Bio

There are two kinds of statements. Good Questions, and Great Questions.

Stats

9
Projects
132
Devlogs
190
Votes
8
Ships

Coding Time

All Time: 421h 39m
Today: 0h 0m

Member Since

June 17, 2025

Badges

2
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you shipped your first project! the journey begins...
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Projects

9
Dungeon Explorer
25 devlogs 7 months ago
MUS_Jekyll

MUS_Jekyll

Shipped
2 devlogs 8 months ago
🚀
2 devlogs 8 months ago
SVG Plotter
4 devlogs 9 months ago
TemporaryGPT
1 devlog 10 months ago
MUS | Bootstrap + Jekyll Portfolio
36 devlogs 10 months ago
MD 2 HTML

MD 2 HTML

Shipped
2 devlogs 10 months ago
YT-Playlist-Length
3 devlogs 10 months ago
Oscilloscope Online V2
57 devlogs 10 months ago

Activity

Earned sticker

Done. Added sound effects, controls page and submitted it to the SoM expedition.

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Added spawners and fixed mobs seeing through walls. Finished start and stop now I only need to add sound effects.

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Created the map

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Added Skeleton Archers!!! Shield ability is also active!! Battle for the century!!

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Improving maths, almost done with the mob AI. Will need to implement with all other mobs. Thinking of creating a skeleton army and a boss fight with a minotaur, then finish.

The graph below shows the how my mobs will move inside the circle (red) if it is standing at the very top. Green shade represents all possible directions it can go to.

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Made my mobs move randomly inside a circle instead of side-by-side

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Created ES3 damager as well as a tilemap layer for auto-generating patterns for the floor, giving it a better look. All character logic will be done soon. After that it's simply a matter of dungeon generation and we're good to go!

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Minor Testing and designing the damaging characteristic of the entities as well as the special move of the playable characters.

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Entity System 3 almost done, now I just need to do the character specific stuff.

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Entity System, Variant 3

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Earned sticker

Recreating the entity system.

CS Terms:
I have been using an inheritance system to make my entities consistent but it was going downhill. Apparently, Godot's specialty is in composition. So I'm remaking my enitities using that.

Here's the demo for the wizard I just made with this new method. (Sprites need alignment)

Earned sticker

ADDED AN HP BAR FINALLY

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Fixed Screen fitting, it now covers the entire screen. Added a camera to the character and added a player spawner to make it easy to swap characters.

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Fixed Enemies passing through, added 3 new mobs: Red, Green and Blue Slimes.

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Fixing up a few little quirks, created a dedicated spawner, I just need to drag-and-drop a rectangle and I can spawn anything I like with random coords inside the region. Fixed the issue where the get stuck in the hurt animation for a while. And, added a new mob, the plent. A giant plant that can attack with it's vines.

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Cleaned up the enemy code. Now the game works as intended. Enemies don't have a combo cooldown, they just keep attacking you. They can however be stopped if you hurt them. Unfortunately that just means you can chain combos endlessly to win.

THIS IS WHY THE TRAP ROOM WILL HAVE 100 SKELETON WARRIORS. YOU CAN NOT RUN!

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Player and Enemy can fight now. Enemy code is still crude, needs a bit cleanup. Also basic enemies are way too powerful even in a one-on-one. Need to find a way to add a combo cooldown otherwise they just spam the player to death. THEY DON'T STOP EVEN IF YOU HURT THEM THEY ARE TOO OP.

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Successfully setup a state system, now it's just a matter of individually tweaking the abilities themselves. I had to sacrifice the jumping ability for this. Jumping is too complex for a 2.5D World like mine.

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Creating a player, halfway done. Need to create reusable scripts. After I'm done with this, it's just a matter of import and critical updates to make new playable characters.

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Fixed Alignment of the sprites for the knights

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Skeleton Spearman!!!!

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Improved Skeleton. Changed Sprite and added attack ability.

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Created a skeleton trap room!

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Finished the base class.

Enemy has a basic loop, can find nearby players, face a specific player, take damage and die

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Creating a base class for enemies, this will later be extended by each enemy mob.

eg: Skeletons, Fire Spirit and Plent

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MUS
MUS created a project
207d ago

Dungeon Explorer

A Dungeon Exploration game made with godot using a complex inheritance system!

Dungeon Explorer
25 devlogs 2 followers Shipped
Luckmuc
Luckmuc Shipwright gave you feedback
210d ago

MUS | Bootstrap + Jekyll Portfolio

Maybe fill the intentionally empy left sites with something, nothing else to complain about, everythhing is well documented, etc. :D

from Luckmuc

DARK MODE 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥

DARK MODE CODE BLOCKS
DARK MODE REPO CARDS
DARK MODE MERMAID DIAGRAMS

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Updated About Page to look more professional.

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Believe it or not, Google's own Pagespeed is giving random errors on the website's performance. Sometimes it's bad and other times it's good. I just finished pre-loading a few essential assets and properly sizing my images as well as adding lazy load. Hopefully that should clear up the CLS and LCP issues.

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Hackatime didn't catch it, but I spent an hour cleaning up my commit history. Looks good and organized!

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Finished Testing the new performance updates! 100/100!!!

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Updated Index Page, working a bit on performance.

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Created an about embed. I can use this on my other websites so that all are updated with my portfolio whenever I make any changes.

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Created Compatibility Section and Key Features Section

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One hour of testing to get the perfect Hero Banner.

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The UI is working again, and the patch has been published.

Fixing the Minifier error was gonna be a huge problem, luckily I didn't have to. I completely forgot about Jekyll's built-in SASS compressor. It's more stable so no more errors.

As for the PurgeCSS one, I just included a danger and success alert on the help page as an example. That will stop PurgeCSS from removing it.

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The structure patch gave me 2 new bugs to deal with. I spent the last 2 hours debugging them.

Minifier is removing spaces from base64 encoded images which bootstrap uses.

PurgeCSS is purging the .alert-danger and .alert-sucess classes.

Need to find a way to fix this. Will have to update the PurgeCSS plugin.

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Restructured Repository so that Jekyll is at root. To avoid the CDNs shebang and focus on Asset Optimization for improved Load times.

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Test results!! The styles are applied manually outside the plugin.

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Using the share_bar plugin I just made. Auto-generated URLs and Icons.

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Done with the if-else chains. Had to make one to get URLs and then another to get the icons. Did a lot of looking around for these urls and had to remove a lot of them because they don't have the option to share via an endpoint.

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Creating a new share bar plugin. Done with the structure. Now comes the painful part.

Creating the mother of all if-else chains to make a link suitable for each platform. (They all have nothing in common (┬┬﹏┬┬)

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FA Doesn't have a gravatar icon. I had to manually open the woff file, add a gravatar font I found from somewhere, paste inside the opened woff file and save. Then I had to create fa-classes in the source file of FA so that it can work with the modifiers.

Also update the way my footer socials are pulled, so that links aren't unreadable glyphs for SEO.

Added GitKraken to my Open Source Skills

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Added new Logo, uploaded to Docker Hub & Updated README

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Optimized Setup, Plotter, SVG and Help Page for AOM. Pushed and Published.

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Minor fixing and improvements
- Added Pointer to MUS project at homepage for SoM Reviewers
- Made PurgeCSS build-time process via a custom ruby gem
- Using my own custom Base Image for Docker

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MUS
MUS worked on MUS_Jekyll
1h 34m 8 months ago

Done:
- Base Image
- README
- Docker Scout Analysis to ensure there are as less vulnerabilities as possible

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MUS
MUS created a project
231d ago

MUS_Jekyll

A Base Image for building Jekyll Websites using Docker. Comes with Ruby 3.3, Jekyll 4.4.1, Bundler 6.2.9 and PurgeCSS 7.0.2 out of the box!

MUS_Jekyll
2 devlogs 0 followers Shipped

Updated README and Created Pre-release.

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Finished with the base coding

To do:
- README
- Minitest
- Publish to RubyGems.org

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MUS
MUS created a project
231d ago

Jekyll PurgeCSS

A Ruby Plugin for Jekyll Sites, runs PurgeCSS post build to reduce file size by removing unnecessary CSS styles

2 devlogs 0 followers

Optimized and Updated About Page for better AOM

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Ah yes, SEO.

Optimized Navbar, Footer and Index Page for AOM. Allowing better site crawling.

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  • Added Mermaid
  • Completed Project Description for MUS
  • Improved Code Blocks
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Created a Search page

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Created a new Project Layout

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Found a fatal performance flaw. PurgeCSS wasn't working! The entire time I thought it was!
Turns out it's having issues with using the config, so I had to inline it.

Now the file size went from 464KiB to 11KiB.

I also added Docker, I was using it to debug and it might as well just stay there.

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Added More Archived Projects

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Localized Libraries

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Made the search bar functional using Fuse.js

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Created a PDF embedder function. Used this function to embed my resume on the Resume page

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Added JPT. Makes my images dynamic as well allowing it to auto-resize ensuring a fast load on websites.

Dynamified:
- Navbar
- Footer
- Timeline
- Projects Catalog
- 'More' page to display all pages

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Fully Dynamic Timeline. Automatically generated from an Array of Events!!

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Made a new Demo Page

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Finished:
- Deployment
- About Page
- Help Page

OO2 Reboot is officially finished.

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Finished the eports & imports

Now only the Help page is left, Additionally I'm thinking of adding AOS to it, but there really aren't many places where I can use them. About and Index will be the only 2 pages using them.

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Created my Project Schema. Using my current setup, I can auto generate Cards at the landing page for my projects just by filling in the variables and create a new page for each.

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Added Icons to my projects as well

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Created Project Cards

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Added AOS. Surprisingly easy way to make the website more....pop-out

Hackatime API broke so I had to update my website to use a manually set start time which I was able to find from my wakatime logs.

After that I went ahead and created this skills section using devicons.

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Started working on the exports patch. Finished JSON Export (for SVG Plotter)

Also cleaned up my commit history to make it look more professional.

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To my great dismay, it would seem that statistics are simply too much for common browsers and computers, I will look for a way to add Background Workers after the Exports and Help.

Here is an example of what it's capable of right now.

Fixed a few bugs in the time scale mode and switched buffer cleaning. Instead of clearing all it will remove earliest vals and append lattest giving it a true Oscilloscope Look.

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Completed the following:
- Status Bar
- Clear
- Refresh Rate

Remaining:
- Import/Export
- Statistics
- Help page

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After a gruesome 7 hours, I have done the Serial Communications. With the most part done, all that's left are the finishing touches:
- Exports
- Import & Clear
- Refresh Rate
- Status Bar
- Statistics

After all of these, I just need to create the help page and we should be good to go!

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Created Status Messages

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In SVG Exporter :All buttons are working as expected and the ability to export/import the configs has been added. Just need to add some Status Messages to make it easier to navigate through. And this page will be done and finished.

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Done with the SVG Dynamifier and the crude generation code. Now I just need to do the following inside my SVG Maker:

  • Status Messages
  • Data -> yGap
  • Downloading Generated SVG

Approx 1-2 hours of coding.

Then I'll be left with Plotter. I'm also going to add a help page with instructions and an about page so that might take a little longer.

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Improved and Finished UIs for Plotters and SVG's

Remaining (only TS parts left now):
UI-Handlers (Dynamifiers)
Serial Comms
uPlot-Handler
Live-Stats

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Imporved NodeJS setup using Spawn, Exec and ExecSync to check for dependency insurance and Parrallel Processing between Isolated steps

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Applied namespaces to my TS, had to spend a long time to debug how it worked because Terser would remove everything (I did not know that I had to explicitly use 'export' even though this wasn't a module). Restructured it finely and created a uPlot wrapper. I've also added a dual-host script which means I can run Jekyll and HTTP-Server in parallel. Hence being able to edit the UI on the go instead of ON and OFF repeatedlly.

Mostly done on the redo, all that is left is:

  1. Serial Communication
  2. Fixing Plotter page UI and adding uPlot + Serial to it
  3. Fixing SVG Plotter Code (need to create it as a class)
  4. Fixing SVG page UI and adding the edited SVG Plotter code to it
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Created SVG Page, fixed the bug in the dependent project. Improved my NPM setup so that anyone can easily download and locally use it with only 2 requirements: Ruby and NodeJS.

Also finished the TS for my Setup page with complete scoped Controller for the form. Allowing a controlled environment.

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Setting up the new TS written config storing. I'm using a jekyll plugin I previously made to handle the links in the head assets, and I just found a bug in it. It really limits my automated setup for testing and production. So I'm gonna go ahead and fix it.

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Styled the plotting page

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A bit of NodeJS later, I have now automated most of my repo.

  • Build with CDN Assets
  • Local Host with Local Assets across entire Router (test on phone without publish)
  • TS -> Terser compressed JS
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Created a setup page

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Rebooting

Added Bootstrap and created my index page

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MUS
MUS worked on SVG Plotter
3h 53m 9 months ago

Created Base Demo and Benchmarking page. Overall, the library is very good imo.

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MUS
MUS worked on SVG Plotter
1h 6m 9 months ago

Initialized a Docusaurus Website

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Created the Demo Page

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MUS
MUS worked on SVG Plotter
1h 43m 9 months ago

Done writing the main code, created a dist, added auto-deploy

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MUS
MUS created a project
267d ago

SVG Plotter

Vanilla JS library (compiled from TS) to plot a Line Graph using custom JSON config and data. Completely instance-based just like C++ OOP. Delivered via CDN. Fast, lightweight, highly customizable and no dependencies. The output is an SVG vector graphic which means that you can zoom in as much as you like and it will never get blurry. Maximum Resolution and quality every time!

SVG Plotter
4 devlogs 0 followers Shipped

It was a long time, since I'm brand new to TS. BUT I HAVE DONE IT!!

SVG Generator is done additionally I have made it so that anyone can use it.

It is isolated and works a bit like C++ OOP. Each instance is completely self contained and will only affect itself. You can make as many instances you want.

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With the app complete, now comes the re-iteration. I know it may seem like I am redoing this for extra shells, but the truth is that this project needs to be really good so I'm doing iteration development which let's me do this very well. This is probably the final iteration as I move all my code into TS and then use a GitHub action to deploy it with compiled JS.

I'll also be using Bootstrap for a more modern style.

I'll also isolate the SVG maker, so that others can use it easily in their own apps.

For now, here is my JSON definition, JSON plays a very important role in this app as it is responsible for seamless data transfer.

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Instead of manually clicking to preview, I am now auto-updating at any change.

Also formatted my files a bit and hid y_gap option on log graphs, since they are linear-only options

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DONE WITH THE CLEANUP FINALLY

Just need a few more tweeks.

  1. Update Help

  2. Update Documentation

  3. Add JSON export to plotter page

  4. Add JSON MCU Command to auto export

  5. Figure out a way to input svg config from the MCU allowing for auto SVG Export

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Added the download options. I also found a bug with the logarithmic axes and spent some time trying to fix it up. The project is essentially finished, but there is one extremely important and difficult step I must do. Cleaning!!

Most of the code was written when I didn't know JS much so I need to fix it. Replace the numerous constants with a single JSON object so I have more variable names to work with in the future.

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Successfully inputting from the config page!!

All that's left now is the downloading. I will also add the option to download the data as a JSON

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Created the Config page with a preview. Now I need to take input from said config page

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Chrome doesn't allow Unpublished extension installs. To use it on chrome you need to download the source code and install it via the Install Unpacked option in dev mode. Detailed instructions are given in the README.

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Added Fill. Also enabled the use of alpha for line, point and fill.

Now my svg generator is done. Next I will hook it up with my oscilloscope and create a dedicated configuration page specifically for SVG Export.

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SUCCESSFULLY CONNECTING THE POINT ON MY FIRST TRY!!!

Surprisingly easy, I was worried that it'll be difficult cuz of the null vals

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Added null val handling, so you can add empty values.

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I have once again reached the Scatter Plot milestone. However this time my code is cleanly structured and supports log scales as well. Unlike before where it was limited to linear scales only

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CREATED THE Y_SCALE!! WITH LOG SUPPORT THIS TIME!!

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Making swift progress I have done the x_scale.

Now the problem is the y_scale. Linear is easy, the issue is with log. How do I decide on the gaps?

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I've decided on the config options for the svg export. The user will be redirected to an HTML form with a live preview where he will be able to change his config as per his requirement.

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Created the data parser! It isolates all of my data into separate arrays allowing me easier usage instead of complex index and scaling!

Here's an example from the console log.

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Mapped my points successfully!!

However, the code is literal garbage. I'll redo it, once again, from scratch. Now that I have a good idea of how it is supposed to be, it should be pretty good! I'll start with a parser that will convert all of my current data into something easily usable. I can then use this parser to transfer only the important stuff to the svg exporter page!

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I'm redoing the svg export, with cleaner code, greater functionality and a lot of customization. I'll redirect the user to a new page for the customization options.

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Updated the README!!

Here is an example of the SVG export without the fill area option (the previous example doesn't look very good)

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Just made an SVG Exporter, also added MCU commands for SVG and PNG Export triggers.

The SVG doesn't export logarithmic scales for now, but instead of failing the chart is exported with linear scales.

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Hackatime removed the CORS Policy!!!! I've removed the proxy server from my source code.

I've also made the data to be extracted as soon as possible instead of after DOM-Content-Loaded. I've also added a nice loading text incase DOM finishes before Data.

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Creating an automated projects page. It will automatically categorize and show all my projects, however it's still a bit bland. Instead of normal links, I need to generate something stylish. Maybe create slideshows with links?

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Tried to make an SVG generator using AI. Ended up wasting an hour with nothing to gain.

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Managed to get the hacaktime data via a public proxy server!

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Created a dynamic more page. It's empty for now, but it is completely automatic. Everytime I create a file, a link for it will be automatically generated over here. This will be the complete glossary of sorts, everything will be alphabetically stored.

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Created a nav-box at the end of the home page

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Just added a Hackatime page!
I want to add the total coded time as a whole, but Hackatime API is blocking external requests.

I might have to extract the data from the svg itself :(

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When I compared my original bootstrap prodced css with the one after running PurgeCSS, I was very impressed to see the 13727 lines of code become 48 lines.
I formatted the file to re-add all the white space to find out only 30 lines of code was removed.
Those 48 lines were actually 13699 stripped down and moved onto the same line.

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Added Dual Deploy!! Now I can host my new and old website together!!

Although I still can't seem to get it to be automatic. I have to manually trigger it.

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Trying to silence some deprecation warnings.

Removed a bit of them, but the following still remain in the sass
-> @import
-> Global Built-in Functions
-> Color Functions

I'll probably leave them as is, since most of them occur from my local bootstrap downloads

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Created a responsive Intro to myself!

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Made my footer! Also completely dynamic!

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I tried to fix up all of my @import sass deprecation warnings, but it turns out bootstrap already uses them. I'll create a ruby gem and plug it into my website, but for now I'll stick with @import until bootstrap creates their own solution.

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Just finished and shipped!!!

Using the TemporaryGPT userscript, you will be automatically redirected to the temporary chat of ChatGPT. Just a little add-on but it will also close the sidebar so you that you can focus on your chat.

A great thing about this is that it will only work on the intial load, meaning it won't block you from going to a new chat or other parts of the website.

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MUS
MUS created a project
288d ago

TemporaryGPT

A small tool to make life on ChatGPT more easier. Most of us only use ChatGPT for small quick questions. These are chats we'll never look back to and hence it would be best if ChatGPT never stored them in the first place. This is why, using the TemporaryGPT userscript, you will be automatically redirected to the temporary chat of ChatGPT. Just a little add-on but it will also close the sidebar so you that you can focus on your chat. A great thing about this is that it will only work on the intial load, meaning it won't block you from going to a new chat or other parts of the website.

TemporaryGPT
1 devlog 0 followers Shipped

Downloaded the Bootstrap SASS and started using it locally.

Now I have complete control over the color scheme, and now I will have reduced a file size when since I will use purgeCSS during build.

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Finally created a completely dynamic navbar. It automatically detects my number of pages. to create a link for each of them.

Then simply by filling some variables it will create a dropdown for each section of the page that I tell it to go to.

THE BEST PART? THIS IS ALL BUILD TIME ONLY. THE USER NEVER HAS TO RUN ANY SCRIPTS!

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After fiddling around to get a hand of things, I have reverted back to the scaffold and doing it properly and ethically from scratch.

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MUS
MUS created a project
289d ago

MUS | Bootstrap + Jekyll Portfolio

Using Jekyll so that I can "Compile" my website by coding custom templates and giving it raw data to apply to it. NOTE: Auto-generated does not mean AI-generated. This project was made entirely by me. It has auto-gen project page, more page and supports properly styled code blocks and mermaid flowcharts.

MUS | Bootstrap + Jekyll Portfolio
36 devlogs 0 followers Shipped
MUS
MUS worked on MD 2 HTML
1h 38m 10 months ago

Just finished the basic code.

Will consider adding more features, though there really isn't anything that I can think of.

MUS
MUS created a project
290d ago

MD 2 HTML

A JS script to automatically fetch your GitHub project README and convert it into HTML. I made this in hopes to contribute to summer of making, since they are also planning to build this thing. A special feature of this is the URL parsing. The script is equipped with an automatic URL editor that converts all of your relative URLS into absolute ones. Basically, if you want to make a portfolio website, all you have to do for each project page is to input your raw README URL and....that was actually it. Your Completely empty HTML page will become an exact replica of your README. Of course you can always choose where it places the README so that your navbar and footer or other elements remain safe, and you can also apply custom CSS or any other styles.

MD 2 HTML
2 devlogs 0 followers Shipped

Created the release: https://github.com/MUmarShahbaz/YT-Playlist-Length/releases/tag/v1.0.0

Added a Demo and instructions for installing on Chrome.

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Just finished the project

It's working as it is supposed to. Will make a release soon

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MUS
MUS created a project
290d ago

YT-Playlist-Length

Just a quick short tool for people who like to learn from courses from YouTube. Install it in your browser and open a YouTube playlist. It'll display the total length of the entire Playlist on the top right corner. Completely automatic and no configuration at all.

YT-Playlist-Length
3 devlogs 1 follower Shipped

Fixed Timescale issues when importing a .csv with time.
Added a CSV char to automate downloading of data via the MCU Serial Input.

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Just added the CSV Import/Export and PNG Export.

Will add a CSV exporting special char to automate storing via the MCU

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MUS
MUS created a project
291d ago

Oscilloscope Online V2

Research Work? Robotics? Monitoring Systems? Electrical Engineering? Meet Oscilloscope Online, the one stop data visualization web app. I made this so that students can use a 3$ Arduino instead of a 500$ Oscilloscope when they were working with electrical circuits, but one way or another it has become an interface for data loggers. Just grab an MCU, code it to get whatever data you want and plug it in! There's a vast variety of features including .csv export/import; png export; custom timescale; logarithmic y scale; special mcu commands to automate the process and much more! Plot any number of graphs and use whatever colors you like. Customize the input format to adapt it to your own code. (Don't replace your commas with slashes because someone said so!!) Additionally Oscilloscope Online also handles null values better to ensure the plotting never stops!! The graph isn't just a picture either! You can zoom in and out as well as see what value your mouse is hovering over. IT'S COMPLETELY INTERACTIVE!!! NEWEST UPDATE!!! SVG EXPORT, COMPLETELY CONFIGURABLE!! DRAW WHATEVER KIND OF SVG YOU WANT!!

Oscilloscope Online V2
57 devlogs 1 follower Shipped
MUS
MUS joined Summer of Making
291d ago

This was widely regarded as a great move by everyone.