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obedot

@obedot

Joined June 1st, 2026

  • 40Devlogs
  • 4Projects
  • 3Ships
  • 18Votes
I make games and programming
Ship Pending review

What is ObeBot?

ObeBot is a simple Slack bot that can do simple things like respond to pings and send messages to the future. It was made with NodeJS and is being hosted on Nest.

What was challenging?

One of the harder parts was setting up the bot and hosting it on the Nest server. I was not really familiar with how to do this, because I haven’t used the Slack APIs before or hosted my code on a server.

Making the command which sends a message to the future was a little tricky. I had to figure out how to use a timer in NodeJS, which I didn’t previously know how to do.

What am I proud of?

My favorite part was making the command which can send a message to the future, because it was the most interesting to make. It’s a useful feature that has the potential to help with setting reminders or looking back on memories if I expanded upon the idea more.

How can you test the project?

After clicking the Try Project button below, you will be taken to a slack workspace. If it doesn’t open immediately, you can click the “open this link in your browser”. You do need to be in the Slack server to use this bot. Please try to only test the bot in the channel bot-spam and not other channels.

Try project → See source code →
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48m 11s logged

Set up my first Slack bot and added three basic commands

ObeBot can now run three commands:

  1. Respond to a ping
  2. Send a message to the future
  3. Display a list of available commands

So far, this has been pretty easy. I’m not planning on doing any super complex commands, so I’ll probably finish this project soon.

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GravOS is now complete! I made a simple web-based operating system with a basic desktop UI. GravOS is about a robot named Grav, who is a character from my game SuperOrbital. Grav is an assistant that helps the main character on their journey.

One of the things I found challenging was making the scrolling work correctly inside the apps. When the text wouldn’t fit inside the window, it would just overflow past the boundaries of the window instead of creating a scrollbar and clipping the content. Eventually I figured it out by changing the css display property from block to flex.

I am very proud of the parallaxing background, because I think it looks really cool unique. The images themselves were copied over from my other project, but getting the scrolling to work correctly took a bit of time.

You can test the project by clicking the Try Project link. You can click on the buttons on the bottom bar such as “Welcome”, “Check Out SuperOrbital” and “Todo List” to open up the apps, and click the X icon in the top right corner of the window to close it. You can drag windows around by clicking and dragging on the top part of the window.

Try project → See source code →
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41m 52s logged

Added a space-themed parallaxing background and a todo list app

Making the background was a little bit tricky. I originally made the shader for a different project, SuperOrbital. I used Godot’s movie maker to render the three different parallax layers to images, then I used css to make the images repeat and slide at different speeds.

The todo list was really quite easy to make, it’s just a list of checkboxes and text input fields.

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19m 21s logged

Added a new window which tells you about SuperOrbital

It took me a while to get the scrolling working on the windows, but I have now successfully added a second functional application which can show you one of my other projects.
SuperOrbital is a game I made in Godot for stardance, and it’s basically the theme of this WebOS.

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57m 46s logged

Added an app that lets you check out SuperOrbital (another game I made)

The scrollbar is acting weird, and the text overflows, but I couldn’t figure out how to fix it.

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2h 5m 26s logged

I set up the basic desktop interface (mostly just following the WebOS tutorial at this stage)

I just got started on GravOS, a web OS about a fictional robot assistant named Grav. Grav is a character in SuperOrbital, which is another one of my stardance projects.

Here, I made a simple background and a window that can open and close. I used the WebOS tutorial to learn how to use HTML and CSS, and I found it very helpful.

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SUPERORBITAL: The Quest of the Anomaly
After months of hard work, @orivio and I finally present to you SUPERORBITAL.

What on earth is a SUPERORBITAL?
SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what.

Dev Messages:
orivio:
SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come!

Obe Dot:
Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event!

Try out the game on our itch, or watch the provided gameplay footage and/or trailer!

Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI
Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8

  • 35 devlogs
  • 183h
  • 14.57x multiplier
  • 2657 Stardust
Try project → See source code →
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3h 7m 9s logged

Finished Up the GitHub Readme, Game Trailer, and Itch.io page!

I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!

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4h 21m 20s logged

FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better

I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before.
I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better.
Also, I made the center of the black hole a perfect circle now.

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4h 0m 27s logged

THE FINISHING TOUCHES

Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course.
Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it.

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Reposted by @obedot

1h 42m 58s logged

Devlog 2:

I finally built a file system inside roblox!! :yay:
Now you can save your class notes inside roblox as a cloud storage :joy-dance:
This took quite a bit of time, but I added syscall support for Read !

Stay tuned to see a working linux inside roblox ! :fish-eyes:

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9h 5m 16s logged

Greatly Improved Sound and Level Design

I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process!
I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun.

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1h 16m 38s logged

Added checkpoints to the levels

If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels.

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5h 39m 39s logged

Redesigned Old Levels to Work Better With New Player Movement

With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit.
I don’t have much left to do, but I definitely want to add some better sound effects.

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5h 36m 33s logged

Finishing the Movement and Experimenting with Dynamic Lighting

I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels.
My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release.

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2h 43m 30s logged

Greatly improved the Level Select screen by making animated level buttons

I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?

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53m 28s logged

Fixed a Tricky Level Transition Bug

I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code.
On the first slide, you can see the original bug, and on the third slide, you can see the fixed version.

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1h 13m 9s logged

Refined the Gravity Switch Shockwave Even More

It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact.

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