🐛

Posts tagged with :bug:

SafwanSamsudeen
@SafwanSamsudeen0
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NikoPurdie
@NikoPurdie0
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NinaDong
@NinaDong0
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StavrosPurdie
@StavrosPurdie0
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Hereux
@Hereux0
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crabby605
@crabby6050
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Thorben
@Thorben0
Kubernetes Minecraft Server Deployment CLI I just released 1.1.0-beta adding a few features: • added command to delete deployments • added table printing to output formatted • removed API connection in some commands to improve performance Of course I addressed a few bug fixes as well. Check it out on GitHub! github.com/FourtySeven047/Kubernetes-MC-Server-Deployment-CLI
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AlejandroSanchezInfantes
@AlejandroSanchezInfantes0
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Miras
@Miras0
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LuisAFK
@LuisAFK0
I've made multibun, a sort-of version manager for Bun. I say sort-of because while it can perfectly be used as a version manager, allowing you to download several versions and easily switch between them, its main use case, and what I designed it for, is to run scripts against several versions of Bun easily. This could be used for extensively testing your library to ensure it works on several versions, or to test in what versions a bug in Bun itself occurs. I had initially made this for testing bun-decompile against all versions to ensure full compatibility, but then decided to publish it separately. It can generate reports for version runs in several formats, including CSV, HTML, and more. An example HTML report for bun-decompile can be found here.
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LuisAFK
@LuisAFK0
There was a bug in the bun-decompile webapp, where I had forgotten to release a new version of a library it depended on but it worked locally because I had linked the dependency. So now the webapp works, and I've also improved the tests! You can try it at bun-decompile.surge.sh Source code on GitHub
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retrooperpersonal
@retrooperpersonal0
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ShahmNajeeb
@ShahmNajeeb0
Logicytics update 2.0.1 and 2.0.2 Added too much documentation, cleaned up the repo, also gave it more github bot for automation Differences: v2.0.0 vs v2.0.2 Issues Fixed -> #31 Commits: These are yml bot config runs tests Commits:- github.com/DefinetlyNotAI/Logicytics/commit/e2bd2f02eafae6e0c9004a8526c2cdff6938603f github.com/DefinetlyNotAI/Logicytics/commit/11a52d3a41d2a95661b5125091a59e0138d532d1 github.com/DefinetlyNotAI/Logicytics/commit/337af6dfb38c873031ba87383a29334309727584 github.com/DefinetlyNotAI/Logicytics/commit/fcb74417bc75fbbe3a286bbb72b2cde07e304c90 github.com/DefinetlyNotAI/Logicytics/commit/bf86bd738cfc8e2a0114e3cef65fb0032d9b8351 github.com/DefinetlyNotAI/Logicytics/commit/94105f2407af1135230822a6e962a90f355ff386 github.com/DefinetlyNotAI/Logicytics/commit/90ceab583871b5d23943bdd573525566308b3669 github.com/DefinetlyNotAI/Logicytics/commit/a85ff57d2478948c2e9d6c116745371451b40a80 Wiki Update Revisions Revision 4 wiki Revision 3 Wiki Revision 2 Wiki Documentation Updates + Bug Fixes Commits:- github.com/DefinetlyNotAI/Logicytics/commit/08930f08929f92ff0fc355ee06dfbdb1a2a0a45e github.com/DefinetlyNotAI/Logicytics/commit/ea1530d2c0cc74a325da6c5d3946de0c0b6b3de0 github.com/DefinetlyNotAI/Logicytics/commit/2e48fb517fbd33600f8032b9444a1fa755a21503 github.com/DefinetlyNotAI/Logicytics/commit/1c063486a2f53f24ecf9607a94076f34b34f56aa github.com/DefinetlyNotAI/Logicytics/commit/d8d28379f53552916a353f8e677e6c24164dc712 github.com/DefinetlyNotAI/Logicytics/commit/732bed86b0858b9ad0c4d696f0b7fd7e810933dc github.com/DefinetlyNotAI/Logicytics/commit/aea54013c3560e67dc794eff64d2725d28e72136
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A
@A0
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Craig-U07FBU5MM8U
@Craig-U07FBU5MM8U0
I have finished v0.2.0 of ScriptMaker, my programming language generation tool based on WebScript. It has lots of bug fixes and now supports reading syntax from a file. GitHub Repo README Reviewers Note
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koeg
@koeg0
hit a large roadblock with music jam, there is a bug in the the build tool and i foreshore can finished the project in this moth, so I'm making a scrapbook
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NinaDong
@NinaDong0
Octodive update: • Add outline to collectibles • Pause added • New start menu art • adjust hitbox • adjust enemy spawn rate • fix cut-off octopus sprite • fix randomly missing hearts on the restart bug • sound effects for menus and restarting This is my last scrapbook. The jam is about to end and this is my finished product. As you can see, almost everything was just bug fixes and polishes. Repo: github.com/Caramel4764/Octodive Game: caramel4764.github.io/Octodive
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Matthew-U05BA68DB6E
@Matthew-U05BA68DB6E0
Oops, I exceeded the session limit. hackclub.slack.com/archives/C01504DCLVD/p1724191163743349 NEW UPDATES TO PORTAL GAME!!!!! • Added many new levels • Play tested, improved, and bug fixed many levels • Added new menus and screens • Fixed a few glitches It can be played at: jedim101.itch.io/portal-game GitHub Repo: github.com/jedim101/2d_platformer NOTE TO REVIEWER: The videos included in the sessions show how to complete each level. If you’d like to play it yourself without spoiling the solutions, try it out before watching the videos.
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Matthew-U05BA68DB6E
@Matthew-U05BA68DB6E0
NEW UPDATES TO PORTAL GAME!!!!! • Added many new levels • Play tested, improved, and bug fixed many levels • Added new menus and screens • Fixed a few glitches It can be played at: jedim101.itch.io/portal-game GitHub Repo: github.com/jedim101/2d_platformer NOTE TO REVIEWER: The videos included in the sessions show how to complete each level. If you’d like to play it yourself without spoiling the solutions, try it out before watching the videos.
https://imgutil.s3.us-east-2.amazonaws.com/0f3515b945cc42316f5533618918fd6d3f4c6b48ef01c20cfd5e86273cb5bd1b/07428bb9-3723-4c64-823b-a68998f2c170.png
binarybard
@binarybard0
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Sajeg
@Sajeg0
So here I'm with another :jam: update. What can I say. Big new level, cut scenes, sound effects and BUGS 🐛 . Here you can watch me play and then needing to fix a bug. github.com/Sajeg/BreakOut
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NinaDong
@NinaDong0
Octodive update: • Fix bug allowing player to dash again while dashing • Sand ground and occasional foreground that obstruct view • Fix the game becoming slower bug caused by some never-deleted entities eating up memory • New clownfish enemy • New jellyfish enemy • Optimized enemy spawn time to be more fair and reasonable • Some enemy sprite variation for flavor • New start and instruction menu screen so the player doesn't get dropped into the game instantly (instruction says green outlined stuff are good but I actually haven't added the outlines yet) The game jam is ending soon and I have school so I won't be getting much done after this. My next scrapbook will be the final scrapbook for this project and consist primarily of sprite and bug fixing. I squashed quite a few bugs but there's plenty more. Repo: github.com/Caramel4764/Octodive Game: caramel4764.github.io/Octodive :jam:
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AditBajaj
@AditBajaj0
#arcade fixed a lot of bugs, refactored majorly, major performance improvements, and began implementing Slack thread support for my Slack Native app. (Performance improvements are not visual so I displayed the logging of lazy loading to the left) (Also a new bug just appeared randomly so I cannot show the WIP thread support and everything properly) GitHub: github.com/intercepted16/slack-native/tree/dev
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Henri
@Henri0
In the last hours, I was working to finish the first version of selfmail. I did some bug fixes, added a new editor to the dashboard and created this homepage. This homepage is mainly to get new users into the waitlist, so I can share updates with them. This is the github link and I think I'll add this version soon to selfmail.app.#
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NinaDong
@NinaDong0
Octodive update: • Background music (I self-made it with Chrome Music Maker and although I had no idea what I was doing, I'm quite proud of the result) • Sound effects for dashing, picking consumables, loops, taking damage, and dying. • Fix the restart bug where no enemy would show up • Trash enemies have different "skin appearances" for flavor • Heart and ink bottle collectibles • Auto ink generator system that gives a boost automatically every 8 seconds (sprite will be redone to be more visible) • Invincibility after taking damage or while dashing In addition, there was a lot of code rebasing to make coding more enemies easier (not super smart because the jam ends soon but what can I say). I playtested for bugs and solved some along the way but a restart random hit bug is bothering me and I haven't found a fix yet. Repo: github.com/Caramel4764/Octodive Game: caramel4764.github.io/Octodive :jam:
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RyanDiLorenzo-U04JGJN2B40
@RyanDiLorenzo-U04JGJN2B400
For the past few weeks now, I've been working on OnBoard's very own Grafana dashboard for statistics data of how it's doing as a whole. Tracking submissions, submission times, reviewer times and average grant values and more to know how to improve our strategy and make it easier for hack clubbers to get their PCB grants. It's made in Rust and fetches data from AirTable, HCB and GitHub APIs all while dockerized. It's my largest project dealing with APIs and JSON and I've learned so much throughout the process. This project singlehandedly introduced me Docker by creating my own docker image along with learning about Prometheus Exporters in Rust. I'm finally releasing a V1 stable and while it may not have all the data and be 100% bug free, I'm hoping people can use this project to make their own Grafana dashboards on other YSWS projects. See the Docker Image See the Code See the Dashboard
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beyond-reality-dev
@beyond-reality-dev0
:jam: This is another update for the text-based RPG that I am developing in JavaScript, and the first one done specifically for the Arcade Jam (although I forgot to put the :jam: emoji next to some sessions)! :jam: I’ll first describe some technical fixes and then move on to the more interesting content additions. First, I fixed a bug where when an alert popped up on the screen (such as one when a player tries to save during combat), the player would no longer be able to type actions in the input bar. It took a bit of time to diagnose but after that it was simply a matter of returning focus to the input bar. Another UI-related fix was having the game check the gameSpeed value before generating the UI. It’s a radio button, so the current gameSpeed value should be selected, but for new games the gameSpeed value is generated after the radio buttons. This led to the wrong button appearing to be selected, but this was fixed by adjusting the default selection. Finally, I fixed an issue where spells could be cast that were not in the player’s spellbook. The issue was that I forgot to set the value of a checking variable, matchKnown, to false, which led to spells bypassing the checking system. I also had to do some refactoring because links to cutscenes were inadvertently broken. Moving on from the technical changes and bugfixes, there were a lot of mechanics that were added to the game. The first big one was adding an ammo checking system, which actually made sure that weapons had sufficient ammo and then decreased the quantity of ammo by one after use. This also allowed certain weapons, like javelins, to serve as their own ammo. I also changed how enemies dropping items worked, having them now drop items after death into the room rather than into the player’s inventory. I also made support spells have actual functionality and implemented temporary stat modifiers to give some more depth to gameplay. Finally, I added level scaling to ensure that spells and weapons would not become totally useless as the game goes on, although I still have significant work to do balancing-wise. On a related note, I changed the action economy to allow the use of spells and weapons in the same turn. Beyond mechanics, I continued to add a lot of actual content to the game. This included adding a bunch of new locations, such as expanding the rooms in the Imperial Dreadnought and the labyrinth behind the Imperial Treasury. I also greatly expanded the variety of weapons and tried to make it easier to generate custom weapons to give players some more variety in preparation for the game jam. To improve development speed, and minimize burn out, I am trying to develop content and mechanics in parallel to each other. GitHub: github.com/beyond-reality-dev/Spoken-Word-Sorcery
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2008wbbv-U05REM6JGGJ
@2008wbbv-U05REM6JGGJ0
i added a bunch more things to my website github.com/2008wbbv/2008wbbv.github.io/commits/main , some of the commits may seem small that are related to the bug but thats beacuse all the trial and error amounted to only a few lines of code compared to the hours spent
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LuxKaiwalker
@LuxKaiwalker0
github.com/Neurologism/whitemind happy to announce the first working version of the whitemind interface enabling custom drag and drop applications for control flow. in this release, i primarily enabled arrow handling and made sure that there is a user friendly way to establish them. also there were a lot of minor bug fixes. A older version of the website can be viewed at www.whitemind.net but you also can ng s the github repo to view this website 😄
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MohammadKamrul
@MohammadKamrul0
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Marceloni
@Marceloni0
I made a sprig game based aound the "falling sand" genre There are 3 different elements to play around with: Stone, Sand and Water. They all behave differently. You can try the game out here sprig.hackclub.com/share/yQXMZP9g7C3loCOGkVSb but please note that there's currently a bug with how Water is distributed Here's the GitHub Repo github.com/Marceloni/sprig-sandbox controls: W A S D to move your cursor around J to change the size of your brush L to switch between different elements I to clear the screen K to place the element with the brush cursor
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Dragos
@Dragos0
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Craig-U07FBU5MM8U
@Craig-U07FBU5MM8U0
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GreenScreen410
@GreenScreen4100
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retrooperpersonal
@retrooperpersonal0
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ShahmNajeeb
@ShahmNajeeb0
Sorry, BUT this was HELL - I found out the hard way that running a script via sudo, DOES NOT open it in sudo passwordless (common sense), so i had to refactor everything, but i need a tester... ANYONE please who uses linux and has discord (i only have kali linux no discord though) PLEASE test this. I will show you the documentations later 🤗
Fixed bug where script not run as root, merged the cracker script as function
github.com/DefinetlyNotAI/Hack_Club/commit/5e290316073d1a2d009e0ce439ffc925474b5d56
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AtharvaMalik
@AtharvaMalik0
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RishiShah
@RishiShah0
A game where you catch water droplets with a bucket. Used Java Swing and worked with images.
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beyond-reality-dev
@beyond-reality-dev0
:jam: This is another update for the text-based RPG that I am developing in JavaScript, and the first one done specifically for the Arcade Jam (although I forgot to put the :jam: emoji next to some sessions)! :jam: I’ll first describe some technical fixes and then move on to the more interesting content additions. First, I fixed a bug where when an alert popped up on the screen (such as one when a player tries to save during combat), the player would no longer be able to type actions in the input bar. It took a bit of time to diagnose but after that it was simply a matter of returning focus to the input bar. Another UI-related fix was having the game check the gameSpeed value before generating the UI. It’s a radio button, so the current gameSpeed value should be selected, but for new games the gameSpeed value is generated after the radio buttons. This led to the wrong button appearing to be selected, but this was fixed by adjusting the default selection. Finally, I fixed an issue where spells could be cast that were not in the player’s spellbook. The issue was that I forgot to set the value of a checking variable, matchKnown, to false, which led to spells bypassing the checking system. I also had to do some refactoring because links to cutscenes were inadvertently broken. Moving on from the technical changes and bugfixes, there were a lot of mechanics that were added to the game. The first big one was adding an ammo checking system, which actually made sure that weapons had sufficient ammo and then decreased the quantity of ammo by one after use. This also allowed certain weapons, like javelins, to serve as their own ammo. I also changed how enemies dropping items worked, having them now drop items after death into the room rather than into the player’s inventory. I also made support spells have actual functionality and implemented temporary stat modifiers to give some more depth to gameplay. Finally, I added level scaling to ensure that spells and weapons would not become totally useless as the game goes on, although I still have significant work to do balancing-wise. On a related note, I changed the action economy to allow the use of spells and weapons in the same turn. Beyond mechanics, I continued to add a lot of actual content to the game. This included adding a bunch of new locations, such as expanding the rooms in the Imperial Dreadnought and the labyrinth behind the Imperial Treasury. I also greatly expanded the variety of weapons and tried to make it easier to generate custom weapons to give players some more variety in preparation for the game jam. To improve development speed, and minimize burn out, I am trying to develop content and mechanics in parallel to each other. GitHub: github.com/beyond-reality-dev/Spoken-Word-Sorcery
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system-dev
@system-dev0
Time to release my CHIP-8 emulator. After hours of debugging, bug-fixing and testing the virtual machine, everything should work now. Tested with popular roms like pong, space invaders, star flight or snake. More details in the repo: github.com/niosp/hackclub-arcade/tree/main/chip8-emulator
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ArjunSHARMA[08R09]
@ArjunSHARMA[08R09]0
Continued work on the 144 piece puzzle. (This session was meant to be linked to another post, but there's a bug that I'm not sure was fixed, so I'm trying again.) Here's the repo link: github.com/MouseMouse625/Jigsaws
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NinaDong
@NinaDong0
Repost below because hakkuun was asleep yesterday when I originally posted: I'm working on Octodive which will be my submission for the game jam. There's some much I want to do and need to learn but hopefully I end with a decent final product. This was made with Phaser with Javascript which I think makes it a web game? There's so much bug and adjustments but here's what I have so far. Octodive update: • Animated swimming octopus • Score counter added • Going through gold rings rewards 5 points • Right arrow to speed up (WIP because no restrictions and some bugs) • Up and down arrow to switch lanes Repo: github.com/Caramel4764/Octodive Demo: caramel4764.github.io/Octodive :jam:
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Eve
@Eve0
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Sajeg
@Sajeg0
Today I mostly worked on redesigning the conversation mode and of course bug fixing. After all it needs to be done by Monday. github.com/Sajeg/story-smith
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NinaDong
@NinaDong0
I'm working on Octodive which will be my submission for the game jam. There's some much I want to do and need to learn but hopefully I end with a decent final product. This was made with Phaser with Javascript which I think makes it a web game? There's so much bug and adjustments but here's what I have so far. Octodive update: • Animated swimming octopus • Score counter added • Going through gold rings rewards 5 points • Right arrow to speed up (WIP because no restrictions and some bugs) • Up and down arrow to switch lanes Repo: github.com/Caramel4764/Octodive Demo: caramel4764.github.io/Octodive :jam:
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lbirkert
@lbirkert0
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TheScientist101
@TheScientist1010
I think this is the first time I’ve “shipped” something here that’s not for Hack Club (don’t quote me on that), but I really enjoyed this personal project so I thought it would be worth sharing. What started as a side-project for my internship became more of a personal project that I have worked on more after (since I didn’t get it done during the internship). Anyway… I’ve been working on a genetic algorithm for the stock market. It works by training on historical data downloaded from Yahoo finance using the yfinance library. Then, it extracts indicators from the data, such as RSI, MACD, and DOSC (of course, you could add more). Next, the actual model subtracts an offset from each of these indicators, and calculates a weighted sum from the offset indicators. It then puts this result into a function called a sigmoid, which returns a value from -1 to 1 and buys or sells a percentage of the stock depending on if it is positive or negative. This is a little bit of a simplification, but that’s the general gist of it. It turns out that this makes a lot of money (see the image below which starts with $100,000). The list of tickers I used, is in the repository under tickers.txt. Now, I really want to take this to the next level, so feel free to reach out to me or make a PR if you have any ideas. There are some problems with the simulation/model right now. For instance, it is difficult to predict how the market will behave if the bot takes an influential stake in a business, and I’m not sure how to combat that, especially since I’m using historical data. Also, the amount of money that it is making right now seems insane to me, and it’s possible that there’s a bug (even though I’ve searched the code and validated purchase a gazillion times). So please let me know if you think something is wrong. I’d also really love help on how to make the simulation faster. Thanks, and I look forward to hearing some feedback! - Urjith Mishra git repo: codeberg.org/TheScientist101/genetic-millionaire github mirror: github.com/TheScientist101/genetic-millionaire
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suryaansh
@suryaansh0
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