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pixi

@pixi

Joined July 14th, 2026

  • 18Devlogs
  • 5Projects
  • 3Ships
  • 45Votes
helo
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8h 33m 3s logged

In this game, I want to check whenever a closed shape is drawn whenever a line intersects another line, so I made 2 test systems for it.

test 1:

  • This system relies on an array of points. Whenever a point is next to another point, they’ll connect to each other
  • A line is defined when a lot of points are connected together in a sequence
  • Since this system relies on looping through every point to check if points are adjacent to each other instead of using the built-in collision system, it ended up being very resource intensive. It was also annoying to deal with since it was basically just one very big list of points.

test 2:

  • In this system, every stroke drawn is its own object. The system will track each individual stroke and every intersection.
  • intersections are calculated by Godot’s collision system. Whenever the mouse collides with another line, a new intersection is instantiated.
  • Whenever an intersection is made, the system will check if that intersection is part of a complete shape. This is done by checking which strokes the intersection is attached to, and then checking with other intersections those strokes are attached to, repeating until the system finds the sequence looping back in on itself to form a closed shape.

Next steps:

  • tracking down the sequence of points in a closed shape to draw its polygon!
  • actually implementing this system into the game lol
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7h 7m 49s logged

Changes:

  • new level editing system! Instead of just placing objects directly, every object is spawned in with their own spawner node
  • spawner nodes allow for extra flexibility when designing levels! For example, it makes it easier to specify the player’s starting direction without having to modify the player scene itself.
  • As of right now, spawners are made for the player, the hooks, and the walls

Those are the only changes that are visible. There is also a some code refactoring underneath:

  • Hooks now use a hook abstract class
  • Added globals and a signal bus to decouple the code
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6h 4m 32s logged

Changes:

  • Floor markings are now drawn separately when orbiting around multiple hooks
  • Created the magnet hook! That’s the one on the left that’s just a mini icon.svg lol. Unlike the orbit hook, the magnet hook is meant to be pierced through, though right now the player just dies whenever they touch it.
  • Added animations to the orbit hook! Orbit hooks now have their own sprite, and will highlight yellow when they’re close.
  • Hooks now also have a little line between them and the player when the player is close. This line fades in and out.
  • Working on a very simple first level right now!

Next steps right now are to make level creation easier by making a level editing system!

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5h 42m 3s logged

Remaking an old game!!

Dreamskater is a game I made for GMTK Jam 2025, and I’m remaking it for a Steam release!

It’s a game with an emphasis on limited movement, where you can only use the hooks around you to change direction and move around.

Features added

  • Added player and implemented player movement. It looks simple, but the code underneath is a little bit complicated since it accounts for acceleration, changes in direction, and different player states (still vs moving vs hooked)
  • Added the orbit hooks. As the name suggests, you orbit around them! There’s a bit of trigonometry involved in the orbiting logic.
  • added the line markings. Whenever you’re moving while you’re hooked, you will trace a line. The goal in the game is to trace lines until you complete a shape, like a circle. I still need to work on the logic for separating the lines because right now everything is just connected together.
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Ship

I built my personal website in SvelteKit!

This is a remake of my previous site which was made in plain HTML+CSS+JS. I made the switch because I wanted to add additional functionality to my site, such as listing my blog posts by reading my blog’s RSS feed. Components also make development SO much easier since this site uses so much repeating elements (windows, projects, artwork , etc.)

This is my first Sveltekit project, so it was difficult learning the ropes at first. Even so, developing with Sveltekit is a lot more intuitive than Next.js, which I found to be a pain.

This site was very much inspired by sites on neocities and nekoweb! I wanted to make a site that emulated that retro feel while still feeling practical to use!

  • 5 devlogs
  • 24h
  • 15.93x multiplier
  • 383 Stardust
Try project → See source code →
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5h 21m 5s logged

Finalizing my personal website!

  • windows are now decorated with an icon and gradient
  • home page is now completely responsive for mobile screens
  • made all windows evenly spaced apart
  • added favicon
  • spent 2 hrs animating an 88x31 button, and also added a buttons window
  • added my site to the page webring!
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3h 11m 10s logged

Showing featured projects and my latest blog posts on my website’s homepage

  • New featured projects window
  • added a system that fetches the rss feed from my blog and uses fast-xml-parser to return data about my latest posts
  • new blogpost component that displays the blog’s thumbnail, title, description, and date
  • the gif of me now disappears when window shrinks
  • the about me page is also now fully responsive with the cool cat changing size and moving to the next line
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3h 36m 52s logged

Adding an art page to my personal website

  • created all of the art data (filename, description, alt desc) in a separate ts object
  • new artwork component that processes that art data and displays it as a square
  • the art page is responsive and will change to two columns when shrinked
  • Whenever an artwork is clicked, it’ll show the art in full, as well as a description.
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6h 44m 49s logged

Creating the projects page on my personal website!

I’m starting to see why SvelteKit is so popular, development with it is so fun and intuitive!

  • My name now moves in a wave and has a rainbow gradient!
  • created the projects page
  • There is now a ts file dedicated to importing lists of images from folders. I’m using it to import the icons and the project thumbnails.
  • New project component for each project! Did my best to make it look elegant and concise. They’re inspired by Nicky Case’s project page
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5h 8m 29s logged

Rewriting my old personal website with SvelteKit!

I’m was very happy with my personal website, but because it was written entirely with plain HTML CSS JS, modifying it became tedious. The code was bloated and messy, especially since there were so many repeating parts. I switched to SvelteKit to deal with this, and also because I plan on adding additional functionality to my website!

Progress:

  • Transcribed all of the old HTML CSS code into reusable Svelte components (the window divs, the sidebar links)
  • The javascript canvas elements (the fish background and the little idiots that you can drag around) were also turned into Svelte components!
  • Made a lot of modifications to the old about me page. Not only is it now a route, so the fish background is preserved, but it’s now a lot more stylized and some descriptions were added/changed.
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Ship Changes requested

TICSTEP 3D IS OUT NOWW!!! 💖💖❤️‍🔥❤️‍🔥✨🪐🪐

39 hours logged over 4 days is certainly not a sign of good health, but now the GMTK Game Jam is over and I am free at last.

TICSTEP 3D is a fast paced puzzle game where you complete levels full of tiles that disappear by a countdown.

We put a lot of work into planning this game’s mechanics, designing the levels, and polishing the visuals, so it’d mean a lot if you could play and leave a rating and a comment! :>

  • 7 devlogs
  • 40h
Try project → See source code →
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2h 53m 33s logged

The jam is done, now I can devlog in peace 😌

  • Added sprites, sounds, and a particle effect for the spring in world 3
  • Changed the color of world 3’s planet
  • Finished all levels for world 2

Not that many bullet points this time, but level design is a lot of work!

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8h 31m 40s logged

LITERALLY 3 HRS BEFORE THE GMTK GAME JAM DEADLINE BUT I HAVE 8 HRS LOGGED SO I GOTTA SPEEDRUN THIS DEVLOG

Features added:

  • title screen is new and flashy now! It has a starting animation too.
  • new UFO, which is also in title screen.
  • bunny has sprite too, just for title screen.
  • cool arrow that points towards spaceship when ur done
  • new treasure sprite
  • new bomb sprites
  • and a lotta work on level design! Specifically world 2 and the bombs

OK I GOTTA GRIND BYEEEE

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7h 7m 55s logged

Day 4 of the GMTK Game Jam!

OH MY GOODNESS THE DEADLINE IS RAPIDLY APPROACHING.

Features I added:

  • New background visuals! Omg so pretty. Figuring out how to make the planet not bad actually took a ridiculous amount of time.
  • tiles now shrink when dropped instead of just mysteriously disappearing instantly into the planet
  • Bunny’s dialog now has a cool crackling text bubble
  • Decorated the entire main menu!
  • SOUND EFFECTS AND MUSIC. I did my best to make the game sound as alive as possible! Most of the sfx were made in ChipTone, though some where recorded by my voice lol (the clock tick and the fade in/out transition)
  • levels now actually restart when you die lol

Next steps are FINISHING EVERYTHING OMG. Also making the itch.io page lol.

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7h 30m 43s logged

Day 3 (and a bit of 4) of the GMTK Game Jam!

This day I focused on level design, ui, and fixing a few bugs. Wish I got more done but I had a nap and woke up at 1am 💀

Features I added:

  • Finished first 4 levels! Here u can only see level 4 though. Making levels with this system is a lot harder than I thought.
  • Added the cool hud on the left w instructions and objectives
  • Made a portrait for our epic scientist buddy
  • The player now gets a little impact animation whenever they get hit
  • timer now only starts once the player hits the ground from the UFO.
  • small tweaks to the UFO animation!

Next steps are FINISHING THE GAME CUZ ITS THE LAST DAY!!!! This means:

  • Finishing the main menu
  • connecting the levels together
  • finishing all the levels
  • playtesting
  • adding music & sfx
  • if we have time, maybe even a final boss!
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6h 4m 1s logged

Day 2 of the GMTK Game Jam!

This day I primarily focused on the visuals of the game. I wasn’t able to get too much done because the fatigue from last all nighter was bumping in, but you can definitely see the improvement!

Features I added:

  • new player sprites implemented, specifically the “item obtained!” sprite and the “oh crap I’m about to fall” sprite
  • EVERYTHING (almost) has been recolored to be more pleasant on the eyes! The player sprites, the tiles, the background, etc
  • The tiles also have a fancy new font! They also now end at 0 instead of staying at 1
  • Made the enemies’ next position indicator better. Now it highlights the next tile with a red square
  • New enemy sprite! It’s supposed to be an alien slug ghost thing
  • Now the player explodes whenever they hit an enemy
  • added animations to the UFO and its light!

For day 3, I’ll be working on level design, and sfx too if I have the time!

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4h 17m 23s logged

Day 1 of the GMTK Game Jam! (continued)

might’ve had an accidental all nighter :/ but quite a lot has changed! More of the core gameplay is implemented, and a lot of the visuals are being fleshed out too

Features I added:

  • new player sprite! His name is Roko
  • Added a bouncy stopwatch sprite in the top right that indicates when the next timestep will come. Timesteps are at the core of the game, so they’re important for the player to take track of
  • yea just those two things lol. Everything else that was added was all my friend

Next steps for me are working on more player animations, making the colors for the tiles better, and just improving all the visuals as a whole!

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3h 12m 35s logged

Day 1 of the GMTK Game Jam!

This year’s theme is “countdown,” so we’re making a game where every tile you step on will count down by 1 after you step on it, and will disappear once it reaches zero!
The end goal of the game is to capture the flag at the end of the level and bring it back to the beginning, so be careful where you step.

The entire game is made in Godot

Features I added:

  • The tiles you see here were spawned from a gridmap node, is basically a 3d tilemap
  • added player, who is able to move 1 tile at a time
  • added flag, which the player can pick up and move around
  • added little bounce animations whenever players or enemy move

Everything else (enemies, tiles counting down, tile shaders, etc.) were all added by my friend.

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Ship

This is a short game where you play as Lambo, a bunny who is riding an actual lamborghini. It’s based on my cousins’ real life bunny that they named Lambo because he moves fast.

I don’t normally make 3D games in Godot, but I was surprised to see that it wasn’t as challenging to make as I thought it would be!

This game was made quickly as a bday gift for my cousins. They liked it btw!

It’s free to play on itch.io! This is NOT the best of my work btw 😭

  • 2 devlogs
  • 3h
  • 11.35x multiplier
  • 38 Stardust
Try project → See source code →
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22m 1s logged

changes to LAMBO:

  • lambo now has a tiny bouncy animation!
  • car can now only jump when its on the ground (before the car could double jump infinitely!)
  • car now makes a funny boing boing sfx when it jumps
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