Here's some various programming projects of mine, all open source, all unfinished. As you can probably tell, I'm a big fan of Haxe.
Title | Description | Language |
---|---|---|
Candid Editor |
Candid Editor is designed to be a simple-to-use, yet
powerful-when-needed image editor. Editor is not
designed for a specific task, such as digital painting,
photo re-touching, or asset creation - rather, the goal
of Editor is to provide a simple way to accomplish
multiple types of workloads. Editor is currently in a very early alpha state. Don't expect it to be able to do too much just yet. Current key features include:
See the linked GitHub page for source + building instructions. |
Haxe |
Candid Palette |
A tool for creating and managing color palettes!
Originally written for a CS exam back in 2018, I have finally
released it to the public. I plan on eventually adding on to Palette again once I replace the antiquated version of Lithium it uses. Features:
See the linked GitHub page for source + building instructions, or here for pre-built releases. Also, check here for sample palettes. |
Haxe |
VixenKit | A multi-use library for games made using the Stencyl game engine, currently being developed alongside
ExaStar. VixenKit contains modding and localization support, debug tools, a unified wrapper for Stencyl's Image API,
and more. It's designed for games that are written primarily using Haxe (instead of Stencyl's visual
programming language). I have yet to release VixenKit to the public, as it's currently undergoing massive rewrites and still needs some decoupling from ExaStar's codebase. Did I mention it currently doesn't exist as a library separate from the game? |
Haxe |
OrigamiEngine (shelved) |
An OpenFL-based game engine I was planning to develop, before realizing I didn't have the motivation to
start a project as large as that. Origami is intended to be a "hybrid" of a framework and an engine. While the engine leaves game developers to decide how their content and game components should be structured, some crucial components (such as the "scene" model, rendering, sound mixing, and more) are handled by Origami, instead of leaving the burden on the developers to write their own systems. In a way, it's like using a normal game engine, only there's no "project editor" of sorts to deal with; developers are free to use whatever workflow and tools they'd like. Though development was put on hiatus after only a week or so of development, some components (such as an implementation of VixenKit's ESprite, a debug console, engine configuration, and more) were pretty feature-complete by the end of it. I spent quite a bit of time planning how the engine should work, and I'm still really interested in seeing it come to fruition. So, it's only shelved for the time being. Origami's debug console, however, still lives as a feature of VixenKit, since both Stencyl and Origami share the same base (OpenFL). |
Haxe |
sweepin' |
A text-based minesweeper clone I wrote in a day when I was bored. It's a bit lacking
in features, notably not having a safeguard against generating an unsolvable
field, but it's at least playable (...at least I think. I vaguely recall hitting an infinite
loop with a recursive function in the game one time, but I just played though a full game
without hitting a loop, so I really don't know anymore). At some point I want to rework this by using ncurses instead of coordinate inputs... somehow. |
Java |
echowo | Probably the most cursed-yet-functional program I've ever made. echowo is a drop-in replacement for the Unix "echo"
command, with a (horrifying) twist: Text passed to it gets translated to uwuspeak.
I made this while on painkillers + while I should have been sleeping, so it's not super-well-structured and there's not much in terms of text replacement. It's also a slower (by a negligible amount) than something written in C since I used Haxe for this, but it works. I'll add onto this in the future, and somewhere down the line, maybe rewrite in C. I also want to eventually make a similar program for the "cat" command. |
Haxe |
Peter Alert | It's a long story.
Prebuilt binaries can be found here for those not wanting to set up a development environment. |
Visual Basic |
HXSFUnserializeTool | Small Haxe program to unserialize data stored in HXSF (Haxe Serialization Format), intended to be part of
the VixenKit and Origami SDKs (eventually). It does not yet support unserializing Maps of any type pairing, instead showing only the variable's name. It also does not support reserialization (though why would it?), but I'm planning on writing a (re)serialization tool that works using an intermediary format that will be implemented into the unserializer (most likely JSON). |
Haxe |
Large Hadron Converter | This
is a script that I used A TON when I used to
manually manage my music library with Plex on my
Raspberry Pi. Because my data plan and home upload speed were a bit limited at the time, and I didn't want to store all of my music on my phone, I had to store my music on a NAS - AND - make sure they were small, because the upload speed of my home network would mean things would take forever to load if I were away from home... The solution? A script to crunch each album of my existing FLAC/MP3 library down to reasonably-good-sounding-yet-tiny AAC files, then send em over to my Raspberry Pi via ssh. Automatically. See the linked GitHub page for download + requirements. |
Bash script |
squeakfox | Simple & cute webapp that was used as a landing page during GitFluff's (rest in piece) construction.
See it in action here. Built using OpenFL. |
Haxe |
peachmaker | A script (packaged as executable) that generates a meme based on the "peach time" format,
given an image and string as input. Usage: peachmaker -i <path to image> -t <your text> Requires imagemagick and the Courier font, but the latter can be swapped out by opening the executable in a text editor and editing the font name after "-family". |
Bash script |
A lot of my other projects are either incomplete or too tailored towards me personally to release...