2026-05-27

cybrvillain:~$ cat streamerlift_recorded_its_first_verified_affiliate_conversion.plan
StreamerLift recorded its first verified Affiliate conversion.

Byte2022 raided liabug97 on May 19. Today StreamerLift detected that liabug97 achieved Twitch Affiliate status.

This is the first time I've been able to directly connect a StreamerLift raid recommendation to an Affiliate conversion. One conversion doesn't prove anything yet, but it does prove the entire concept is possible. StreamerLift exists to help smaller streamers discover other smaller streamers worth supporting, and today I have evidence that it can make a measurable difference.

For the first time, StreamerLift feels less like an idea and more like a real product.

StreamerLift

2026-05-26

cybrvillain:~$ cat neon_chain_fixes_and_improvements.plan
Neon Chain - Fixes and Improvements

Fixes

  • Fixed AdMob plugin missing causing silent failure — AdManager now prints a loud error with exact steps to resolve (install plugin, enable it, rebuild with Custom Build) and does nothing further
  • Fixed options slider label and percentage text shifting layout when percentage value changed width — percentage column now uses a fixed left edge based on the widest value ("100%")
  • Fixed hit rects not matching slider visuals — _layout_options_panel and _draw_options_overlay now use identical track calculations so dragging registers correctly across the full drawn track

Improvements

  • Built full production ad architecture — AdConfig.gd, AdManager.gd, AdCoordinator.gd, PromoBannerManager.gd, AdFooterSlot.gd, RewardedAdButton.gd, and AUTOLOAD_SETUP.md
  • AdConfig.gd is the single source of truth for all ad unit IDs — Google test IDs and production IDs are clearly separated with a single USE_TEST_ADS switch
  • AdManager.gd handles only real AdMob ads — banner and rewarded lifecycle, plugin wiring, and signals — never substitutes house promos for rewarded ads
  • PromoBannerManager.gd handles only house promos (CybrThugs, Shadow Swag, Lonely Ranch Games) — rotation timer, texture loading, tap-to-URL, and dark placeholder fallback on missing assets
  • AdCoordinator.gd owns the banner slot-switching decision — counter-based ratio via HOUSE_PROMO_EVERY_N_BANNERS constant, prevents unnecessary banner destroy/recreate churn
  • Rewarded ad rewards are mode-aware via top-level constants — REWARD_ARCADE_LIVES = 1 and REWARD_TIMED_SECONDS = 30 — carried by the rewarded_ad_earned(type, value) signal
  • Added AdDiagnostics.gd scene — prints plugin presence, AdConfig, AdManager, AdCoordinator, and PromoBannerManager status to console for quick setup verification
  • Increased MUSIC and SFX label and percentage text size by 25% in the options overlay and adjusted slider track bounds to fit cleanly between the text without overlap or clipping
  • Increased gap_back from 52px to 82px for more breathing room above the BACK button
  • Reduced pad_bottom to remove excess space below the BACK button
  • Slider track now spans from the right edge of the label to a fixed right column, keeping the percentage value at a stable position regardless of the number shown
Neon Chain

2026-05-25

cybrvillain:~$ cat neon_chain_fixes.plan
Neon Chain fixes

I made a lot of improvements and fixes to Neon Chain today. I feel like I am getting closer to release.

  • Fixed gear invisible on Android — it was drawing at alpha * 0.85 opacity tied to the menu fade-in timer; now draws at a fixed 0.90 opacity from the first frame
  • Fixed options overlay opening and immediately closing on Android — the tap release event was triggering the outside-panel close logic before a single frame was drawn; resolved with options_just_opened flag and set_input_as_handled()
  • Fixed gear too small on Android — GEAR_SIZE_PCT of 0.055 produced ~30px on a 540px viewport; changed to clampf(screen_size.x * 0.085, 56.0, 96.0) enforcing a 56px minimum
  • Fixed sfx_vol type inference error — variable lacked an explicit type annotation causing a GDScript parse error at line 801
  • Fixed duplicate redirect_ding.ogg reference — consolidated to a single path in the node sound constants block
Neon Chain

2026-05-24

cybrvillain:~$ cat redline_i_72.plan
Redline I-72

Spent some time kicking around a new game concept today called Redline I-72.

The idea started with a simple question: what if the feeling of classic arcade driving games could be brought into a modern project without losing the speed, tension, and pick-up-and-play fun that made those games memorable in the first place?

Still very early and firmly in the concept phase. Right now I'm focusing on the overall feel, theme, and player experience rather than mechanics or technical details. If the idea survives the next few weeks of brainstorming, I'll start exploring what a proof of concept might look like.

For now, Redline I-72 joins the growing list of projects pinned to the wall while I decide which ones deserve further development. Sometimes the best ideas start as a single line in a notebook. We'll see where this one goes.

Redline I-72

2026-05-22

cybrvillain:~$ cat movie_review_the_mandalorian_grogu.plan
Movie Review: The Mandalorian & Grogu

2/5 Popcorn Buckets

Just got home from The Mandalorian & Grogu. Man... what a disappointment.

For a couple of years now I've been saying Dave Filoni and Jon Favreau were our New Hope. After all the damage Kathleen Kennedy did to Star Wars, these were supposed to be the guys who understood what made Star Wars special. Instead, I sat through two hours of what felt like a Disney+ side quest.

The highlights? Sigourney Weaver was great. Seeing Zeb in live action was awesome. Everything else? Meh.

Where was Bo-Katan? Where was Sabine? Where was Boba Fett? Where was the Mandoverse we were promised? The movie should have been Mando hunting Imperial remnants while uncovering the rise of the First Order. That's the story. That's where the galaxy was heading. Instead we got Rotta the Hutt.

And don't even get me started on the synth music. At several points it didn't even sound like Star Wars. It sounded like somebody accidentally loaded the wrong soundtrack.

The saddest part is that I wasn't angry when the credits rolled. I was disappointed. I grew up with Star Wars. I saw A New Hope in 1977. Star Wars used to make you feel wonder. It made you feel like there was an entire galaxy beyond the screen.

This movie didn't give me wonder. It gave me content.


2026-05-21

cybrvillain:~$ cat nebulith.plan
Nebulith

I've come up with a concept for my next game.

Still very early and mostly living in notebooks and random notes at this point. The idea centers around exploration, discovery, and creating the kind of experience I would have loved to play growing up. Nothing is committed yet and everything is subject to change, but it's a concept I'm excited enough about to add to the Lonely Ranch Games project list for future evaluation.

For now the focus is simply capturing ideas, exploring possibilities, and seeing whether the concept has enough potential to justify moving beyond the planning stage.

Nebulith