Posted by david927 23 hours ago
Ask HN: What Are You Working On? (March 2026)
https://www.inclusivecolors.com/
The current web tool lets you export to CSS, Tailwind and Figma, and uses HSLuv for the color picker. HSL color pickers that most design tools like Figma use have the very counterintuitive property that the hue and saturation sliders will change the lightness of a color (which then impacts its WCAG contrast), which HSLuv fixes to make it much easier to find accessible color combinations.
I'm working on a Figma plugin version so you can preview colors directly on a Figma design as you make changes. It's tricky shrinking the UI to work inside a small plugin window!
As of now You can specify those validators on a tags of your choice:
- Run a regex against a attribute's value/text node
- Min/max length a attribute
- Make a attribute required/blacklist it
- Make a whitelist/blacklist of allowed values for a attribute
It's basically just a frontend to a semantic search system, and is a tangent while I explore "knowledgebase" concepts.
I'm extremely interested in knowledgebases at the moment.
Each game adds more building blocks to the editor: multiplayer, event systems, NPC behaviors, pathfinding, etc. I build a system once, and then anyone using the editor can use it in a click.
Since my last month, I shipped the asset marketplace and the LLM builder. Artists can now upload tilesets and characters, and unlike itch.io, assets drop directly into the editor. You can preview how they'll actually look in-game before using them [1].
An other problem I kept running into: even with a no-code editor, users don't know where to start. So now I'm extending it with a coding agent. Describe the game you want, and it assembles it — pulling assets from the marketplace, wiring up the event system, and using all the building blocks I've spent the past year extracting. Multiplayer, mobile controls, pathfinding, NPC behaviors — the agent doesn't build any of it, just reaches for what's already there.
Once the LLM assembles it, users will have a game ready to work on, and will still be able jump into the editor and tweak everything [2]. Here's an example of what it can already make [3] (after a lot of prompting), and the goal is to reach games like this one I built with the manual editor[4].
Hoping to release the AI mode in a week or two. The manual editor is live at https://craftmygame.com in the meantime.
[1] https://craftmygame.com/asset/mossy-cavern-JdYWai1
[2] https://youtu.be/6I0-eTmoHwQ
An important feature for me was improving the recipe discovery experience, you can build a cookbook from chefs you follow on socials (youtube for now), or import from any source (Web, or take pic of cookbook etc) - it then has tight / easy integration into recipe lists.
Utilising GenAI to auto extract recipes, manage conversions, merge/categorise shopping lists etc - as-well as the actual recommendations engine.
If anyone is interested in beta testing / wants to have a chat I'll look out for replies, or message mealplannr@tomyeoman.dev
Built with React Native/Expo. The hardest part hasn't been the sensor code, but rather designing interactions that feel natural rather than gimmicky. Each word needs to map to a physical action that actually reinforces the meaning. Solo dev, live in German app stores now. Previously co-founded another language learning startup (Sylby, partnered with Goethe Institute), so this is take two with a very different approach.