June 16, 2025
Aaand I totally forgot to fix Google services being redirected to Brave search (oof), this should also fix stuff like Google Maps embeds in sites being broken
Well, I made the script work with Tampermonkey now (didn't test tbh since i used Violentmonkey, now it should work on all userscript extensions and with a lot more search engines supported as well, attached to this devlog is a code snippet with all the supported search engines, even tho I mainly made it for Google before lol)
Welp finally wrapped up what I did since yesterday
I spent a good chunk of time on some code cleaning and bug squashing (PITA lmfaoo). A small number of UI issues that were only popping up in Firefox have been fixed, so icons and sliders should finally look and work right for everyone (thank god, I'm a FF user but I did use Chromium-based for testing)
On the new features front, I'm happy to say the effects rack is now fully working! You can start messing around with delay, reverb, distortion, and a few others. To help with timing and navigation, I also added a metronome to the main timeline and a real-time time counter. And finally, after wrestling with it for a bit, MP3 exporting is now fixed again (dunno when it broke cuz it worked at some point)
And also near the end I did a little touch up to the track/clip soloing feature so now there is a visual indicator to tell if you are in SOLO mode.
Yo, I forgot to drop a devlog last night lol, just pushed the commit rn actually, so here's what the most important stuff is:
Okay so, first up, a big one for those muscle memory peeps: I've added undo/redo and it also now works with your standard Ctrl + Z/Y keybinds. And speaking of shortcuts, you can now play and pause your tracks with the spacebar. It's a night and day different tbh
Next up is the tweaked playhead– you can now drag it around even while your music is playing. This should be super useful for quick jumps and fine-tuning on the fly.
I've also added the note count for the other piano-style instruments so now they all have the note count feature
That's it for this update! Maybe I'll cook up smth tomorrow but most likely not today cause this project gets me burnt out quickly lmao
I rolled out some major QoL improvements and expanded PeerStudio's capabilities.
You can now export and import audio (you could before iirc but it wasn't that clear), making it super easy to bring in your own samples.
I've also added a bunch of new instruments, mixing is also way better with the new volume mixer and audio levels, giving you more control over your sound. Finally, both the timeline and channel rack have been significantly improved, making arrangement and workflow feel much more intuitive than before!
While my co-maintainer did the base source for PeerStudio and completed it, I, afterwards was tasked with doing the piano export to timeline and the track movement on the main preview page and the channel rack sidepanel, while I still have some improvement to do on the piano export (seems like the waves get messed up) I will do it tomorrow since I'm more than glad to have fixed the track issue which was the thing that bugged me the most since we could move tracks left/right but not up/down to re-organize them.
After fixing the piano we will add other instruments as well of course since the selection at the moment is well... quite limited.
Inspired by FL Studio, PeerStudio is a collaborative, web-based digital audio workstation for music production. Built with a lot of modern technologies, love and some elbow grease, all within a modern browser.
New update to the site!
It now has dark mode and a greatly improved bookmarks page (download images locally, name bookmarks).
Just dropped a small update to fix some annoying things in the multiplayer menu that were bugging me (and probably you too lmfao).
That whole copy-pasting thing for game codes was clunky, so I added proper Copy, Paste, and Clear buttons right in the multiplayer lobby screen. Should make getting into a match with friends way less of a chore.
While I was at it, I wanted to spice up the competition. There's now a win counter in the HUD to settle any arguments about who's really winning the session. And to top it off, you'll either get a proper
You Win!
or
You Lose! screen.
Since the Game Over text was there either if you won or lost I added this to confirm which player secured victory and which lost.
Currently I've added multiplayer and refined the mechanics a bit more, but multiplayer is still buggy at the moment and there are some regressions with the mobile UI and UX. I know what's left to fix and hopefully it shouldn't take too long since I almost forgot to add the WebRTC stun/turn server so that you can actually play with other people and not only on the same machine/network however I did implement it & confirmed it works. For now, here's a preview of multiplayer (blue being the host, red being the guest)
Today was quite an eventful day! I've cooked up a pretty big update for Hole Digger, focused on making the game more strategic and fun to play, of course it is not perfect yet but it's very close to the final vision I have for the game. I will try to fix a few issues tomorrow and then start doing the net side so I can add multiplayer support (finally lol).
So, What's New?
Chain Reactions: Inspired by games like Candy Crush, we've added new colored blocks that spawn in clusters. Breaking a block in a group of three or more now triggers a satisfying chain reaction, clearing the entire cluster!
New Animations & Feedback: To make the game feel more alive, I have also added dust and particle effects for breaking blocks, crack textures for multi-hit Special Blocks, and a full respawn animation with invincibility frames to give players a fair chance after losing a life (although the physics and stuff still need tweaking since it can sometimes be unfair to players).
UI Overhaul: I've updated the title, pause and death screens, including Graphics Settings where you can toggle performance-intensive effects like bloom and particles.
The game now has title, pause and death screens! And tbh the most intricate part was ensuring all time-based game mechanics (i.e. the falling blocks, digging cooldowns, milestone events, etc.) were correctly accounted for the pause duration. Without adjusting these timers, resuming the game would feel too jarring, with events happening instantly or out of sync but I managed to make it work.
Maybe a few more gameplay improvements and I can finally implement the thing I wanted to do from the start :)
Refactored the codebase since I had CSS and JS all in the HTML, still need to add the menu though..
Finally done with making the game playable in the first place, now it's time to add some more gameplay features to shake it up.
Also definitely gonna add a menu right now because it kept looping and killing me lol.
The site is currently done for now, added some fixes for mobile devices
I might come back to it later on to add a leaderboard or something but for now I will be focusing on some other projects
an endless digger game (formerly known as Hound Digger)
Finished the userscript! This'll actually be quite useful for my day to day use ngl
Empty query redirects to search.brave.com and regular search or image/video/news query redirects to Brave ones as well
Redirects Google (as well as other search engines) to Brave search queries (supports images/videos/news)
A silly little parody of the site thispersondoesnotexist with a rather... fluffy spin on it?
This was widely regarded as a great move by everyone.