Notes from me · In English

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What I learn while making games and testing software. Bugs, ideas and small tools.

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05

Preparing N-OS builds for Windows and macOS

On 4 July 2026, I uploaded and brought together the latest Windows and macOS builds of N-OS: Desktop Story. After months of work, seeing that step completed felt good. There was still polishing to do before release, but the versions were getting into place.

The less glamorous milestones are worth recording too. A feature is easy to show in a screenshot; preparing the builds is harder to make into an exciting post. Yet it was part of turning the project I had been working on into something people could actually choose on Steam.

That became much more personal after launch. In my 5 August report about the first purchases, I mentioned that a buyer in Canada had bought the Mac version. I joked about someone finally giving all that macOS build work a reason to exist. The person choosing a version of the game was no longer an abstract future player. That small detail made the preparation in July feel connected to someone on the other side of the release.

Sources: Mint Mode, 4 July 2026: https://t.me/Mint_Mode/251; Mint Mode, 5 August 2026: https://t.me/Mint_Mode/271

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06

When Fast Boot became a sandwich: checking N-OS translations

On 4 July 2026, I shared a translation from N-OS that made me laugh: Fast Boot had become Russian wording meaning "a quick sandwich". I was using AI to help translate the game. Apparently, the computer was now offering lunch.

The example captures why a plausible phrase is not enough for a software label. Fast Boot belongs to a system interface and describes a function. Without that context, a translation can sound like ordinary language while making no sense on the control where it appears.

At the time, I was manually checking thousands of lines before release. That work meant reading past whether a sentence looked fluent and asking what it was supposed to mean in the game. A short label deserves that attention too: a couple of wrong words can make an otherwise familiar screen confusing.

Sources: Mint Mode, 4 July 2026: https://t.me/Mint_Mode/252

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07

Two grass bugs, two different questions

A few hours after my 25 June 2026 dinosaur update, I shared two videos of grass misbehaving in N-OS. In one, I had forgotten to give the grass its movement speed. In the other, it spawned above the intended coordinates. A small decorative addition had produced two very visible problems.

Both could be described as "the grass looks wrong", but that description would lose the useful part. Missing movement is a question about what changes over time. The wrong spawn height is a question about where something appears. Separating motion from placement gives each problem a clearer starting point.

That is why even background details deserve more than a quick look at a still image. Something can be drawn in the right place and fail to move with the scene, or move while appearing in the wrong place. For this addition, grass was not finished just because it could be drawn. It also had to belong to the scene in motion.

Sources: Mint Mode, 25 June 2026: https://t.me/Mint_Mode/240

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08

Why the N-OS dinosaur's cactus hitboxes needed attention

On 25 June 2026, I was adjusting the dinosaur game's obstacle collisions and hitboxes for N-OS. Some cacti were too narrow, and collisions looked strange. I was also adding grass, leaves and other small details to make the scene feel more complete.

A cactus has two jobs in that scene: it has to look like an obstacle, and it has to behave like the obstacle the player sees. If those impressions do not agree, it becomes hard to understand a failed jump. Did I judge the gap badly, or did the game react somewhere I did not expect? That uncertainty is more frustrating than a clearly readable mistake.

The crouched running animation and further polishing were still ahead of me in that June update. I also planned to show a before-and-after comparison. The immediate work was a reminder that visual polish and gameplay tuning meet at the same object. Making the scene prettier would not, on its own, make its collisions easier to understand. The shape on screen had to communicate the space that mattered during play.

Sources: Mint Mode, 25 June 2026: https://t.me/Mint_Mode/234

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