logabe

logabe

2-day streak
Day 8 outta :50days:! Great googly moogly! • Fixed a bug in Milkyway Pets where tray menu entries weren't being removed when clicked. Worked a bit on my other game, Burning Rain. • Read ~30 pages of the comic 俺物語. I had to look up a lot of vocab, but I could get the general jist of a lot of sentences. • Did some practice tests for my licence exam. It turns out that there are new questions being introduced next month, so I'll probably sit the test after my Japanese exam next week. That'll be the first goal ticked off my list! • Made a post about my YSWS idea, If you have any thoughts or feedback on the concept let me know!
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Day 7: • Improved the time tracking in Milkyway Pets to include all linked projects as well as art hours. • Gonna practice Clarinet now!
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Day 6 of :50days:! :yay: Today I: • FINALLY finished the system tray functionality for Milkyway Pets. I'm hoping to get this shipped by the end of the week, ahead of whatever the cool announcement next week will be. • Went to the AA to book my licence exam, forgot I had to have my passport on me. I also found out that the exam conditions wont be changing, so I'm hopefully gonna do it after my exams are over. • Reviewed the grammar structures that will appear in my Japanese exam. • Did some writing for my personal website. It didn't feel like it, but it's been a pretty productive day!
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Day 5 / :50days: : • Did some more work on getting the tray item to work. Callbacks are one of the things that the sdl3 crate doesn't really have good ergonomics for. • Practiced clarinet a bit and transcribed the other piece I need to study. • Did some codeforces problems • Studied for my Japanese exam
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Day 4 of :50days:: I spent most of today coding • Spent a while trying to implement a system tray icon for Milkyway Pets. Spent a while attempting to implement a system tray icon for Milkyway Pets. SDL3 is fairly new, so the Rust bindings I'm using didn't have a wrapper for the tray API - meaning I had to implement my own. I don't know whether it was the way I wrote it, but the API just wouldn't play nice with WaitEvent, which blocks the application until events occur, reducing CPU usage. In the end I went for a hybrid solution which updates a minimum 4 times per second, or whenever events occur. Hopefully this will suffice until I can work out the kinks in the API (and maybe even merge it upstream 👀) • Did some thinking on my YSWS • Bunch of housework lol
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Day :tw_two:/50: • Sat my Physics exam! I think it went pretty well, I was confused a bit by the DC Circuits section but having spammed past papers helped a lot :) • Found out that apparently the test conditions for the license exam will be changing next month?? Gonna call and book my test tomorrow • Transcribed some sheet music from an arrangement On The Sunny Side Of The Street that I'll transpose and start practicing tomorrow
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Day 1/50! Today I've: • Done ~1 hour of work on my games for #C09EZSEMB16|. I got a friend to play through my platformer and by the way she was struggling I can see that I need to make the player movement and level design a lot more forgiving. Also massively reduced the CPU usage of my Hackatime desktop pet • Spent most of the day studying physics at school with a mate, now doing past papers in preparation for tomorrow (Feeling confident for Mechanics, less so for Electricity) • Sat a practice test for my licence exam and got 33/35! :yay: I think the strat is just to spam practice exams until I feel confident enough to do the actual exam • Cleared out my Anki backlog for Japanese
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Started work on my first game for #C09EZSEMB16|! It's a second go at an idea for a puzzle-platformer I dreamed up a few years ago. It's called Burning Rain, after the acid rain which is the primary obstacle of the game. I'm hoping that this jam will challenge me to polish up a game into something beautiful, rather than the usual mostly-working state my projects end up in.
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I'm working on adding support for different tempos and time signatures to my rhythm game. So far I've got the initial BPM being read, but not any tempo changes throughout the song. It's been really fun so far because MIDI and SMF don't really seem to have any accessible C# libraries or quality documentation (that I've been able to find so far) so I've had to make everything from scraps of other people's code, technical documentation, and my own two braincells.
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