, just a huge “maybe”, not a focus)
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1h 29m 58s logged

Hello Guys! :club-penguin-breakdance:

What’s new :hack:

  • New shapes: Cube, sphere and wire cylinder
  • Texture: Sphere has a brick texture
  • Mutable parameters: FOV can be changed with mouse scroll and “p” key makes view orthographic while held down

Struggles :bleach_eyes:

  • The texture: Figured out that apparently Raylib doesn’t recognize JPEG images (at least not mine). Solved it by converting images to PNG.
  • Printing FOV: Figuring out how to concatenate char * strings. Solved it by concatenating them as std::string and turning them back to char * with .c_str().

TODO (I guess) :mememan:

  • Render a .obj file
  • Lightning
  • Shaders!
  • Physics…?
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1h 44m 45s logged

Hello guys! :brazilparrot:

Progress :oiia-cat-02:

I’ve played around with user interaction (both mouse and keyboard), locking and unlocking cursor, resizeable window, etc. and decided I could already jump straight into 3D. Also, now the triangle pulses via sine waves :dino-bbq:

Struggles :angry-3d-emoji:

  • Correct the triangle: it used vw and vy to its positioning. In 2D, it served to center it, but in 3D, this made the triangle huge, offcenter and upside down.
  • Make the camera spawn facing the triangle: Self explanatory (probably the biggest issue is that the triangle is one-sided, meaning that it can only seem in a single direction (the “front”)).

TODO :spider-man-reaction:

Probably mess up with other shapes, then do lightning and shaders.

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1h 43m 13s logged

Hello guys! :portal-parrot-orange: :portal-parrot-blue:

Development :raylib:

I’ve done this window (meant to be just a triangle, but the red triangle looked a lot like the flag of my state, Minas Gerais, so I kind of recreated it). The triangle changes the “rediness” when pressing “a” (goes to black) or “d” (goes to red).

Struggles :linux-kerneling-my-ass-off:

Starting to learn (already explained at AI use declaration, but basically didn’t find some tutorial that seemed to switch to me, so using AI, without it writing code to me, + documentation for functions and library methods)
Finding an intelisense that works (still didn’t find, even after setting up GNU Global)

TODO :c++:

Learning more :) (I’d like to make a shader next, or 3D shape)

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2h 6m 39s logged

Hello guys! :gigachad:

New levels :dino-bbq:

Finished Sector 5 Level 3 (S5L3) and did S5L4.

Features of S5L4 :parrotcop:

  • Fake integer overflow at the level deaths counter, which explains the “broken” level
  • Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”)

Struggles :raging:

  • Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit.
  • Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down).

Bye! :pat-duolingo:

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1h 49m 33s logged

Hello guys! :roblox-wave:

Progress :chill:

I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic.

Struggles :speed-laugh:

Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time).
This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature.
Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.)

TODO :trollparrot:

Finishing the level (S5L3) and doing lots of troll shenanigans.

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2h 13m 26s logged

Hello guys! :mememan:

What I’ve done :portal-parrot: (No, I’ll not face myself)

Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game).

Struggles :dumbass:

Creative block for levels (already said it)
Being lazy (mostly because the creative block makes my brain want to avoid this project)
Lack of free time (It’s better now, but was kind of an issue for me)

TODO :matrixparrot:

More levels (at least Level 3 to 5, but I thought of doing more)
Maybe improving UX/UI (NOT A PROMISE)
More voicelines (absolutely needed)

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1h 4m 27s logged

Hello, guys! :tuxspin:

Development :love2d:

Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!)

Struggles :aaaaa-disintegrates:

I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there).

Sector 5 :hehee:

You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc.

Note :firewriting:

Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can.

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2h 2m 54s logged

Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!

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Ship

Hello guys! Today, I celebrate the shipping of Br-Zueira’s Boilerplater! It serves for saving (ctrl+u, mac: cmd+u) and pasting code snippets (ctrl+alt+u, mac: cmd+alt+u). It also supports categorizing them by tags and languages, giving descriptions and titles to them and even supports macros:

  • [%%] -> Supports variables such as BP_FILENAME, some sandboxed JavaScript evaluation and even macros (variables defined by yourself using JavaScript code)
  • [#n#] -> Tabstops, where n is an index (they’re standard Vscode tabstops: evaluated from 1 to infinity and beyond, 0 at last and can be grouped like in the example)
  • [#n|fallback#] -> Tabstops but with a placeholder/fallback if user chooses to ignore the tabstop.
    Also, you can change the snippets by the extension itself (supports basic coding editor features, such as tab indenting or auto closing quotes).
    For all this. it uses an in-build webview (ctrl+alt+u, mac: cmd+alt+u).
    You can easily download it at Microsoft Extension Marketplace (just search by “Br-Zueira’s Boilerplater”). If you want, you can also get the VSIX file at GitHub Releases (then open it with Vscode and click “Download VSIX extension”). It’s plug and enjoy! Hope it really lets your workflow more frictionless!
  • 16 devlogs
  • 72h
  • 12.85x multiplier
  • 922 Stardust
  • Frictionless
Try project → See source code →
Open comments for this post

1h 36m 19s logged

Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)

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2h 34m 12s logged

Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!

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2h 42m 12s logged

Hello guys!

On the last days, I’ve been making this level (S4L2).
The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center.

Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!

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