Short build notes. Newest first.
Nov 2026Fleet v1.1 — Batch C · 19 of 19
The last eight Unity builds landed at v1.1.0: Nokia Snake, Snake Water Gun, Match 3, Bubble Shooter, WiZard Huntress, 2D Platformer, StumbleGuysClone and the 5IN1 hub — that completes the whole fleet. Every game got its panel pops and a full real-touch re-prove, StumbleGuys included a live online match joined by room code. All packed and verified; the itch page updates land with the fleet upload pass.
Nov 2026Fleet v1.1 — Batch B
Five more Unity builds landed: Hat Trick, Road Fighter (at v2.1.0 — the original Audiowide typeface finally made it in), Blackout, Summit Day and STREET-TURF. The phone pass is finished on each — touch re-proved end to end, menus and panels popping. All packed and verified; the itch page updates land with the fleet upload pass.
Nov 2026Fleet v1.1 — Batch A
Six of my Unity games moved to v1.1.0: Ice Block Puzzle, Pac-Man, Contra, Flappy Bird, Sprout Climber and Lab5. The phone pass is finished and re-verified with real touch — entrance pops on the menus and panels, portrait holds proven, the stale version label fixed. The builds are packed; the itch page updates land with the fleet upload pass.
Nov 2026AtmoCheck v2.4.0 — wiggle edit mode
My weather app got the Tracker treatment: a scrollable wiggle edit mode (pick a tile up and move it, edge auto-scroll while dragging, location card pinned), a provider picker — Open-Meteo or MET Norway / Yr, with an honest data credit — and 5 themes, in a 1.55 MB release build. The drag verdict on my Pixel is still the open gate.
Nov 2026BLACKOUT v2.11 — STEALTH
I gave BLACKOUT a new identity: STEALTH — near-black with a danger-red accent, no purple (violet is now just one of 5 themes). Damage shake, hitmarkers, a low-HP vignette, rain puddles and roadwork cones dress the city, and a performance pass — minimap at 20Hz, squared-distance hot loops — is built to hold 120fps. Live on both web doors; the itch build is still the previous version.
Nov 2026PyMirror v2.3.0 — it breathes
My phone-mirror app learned to show it is alive: while a mirror runs, the status pill breathes and the Preview pane gets an accent frame that stops the moment the mirror stops. The last blue-grey theme leftovers are gone — green everywhere — and the session log now caps at 2,000 lines. All three release builds verified.
Nov 2026Hat Trick v4.5 live
Keyboard pause (P/Esc), true multi-touch controls, a pause-button fix on the Game Over screen, smoother rendering and an animated menu — on top of the trash-bin goals, 3 stages and the 7-planet gravity selector. Live on itch and in the GameHub.
Nov 2026Road Fighter — Asphalt Heat
I gave the web build its Hallmark pass: the HD remaster sprites are restored to the door (they had been missing since Nov 4), the default theme is now Asphalt Heat — heat red/orange on asphalt black — with 6 themes, 4 cursors, and Audiowide/Rajdhani type. Play-verified on the live door. The Unity v2.0.0 build still waits on my PC.
Nov 2026Unity fleet: 20 of 20 live
I rebuilt all twenty of my archive games in Unity (C#) and published the fleet on itch — WebGL in the browser, Android builds packed. A parity pass then brought Hat Trick, Road Fighter, Blackout, Summit Day and STREET-TURF to a true 1:1 with their originals.
Nov 2026LyricViz v1.0.1 — black-window fix
My lyric visualizer is live in the browser and as Windows and Mac apps. v1.0.1 embeds the WebView2 bootstrapper — the fix for the black-window launch — and polishes the web build: mode crossfades, an allocation-free Poly mode, and the clipped Download label fixed.
Nov 2026FrameLab v8.17 — polish, zero visual change
Studio is the default theme and a global error safety net keeps the app alive if anything throws. v8.17 polished the 3D studio — toolbar and mode buttons ease with press feedback — and sped up the drag lab with squared-distance math. The HD 3D route (TRELLIS.2) is aboard; my first full HD run is still the open proof.
Nov 20265IN1 gets its juice
Touch-feedback juice landed in all five games, and the site now opens with animations on and theme-coloured separators.
Oct 2026FrameLab v8.0 — the full hub
The 2D⇄3D hub went live: AI sprite generation across free providers, 3D mesh generation, an Animate lab, and My Assets. Still free — no login, no paywall.
Oct 2026Shipped a project tracker with automations
Built a full Kanban app with calendar, timeline, workload views, @mentions, time tracking, and an automation rules engine. Hardest part: keeping every serverless API route self-contained.
Oct 2026Hat Trick v4.4 live on itch.io
Halloween update — planet-gravity dropdown, animated cheerleader, streak system. Stable 60fps, pause menu, goal particles.
Oct 2026FrameLab hit v6.12
Free 2D sprite + animation generator. Multi-provider AI generation, Godot and Unity exports, rebuilt background keying. Still free — no login, no paywall.
Sep 2026Going pure C++ in UE5
Rebuilding gameplay systems without Blueprints. Chaos physics for knockback, replicated movement from scratch.