3: Fine logic, though approaching him can also be justified if you want to.
10: Hane (on either side) is probably harsher. Nothing is really threatened by white's move, white is only hoping to to better than he deserves in terms of shape here. The hane keeps him in line.
12: Just cutting is probably good here. White doesn't have a neat way to make shape, and the shapes he *can* make are fairly heavy.
24: Magnificent wall. Your move may not actually be best - the wall is so big, that you can play a massive move on the right to attack his stones instead. I'm not sure what's best, but maybe you can even play O4 or so and go for a massive moyo. Your move is big, but I'm not sure it's the biggest (and nothing is urgent).
28: The other side is probably weaker, you can connect there instead.
30: I see no reason not to hane on the bottom instead and save your stones. White's group has nowhere to go...
34: It's hard to say, but I think this is not good. It doesn't threaten white's stones much, and leaves the corner available - when white invades, black will naturally become overconcentrated. I think you should do something on the right, you have a massive wall to work work, the top is small.
35: Yes, he'll give you thickness, but you already have loads of that.
45: Terrible shape, you can start thinking about whether B18 works for you now.
46: At least you get a nice attack now

82: Seeems okay. You'll either kill white on thetop or make a really massive territory here...and these aren't miai, whichever you choose, you still get a try at the other too
88: Nice try, terrible plan. White can play F19 now, and if you capture, F16 kills you anyway. White has too many liberties. Your tesuji at D18 was nice, but should have been too late. Instead, move 84 should have been at F15, then after G14 G13 white is short of liberties and it's looking like you'll easily connect by killing his stones. White can connect underneath, though, but it's annoying to kill those stones anyway (white L16 is annoying) and you don't need to to win.
104: I don't think white can live, but if you want to be sure of killing, try to play a dual purpose move. This move just kills for sure, but N17 (for example) would kill for sure and *also* make white L16 not be sente for him.
110: Very small now that white is alive. Play O4 if rouy want moyoey stuff, or maybe something like R6 since cutting him up is good (with all your strength).
116: Connecting what to what!? Even if you don't invade, the O4 area is clearly the masive area between 'moyos', that's where you need to play. Alternatively, you can look for an annoying invasion point...even taking just the 3-3 might be okay.
I couldn't understand how the game was so close after your massive centre territory, but I looked at the next few moves and it confirmed my fears about what happened. This is a very common ddk/sdk error.
When you defend a moyo by just playing stones in a line when prodded like this, your opponent naturally gets a massive territory. You forgot about attack! Whtie doesn't deserver that entire corner, he doesn't deserve a third of it, but he got it because you played rubbish moves focused only on saving what you'd decided was your territory.
Instead of defending 6 points of reduction, you should have taken the corner or invaded much earlier (there are so many points to do this, that I won't annotate specific moves). Just think what is bigger...6 points or the entire white corner/side? If you play like you actually did, white gets so much for free that the game is close again, and it's very sad.
Finally:
174: You play loads of moves like this. What happens if white plays here? Do you care? Or is this a worthless 0 point gote move?
You didn't play badly, don't get me wrong about my paragraphs of ranting, but you made one small mistake that naturally snowballs into a game changing number of points. Don't do that!