June 16, 2025
I've started work on a package manager for the lang. I'm writing the API in rust just because. I've got a login and signup endpoint working so far. I do need to incorporate JWTs into the auth flow but at least for now I have a place to validate user sign ins and stuff.
Added some utility functions to be able to send GET and POST requests easily and also documented the whole thing. Also removed number as a datatype and replaced it with integer and float datatypes.
As promised from the last devlog, I can now make a little webserver (it's not serving shit) and a little client in my lang. I've added custom datatypes (basically just structs) along with an http library that has a method to convert request data to a request object. need to work on a couple more things (responses, undershooting data reads, etc.) but it's a good amount of work ive put in till now.
Did a ton of work on getting modules to function, and they do, but it's kinda scuffed. Accessing module elements is done through the ~ operator, but it's messed up my code and now everything thinks that the next expression statement is a part of the current expression so every module function call needs to have it's value explicitly stored in a variable.
I added 2 modules, fs and socket. fs currently has only 5 functions, and socket only 2. I've documented the fs module upto where it is now, but the changes won't be visible until I push to main. I'm too tired to document socket too, so will do that next. I originally started work on fs because I wanted to start writing data with my sockets but turns out fs is a big pain so I'm stopping here.
Hopefully by the next devlog I should have enough functionality to be able to make an HTTP Client or something.
Spent WAYAYAYAYAYAYY too much time on a CI/CD pipeline with GitHub actions to build and publish release candidates and sending webhooks that trigger website rebuilds. oh yeah also added imports and exports to the actual lang. will add
Bro I tried for 3 hours to get this shit working on wasm32 target but rust is just ragebaiting me like cro leave me alone anyways I'm reverting to my last commit and will try again to get this thing working on wasm32 soon(tm)
Added more array functions and stuff. Mostly done with the core language now. I'll be working on imports and modules next, probably.
Completed migration from fermium into wgpu. Honestly, wasn't that much of a pain. I did have to basically rewrite my codebase (it was pretty small so I'm okay w it). I'm gonna start working on GPU pipeline setup next.
Started work on this project! I've planned this to be an actual, proper, game engine. Not like Z3D (that was so bad). I got a window rendering but realized I should probably not be using simple SDL2 bindings with fermium if I want to make something decent so I'll be migrating to WGPU now.
A 2D game engine made in Rust
Added the product information page. The grind has kinda come to an end now, I have like no incentive or will to keep grinding as hard as I have been. So only a couple hours a day from now on probs.
Created the business info page, which includes information about your business, it's revenue, product cost/price breakdowns, product stock information, your market share, and average price comparison. You can also create new products by selecting product categories and base blueprints whose props are altered as you buy equipment (altering part not implemented yet)
Made most of the businesses page work, as well as the buying business option enabled by a market share check, which calculated from total revenue of all companies in the sector by having NPC owned businesses.
Created a frontend for a dashboard, added some auth, made the frontend source it's data from the DB
Added a feature to disable all esolang features, as well as some bug fixes and a new kind of loop.
Grow a Business is a business simulator game designed to promote financial literacy. You run a business by managing a number things such as: - Product supply - Profit margin and production costs - Investor funding and loans - Distribution Channels And much more!
Did some more work on the website, added loops, and started enforcing the 2 lines or 25% certainty limit. Will next add directives for completely removing all esolang features so I can actually use it.
Completed the website and added a Web IDE (heavily inspired by modu) (seriously thank you so much cyteon)
Started work on docs website
Added some code to run parsed code. Added a couple esoteric features, including line certainties and repeating certain lines multiple times. Added if statements, else clauses, and lists with indexing.
Added a basic parser. It'll get decent functionality (parsing if statements, functions, etc.) later.
Added basic lexer.
Added more functionality to the CLI, and started writing some stuff down about what features I want to add
Basic work on a CLI input reading because Zig doesn't have a builtin CLI/argparsing utility, nor does it have any decent3rd party libraries for making CLIs. Will probably finish up with the CLI soon, then start work on the actual lang.
An esolang that runs code as if it's drunk.
Added subdomain claiming as well as configured Caddy to fix bug related to cookies not being forwarded
Added some caching so user data is re-fetched from Slack every time a new page is opened (wtf was I thinking?). Also added a little file explorer thingy. Very basic for now, just displays the files and dirs, but will soon add going into dirs, viewing file content, etc.
Added slack authentication
Initial commit, setting up the basic website.
Free subdomain and static page hosting on diddler.party (Note: the hosting part hasn't been added yet :( I promise I'll add it soon tho, your subdomains will be reserved for when it does get added)
Made scenes have a static size independent of room size. Now a big ahh room/scene will return an image the same size as that of any other room, with out of bounds regions being filled with black as is the case in the original games. I'm going to be adding colliders next, probably.
PS: the the left and right sides of the image show the before and after, respectively.
Added proper movement, along with the actual game scene being rendered. Movement also updates the game scene (though slowly) and it doesn't do it VERY well, because I need a place to statically host my scene files, so I need to upload them to my server and can't directly use the files being generated on my local machine.
If anyone has any ideas on how I can fix that pls dm 🙏
Gave functionality to the movement buttons, so now I can move around, plus I've added functionality to the mass input to make longer chains of input possible with lower latency (say, you want to move 10 blocks forwards, you can write 10w instead of clicking up 10 times).
Added some more descriptive and nice looking responses, along with the basic buttons/inputs for the game command. Also created some assets that I'm going to be using when I actually get on with making the game part.
Added a modal for registering for the game, including fields for adding your gender (through a select menu), your name and your opponent's name. Also added an about command to see information about a user's progress (WIP?). I might remove it later, but it sure does come in handy in debugging.
Setting up a custom Slack event listener, and added support for slash commands. Added a stupid little /ping command just to test if it even works.
A clone of Pokemon Fire Red and Leaf Green, playable in Slack
This was widely regarded as a great move by everyone.