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Moltony's Abandoned Projects

Over time I have written many, many, many programs and scripts. Many of them I abandon eventually. Here's a list of some of the projects I have abandoned.

This page doesn't include maintenance mode projects (e.g. MtnLog) and projects that don't need any more maintenance, such as useless-sh.

If you want to continue the development of any of the projects listed, then go ahead, no one is stopping you. Fork the repo and add the changes you think are necessary.

Table of Contents
  1. Dodge Them All
    1. How the Gameplay is Like
    2. Settings
      1. Skins
      2. Trail on/off
      3. Developer mode
    3. Sound Design
      1. Music
      2. Sound Effects
    4. Fun Facts
    5. Unity Remake
    6. Conclusion
  2. Dodge Them All Rewrite
    1. The Gameplay
    2. New Enemies
    3. Sound Design
    4. Conclusion
  3. JSHS
  4. Pikurosu
  5. Squarity
  6. Number Go Up
    1. The Gameplay
      1. What Happens If You Don't Spam The Keyboard
  7. lwgh
  8. NDSvi
    1. Overview
    2. Supported Vi Features
  9. Paint DS
    1. Overview
    2. Pencil Tool
    3. Eraser Tool
    4. Fill Tool
    5. Shape Tool
    6. Sound Design
    7. Conclusion
  10. To-do list
  11. Revision history

Abandoned Project One: Dodge Them All up

Look at the de-compiled source code

Dodge Them All was the first time I used Java for game development. It's a simple 2D game where you dodge colored squares. It's kind of like Touhou but without attacks or bomb and it's theoretically infinite. I made it when I was like 10.

The game was published on GameJolt here. It even has a description:

Dodge Them All is a small but intense game, where you have to dodge enemies and collect coins.
Introducing: And we can't forget to mention the retro-styled sounds and art, that was made in paint. The art includes skins (pokerface, my GD icon, spiral and recursion) and enemies (the nerdy red one, :P one, doesn't know what is going on one and 3 variations of k r e j z i one).
Update 1.2: fixed bugs, added new splashes
And that is all! I think you will like this game. If you found bugs or something like that, let me know. #action #adventure #retro #arcade #other

I can't decide whether this description is cute or cringe.

So, how is the game actually like? Does it live up to the description? Let's take a look.

How the Gameplay is Like up

Opening up the game, we see the title screen:

Dodge Them All title screen, featuring the game name on top, bouncing squares in the background, and
    yellow text, called the splash, reading 'variable splash might have already been assigned'. On the bottom half of the screen, three buttons
    are visible: 'Play', 'Help' and 'Exit'.

Dodge Them All title screen

This is.. a title screen alright. Also it runs at like 5fps, which is not that surprising considering my system is really slow and the title screen background has bouncing blocks all over the place.

Now let's finally look at the gameplay! Pressing play we are greeted to the following.

The screen you see when clicking on 'Play' at the title screen. Text below
    describes the image quite well.

Dodge Them All gameplay

The game runs quite poorly even outside of the title screen. Really shows that I put zero effort into optimizing this game, doesn't it? Whatever. Right off the bat, we can see:

Each time you level up, an enemy spawns. Also, I encountered a bug where after going to the next level my character started constantly going down for no reason. Bugs are something this game has a lot of. I did do some play testing but ultimately I had no idea what I was doing and couldn't really solve many issues. For example, there's a bug that causes coins not to produce sounds after collecting them (accompanied by an exception).

The player has 100 health initially. When you run out of health, the game is over. The game over screen looks like this.

Dodge Them All's game over screen. It features the words 'Game over!' on the top
    of the screen. Below that, the level that the player was on when the game over happened is displayed. On the bottom of the screen
    a button for trying again is visible. The button text goes out of bounds of the button box.

Dodge Them All's game over screen

Yup that's the game over screen. Looks basic, just like everything else in this game. I mean, the description did state that its art was made in paint, so at least it's not lying. By the way, did you notice that cyan square guy? That's the result of me having absolutely no idea what the actual hell i was doing, so for whatever reason not all enemies actually de-spawned when you game-overed.

The game also has a boss, which is just a big red square shooting bullets, but I can't bother myself to actually play the game enough to get to it. Maybe you'll reach it, it's not that hard.

The game also features a shop where you can buy upgrades. You can upgrade your speed (I don't know why you would do that in a bullet-hell game), upgrade max health and refill health, all for coins you collect. Every time you buy something, it gets more and more expensive.

Settings up

This game actually has settings. They don't save, so they reset every time you start the game. There's a total of three settings: skin, enable/disable trail and developer mode

Settings screen

Settings screen

Skins up

The game has four skins to choose from: Standard, Geometry Dash, Spiral and Recursion. Here's how each skin looks like:

Skin Name
Standard skin Standard
Geometry Dash skin Geometry Dash
Sprial skin Spiral
Recursion skin Recursion

Trail on/off up

This option is pretty self-explainatory. It allows you to disable trail in the game altogether, possibly boosting framerate.

Developer Mode up

This game has a developer mode built right in. It enables certain keys on the keyboard to do certain mischievous things.

Key Function
1 Spawn a random enemy
2 Spawn a basic enemy
3 Spawn a fast enemy
4 Spawn a smart enemy
5 Spawn a boss enemy
6 Spawn a crazy enemy
Escape Quit the game (yes, this is locked behind developer mode)
R Refill health back to 100
P Print all game objects into the console
O Set level to 8
I Die instantly

Sound Design up

There's one last thing I want to talk about before ending this section, and that is the game's sounds.

Music up

The game's soundtrack is super basic and quite mid. It was made in a program called Bosca Ceoil, which is a simple tool for making music. There's nothing very special about it and it's like ten seconds long.

Sound Effects up

The sound effects are all "retro-styled" as the description puts it. They're all quite basic and not really worth talking about in depth.

Fun Facts up

When decompiling the game, I stumbled upon some interesting things, and in this section we'll take a look at them.

  1. All settings are stored in a file called ExtraStuff, which is quite a weird name.
  2. There's an error message in the game that goes something like this:

    Incorrect ID: (the ID). If this message is showing after you modded the game, make sure that player's ID (player creating is in Game.java) is set to ID.Player. But if this message is showing if you did not mod the game, contact developer of the game. Error code: Error.IncorrectID

    i really thought people would mod this game.
  3. This game actually has a pause screen. I don't know how to activate it.
  4. On levels 8-10 the screen flashes with random colors for whatever reason.
  5. The game has a "fast testing" mode. During testing, I would change the initial screen to the main game screen and test new functions a bit faster. If it's detected that the initial screen is the main game screen, then it would place a player and a coin.
  6. Basically every object in the game that generates random numbers has its own random number generator instead of using a shared one.

Unity Remake up

At some point, I started working on a remake of this game using the Unity engine. It had three-dimensional graphics, original sprites and that's as far as I remember of this game. I unfortunately can't show it to you since I lost the source code and don't have any screenshots.

Conclusion up

Dodge Them All truly shows how much I have come in game development and programming in general in a relatively short amount of time (~3 years). And even if this game isn't that special or that good, it still holds a special place in my heart.

Abandoned Project Two: Dodge Them All Rewrite up

About a year after the release of DTA, I remade the entire game in Electron using JavaScript. Unlike the original, the rewrite is actually open source and can be found here, on GitHub. However, running it isn't as easy as just downloading and running an executable - you'll have to install Node.JS and Electron. I might want to publish pre-compiled builds.

I don't really consider this one "unfinished" per se, since I see the game as very complete, but there were some features I wanted to include that didn't make the final cut.

When I tried to compile the game, I encountered several compilation issues. Luckily, all the compiled files were included in the source code, which is generally not what you're supposed to do but I didn't really know how to keep a GitHub repository back then so I'll let this one slide.

The Gameplay up

Unlike the last game, this one runs really well. Here's the title screen:

DTARW title screen

DTARW title screen

Do you see it? A STYLIZED FONT!! Yep, instead of using a default font, this time we have a good font. That is very nice indeed. As per usual, the game's name, three buttons. Except this time, instead of an exit button we have a sandbox button. The sandbox is a feature that was supposed to be included in the original game, but in a tragic series of events I lost the original source code and couldn't write the feature anymore. Oh well. Instead of a yellow splash screen, we instead have a "Beta version!" label below the title text. This actually is a beta version, because I wanted to implement a couple features but I'm lazy ahh hell and I just forgot. Splash text is still in the game, but in a different form - now the game modifies the title of the window instead of adding text on the title screen. There are a total of a lot of splashes, half of which are keyboard puns and jokes about this game being a rage game.

Enough rambling let's get into the action!!!!!!

DTARW gameplay

DTARW gameplay

First impressions: way better than DTA. The background has little gray particles that kinda look like stars, the HUD is way better and the performance is ten billion percent better. You can even pause it by pressing Escape! The original game also technically had pause functionality when you go into the shop but having a dedicated pause screen is way nicer.

And what do you see? An enemy! The game prepares you to dodge enemies right from the beginning instead of giving you a random coin and expecting you to collect it. The scoring system was also changed quite a bit. Instead of score being incremented every time you pick up a coin (which can be super difficult when reaching higher levels with more enemies), score instead goes up automatically each frame. The shop is still here, and worse than ever. The only item in the shop is a health boost - +10HP for 7 coins. Inflation really hit DTA...

New Enemies up

The rewrite still includes all of the same enemies that the original Java edition has, but more. Here's the full list of new guys that joined the family:

There's also the boss, but I'm not sure if he's actually functional. It's definitely a bug, since code that spawns the boss is included and I remember it working. IDK...

One of the defining features of this remake is the sandbox. This is a place where you can make your custom enemy!

DTARW sandbox screen. The player's custom enemy is contained in a box on the left.

Sandbox screen

I'm quite proud of this interface. So clean, so nice... Designing this was an absolute nightmare because of the sheer amount of UI elements in the sandbox. On the left, we have our custom enemy. He's in a box and can never escape. On the right, we can change the enemy however we want. First, we have the speed controls - changing the X and Y velocity. Below that is the enemy color chooser - red, green, blue, white, cyan, magenta, yellow and dark versions of all of them. There are two special buttons. The "?" button decides a color at random, and the "!" button brings up a box where you can set a color yourself based on RGB values. On the very bottom there is an enemy reset button which resets the enemy back to the same as a red one. Yeah, the sandbox is a bit underwhelming, but it is what it is.

Sound Design up

The game does a bit better in terms of sound design. They're still "retro-styled" and there is nothing to say about them. They're alright. There's no background music to accompany you, though... I think that's better, actually. The ten-second track from the original can definitely make someone go nuts if they play for an extended period of time. Not that anyone would do that, however.

Conclusion up

The Dodge Them All Rewrite is just a better, shinier, faster version of Dodge Them All. I don't know what to say, really. It's great, you should play it if you really want to idk do whatever tf you want i don't care

Abandoned Project Three: JSHS up

UH oh This entry is very much unfinished.

JSHS source code

JSHS is a simple home server software written in JavaScript. I made it when trying to make a home server. But then I found out about CasaOS, which is a lot better, better, better, and also prettier. JSHS features a simple file manager, very primitive security in the form of a single password, and that's basically it. I abandoned it once I found about about CasaOS, which was way better and more mature.

Abandoned Project Four: Pikurosu up

Pikurosu source code

Pikurosu is a Nonogram/Picross game for PC. It was superseded by nonoSharp, which is active and isn't pure spaghetti code. I stopped working on this when I found out that C isn't a great language for game dev (some might argue), and I was much more familiar with C#. So I switched to C# and made nonoSharp.

Left: pikurosu. Right: nonoSharp

Comparison of pikurosu and nonoSharp

Abandoned Project Five: Squarity up

Squarity source code

NO NOT DTA AGAIN!!! This was supposed to be a rewrite of DTARW in C++. I simply did not want to. I'm done with this square dodge square thing!

a rewrite of a rewrite...

Abandoned Project Six: Number Go Up up

Number Go Up source code

Number Go Up is a very very very simple game where you have to make the number go up

I abandoned this one because I don't use Windows anymore on my system and setting up GMS2 (which is the engine this game uses), well I'm too lazy for that

The Gameplay up

you spam your keyboard and number go up

What Happens If You Don't Spam The Keyboard up

number goes down

Abandoned Project Seven: lwgh up

UH oh This entry is very much unfinished.

lwgh source code

lwgh is a CLI tool for accessing GitHub. I made it back when I didn't like using the browser at all, but looking back... Browser is better anyway. Besides, the code I wrote for this little app was very spaghetti early on.

Abandoned Project Eight: NDSvi up

NDSvi source code

NDSvi is a text editor for the Nintendo DS heavily inspired by Vi. I created it because I wanted to edit some random save file manually for DS-Craft, but couldn't find a text editor app for the DS, at least not one that supported editing arbitrary files. In the middle of making this editor, I discovered that it's possible to edit the melonDS emulated SD card files by simply removing the SD card image, editing the synced files in the SD card sync folder and then opening the emulator. Does that make sense?..

Overview up

NDSvi screenshot. The editor is in insert mode. On the bottom screen is a keyboard with the usual English
    QWERTY layout. The text on the top screen, typed by the user reads 'Hello, world' on the first line, then ':3' on the next line.

NDSvi running in melonDS

This is quite familiar to any of you who use Vim (myself included). The editor is in insert mode, some text is in the buffer, and the touch keyboard is there. How nice.

Supported Vi Features up

In the state that it's in, NDSvi supports the following features from Vi:

  1. Typing stuff in insert mode
  2. Support for 'i', 'o', '0', '$', 'O', 'G', 'dd', 'gg', 'yy' and 'p' Vi keys
  3. Saving files (doesn't seem to work sometimes)
  4. Opening files
  5. Displaying the version information

Despite supporting many cool Vi features, it doesn't have scrolling, hjkl, and its architecture is overall flawed.

Abandoned Project Nine: Paint DS up

Paint DS source code

PaintDS is a painting program for the Nintendo DS written in C. I created it because, as is the case with NDSvi, I couldn't find a painting application for the DS. I stopped developing this one because of two reasons: poor architecture and me not being able to display text, like, at all, no matter how hard i tried. Let's take a look at it!

Overview up

Paint DS screenshot. Bottom screen: painting application with color selection and multiple tools. Top
    screen: white lines on a light blue background.

Paint DS running in melonDS

The top screen is the least interesting part. It's just a scrolling line pattern, intended just so that there's something on the top screen. All the painting tools are on the bottom screen. On the bottom bar there are four tools: Pencil, Eraser, Fill and Shapes. On the top are the tool properties. Let's take a look at each tool.

Pencil Tool up

The pencil tool is quite straightforward: touch the screen and draw whatever you like. You can even choose the color you want to draw with! There's black, red, green, blue, cyan, magenta, yellow, gray, dark red, dark green, dark blue, dark cyan, dark magenta and dark yellow. If you're wondering why there's no white color, that's because the eraser is used to draw in white (we'll look at the eraser in a bit). You can also choose the width of the stroke: thin, medium and T H I C C. And that is all, no more, no less.

A drawing made using Paint DS. It features a person and a sun.

A (poorly drawn) picture drawn using the Pencil tool.

Eraser Tool up

The eraser tool is used to erase stuff. By "erase" I mean draw with white. Yeah, this app doesn't support transparency, so that's pretty much expected. You can either erase, wipe the whole screen or do a fill eraser (fill with white).

A blank drawing with the eraser tool selected.

The eraser tool interface

Fill Tool up

The fill tool is used to... fill. The color can be chosen from the same palette as the pencil tool.

A drawing made using Paint DS demonstrating the capabilities of the Fill Tool. It features a pink
    blob character sleeping on what appears to be grass. The night sky is also visible.

The fill tool in action

Shape Tool up

The last tool available in Paint DS is the shape tool. It allows for the insertion of one of the five available shapes: triangle outline, filled triangle, straight line, rectangle outline and filled rectangle. The color selection is the same as always.

A drawing of a primitive house made using Paint DS, demonstrating the capabilities of the Shape
    Tool.

A primitive house created using the shape tool.

Sound Design up

This thing has one singular sound: the pencil sound. It plays when you draw.

Conclusion up

Paint DS is an application with huge potential! It can allow people to create art on the go and that's... pretty much it? I don't know how to market a painting app. Anyway, this is cool and all but the architecture was absolute garbage. And I couldn't figure out how to draw text on the screen.

To-do list up

of course we have one


this is revision 5.5.2

Revision history
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Major version is incremented when a new major change happens, such as adding a new project to the list.

Minor version is incremented when a less major change happens, such as adding a sub-section, style changes or grammar fixes.

Patch version is incremented when a bugfix or very small change happens, such as small typo fixes or HTML formatting.


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