Hi guys,
this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀.
Anyway,
Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest.
The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s
. These two commands didn’t work:
curl -fsSL https://deb.nodesource.com/setup_lts.x | bash -
apt install -y nodejs
So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions:
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash
source ~/.bashrc
nvm install --lts
I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use.
Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey
p.s. any people who work at stardance reading this please check that error out! Thanks!
Hi guys,
this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀.
Anyway,
Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest.
The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s
. These two commands didn’t work:
curl -fsSL https://deb.nodesource.com/setup_lts.x | bash -
apt install -y nodejs
So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions:
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash
source ~/.bashrc
nvm install --lts
I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use.
Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey
p.s. any people who work at stardance reading this please check that error out! Thanks!
Sooo idk what to say anymore, it is SO DIFFICULT to draw something, and I spend a lot of time doing it but never get the perfect look I want. But for today I’ve done enough.
I am still finishing the background but I made the UI a little bit better.
Also I fixed some minor bugs like plants not saving the isDead status resulting in never dying plants when refreshing the page.
I know that there are still some bugs, especially with images, but I will fix everything tomorrow, hopefully!
Bye!!! :)
Hi guys,
I’ve continued my development of the game and it is essentially finished.
Recently, I’ve completed the death and done screens and they are simply placeholders at the moment.
In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky.
I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced.
I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update.
That’s all I have to say for now. Please leave any suggestions especially on visuals!
Check out my github repo! https://github.com/spliceydice/WarioWareGame
Hi guys,
I’ve continued my development of the game and it is essentially finished.
Recently, I’ve completed the death and done screens and they are simply placeholders at the moment.
In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky.
I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced.
I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update.
That’s all I have to say for now. Please leave any suggestions especially on visuals!
Check out my github repo! https://github.com/spliceydice/WarioWareGame
Added the main menu for my wario-ware game
the drawing took like 30 minutes and i forgot to use lapse so the time doesnt even get added :(
Day 10 — Robotic Arm Design
Time spent: 2 hours 25 minutes
Today’s work was focused on designing the robotic arm’s gripper. I finalized the parallel-jaw gripper design after comparing various end-effector options over the past two days. Most of my time was spent positioning the servo inside the gripper housing and designing the gear mechanism that opens and closes the jaws while ensuring everything fit together correctly. Next, I’ll finish the remaining gripper components, verify the gear alignment, and continue completing the full CAD assembly.
New thing today: hackfetch now emits 24-bit color when your terminal supports it, and spreads gradients smoothly across each row instead of cycling through the palette one character at a time.
Old behavior: for a per-char scheme like rainbow, each character got exactly one palette entry, wrapping around every N characters. On a 30-column row with a 3-color palette, that looked like ten cycles of red, green, blue, red, green, blue… basically RGB static.
New behavior: the palette spreads across the row once, and characters between palette entries get interpolated in-between colors. Same 3-color palette on a 30-column row now shows red, olive, green, teal, blue, magenta, back to red.
Terminals speak two color modes:
\x1b[38;5;Nm): pick from a fixed palette of 256 preset RGB values.\x1b[38;2;R;G;Bm): specify any of ~16 million RGB values directly.The old code always used 256-color. That meant every character had to snap to one of the palette entries. No in-betweens possible.
The new code checks $COLORTERM (set to truecolor by iTerm2, kitty, WezTerm, Alacritty, GNOME Terminal, and most modern terminals) and emits 24-bit escapes when supported. When it’s not, it falls back to the old cycled-palette behavior automatically.
You can force it either way with HACKFETCH_TRUECOLOR=1 or =0.
The built-in rainbow scheme has 23 palette stops, so the difference on that one is small. You just see a smoother color distribution and less banding.
The change is dramatic on:
~/.config/hackfetch/colors.json for the wildest gradient)stardance palette (11 stops, per-char), where sparkles now flow through the spectrum in order instead of landing on random-looking colorspride, trans, bi, pan, sunset, ocean, forest) since they now emit exact RGB values instead of nearest-256-colorBonus: the SVG, PNG, and JPG export paths use the smooth interpolation too, so exported cards look better regardless of your terminal.
Landed in v1.8.0.
brew update
brew upgrade hackfetch
Or on the Arch family:
yay -Syu hackfetch-bin
Try hackfetch rocket forest and just watch.
I’m excited on where this project will go! If you have any suggestions share them in the comments.
Hi guys,
I’ve started to work on a WarioWare Game and its been really fun but its been difficult too.
When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭.
However, I watched some tutorials on YouTube and it really helped.
Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures.
I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on.
That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame
Hi guys,
I’ve started to work on a WarioWare Game and its been really fun but its been difficult too.
When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭.
However, I watched some tutorials on YouTube and it really helped.
Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures.
I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on.
That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame