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love

@love

Joined June 10th, 2026

  • 23Devlogs
  • 3Projects
  • 2Ships
  • 30Votes
a 14 year old that knows java and knows its uselessT_T

working on a movement shooter!

slack - loveTheGodotDeveloper
discord(prefered) - swiftfishi3
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4h 12m 34s logged

DEVLOG 18 - ig we got a lot of art now

new things in the game

so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it

new itch.io page

the itch.io page sucked so i made it again and its so much better now

check it out

so as always the downloadable version is much better but there is still web support
try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill

AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE

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4h 12m 34s logged

DEVLOG 18 - ig we got a lot of art now

new things in the game

so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it

new itch.io page

the itch.io page sucked so i made it again and its so much better now

check it out

so as always the downloadable version is much better but there is still web support
try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill

AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE

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55
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Reposted by @love

8h 27m 50s logged

DEVLOG 17 - i cant stop working on this

last devlog i said i am done with the game but after those reviews i just cant stop

key insights from the reviews

  • so the main complains are that the game isnt visually appealing
  • in some devices it ran poorly
  • some mechanics arent clear/ need better tutorial
  • the sfx are annoying
  • (also there were some balancing issues and little bugs)
  • i still got a little less than 19 per hour meaning people really did like it and it needs little changes

so what did i change?

  • i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it
  • new sfx
  • i changed all the art style to be cartoonist
  • i buffed the shotgun
  • i did so much more but its so little that i cant point to each one so lets just say qol changes

planning next

i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs

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8h 27m 50s logged

DEVLOG 17 - i cant stop working on this

last devlog i said i am done with the game but after those reviews i just cant stop

key insights from the reviews

  • so the main complains are that the game isnt visually appealing
  • in some devices it ran poorly
  • some mechanics arent clear/ need better tutorial
  • the sfx are annoying
  • (also there were some balancing issues and little bugs)
  • i still got a little less than 19 per hour meaning people really did like it and it needs little changes

so what did i change?

  • i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it
  • new sfx
  • i changed all the art style to be cartoonist
  • i buffed the shotgun
  • i did so much more but its so little that i cant point to each one so lets just say qol changes

planning next

i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs

0
1
365
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Reposted by @love

1h 8m 41s logged

mini DEVLOG 16 - da final straw

important

if you rate it please download it, the web version is much much worse

new levels

added levels 7-9

unfortunate losses:

sadly the styling system was very bad and i couldnt make it work so i just took it out

something i had to add

you could cheese everything with the dashes so im sorry… i added stamina

da end

so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!

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1h 8m 41s logged

mini DEVLOG 16 - da final straw

important

if you rate it please download it, the web version is much much worse

new levels

added levels 7-9

unfortunate losses:

sadly the styling system was very bad and i couldnt make it work so i just took it out

something i had to add

you could cheese everything with the dashes so im sorry… i added stamina

da end

so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!

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67
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Reposted by @love

5h 22m 4s logged

DEVLOG 15 - boss redesign

boss update

the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system

da cool af part

so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down!

ui update

so it looks better now, thats it XD

UPDATE!

so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download
itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST

video

btw the video was compressed and then converted so its low quality

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5h 22m 4s logged

DEVLOG 15 - boss redesign

boss update

the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system

da cool af part

so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down!

ui update

so it looks better now, thats it XD

UPDATE!

so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download
itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST

video

btw the video was compressed and then converted so its low quality

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1h 59m 45s logged

https://stardance.hackclub.com/projects/8100

Do you want to know how computers actually work? Do you want to remove the wool placed over your eyes by modern languages? Abstraction breeds ambiguity! Crawssembly is the first step to seeing clearly. The only assembly langiage made for education. (Now as fast as native C!)

Advertaise here at, https://billboard.jam06452.uk

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Reposted by @love

56m 23s logged

like @sebashtioon said “I want to cheese”
This is a completely cheesed devlog this should NOT be number one.

While yall are here checkout https://url.jam06452.uk
Shoutout to @jam06452 they made peak projects. @vejas cause im nice. @kingvon cause idk, @Keyboard1000n17 for making OSPedia, @SeradedStripes cause why not. and maybe @Rupnil

PS I love nachos but after I found out how they are made I might not eat them anymore.

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1h 6m 30s logged

WELCOME TO THE EXPERIMENT

we will now cheese stardance’s algorithm into giving me tons of views
and i will explain how
jump to the bottom to skip the technical stuff

how stardance’s algorithm shows things:

so it checks for actions in the last 7 days and here are the most
important ones by order:

  • likes
  • reposts
  • views
  • project followers
  • comments
    BUT stardance also recommends content based on WHO liked followed the
    project etc and thats the key

instructions

i need you to leave a comment just with your project and if its cool i
will promote it here
then i need you to like repost and follow the project thats it

special people

these people should be the key to everything here they all are from one
specific interest and should make me pop up to everyone thats the same
and that intrest is: i dont know, i will try to tag all the people that i
think the project they work on is very universal

for the special people

its very important each of you do the instructions thats why i tagged
you
we will start with the person i stole this idea from and all the people
he tagged:
@jam06452
@vejas
@kingvon
@Keyboard1000n17
@SeradedStripes
@Rupnil
and others
@Lightfury
@PAPER_01
@sol4r_on_hackclub
@tjingi_
@water

also

lets add funny pictures for engagement and a cat + dog

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1h 6m 30s logged

WELCOME TO THE EXPERIMENT

we will now cheese stardance’s algorithm into giving me tons of views
and i will explain how
jump to the bottom to skip the technical stuff

how stardance’s algorithm shows things:

so it checks for actions in the last 7 days and here are the most
important ones by order:

  • likes
  • reposts
  • views
  • project followers
  • comments
    BUT stardance also recommends content based on WHO liked followed the
    project etc and thats the key

instructions

i need you to leave a comment just with your project and if its cool i
will promote it here
then i need you to like repost and follow the project thats it

special people

these people should be the key to everything here they all are from one
specific interest and should make me pop up to everyone thats the same
and that intrest is: i dont know, i will try to tag all the people that i
think the project they work on is very universal

for the special people

its very important each of you do the instructions thats why i tagged
you
we will start with the person i stole this idea from and all the people
he tagged:
@jam06452
@vejas
@kingvon
@Keyboard1000n17
@SeradedStripes
@Rupnil
and others
@Lightfury
@PAPER_01
@sol4r_on_hackclub
@tjingi_
@water

also

lets add funny pictures for engagement and a cat + dog

24
6
1219
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Reposted by @love

5h 24m 22s logged

DEVLOG 14 - the project is super star!

boss update

the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding

boring technical stuff

the floor has a function that does holes in it and makes sure the snake
cannot get soft locked(since it cant pass through its own body) then the
snake turns its positon + the player’s position into a tile in the map
and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to

this sounds so simple why did it take 5 hours?

the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years

THANKS FOR THE SUPER STAR

as you can see while i was on vacation this project got a super star! i am very grateful for it!

when will it be in the game?

as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss

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5h 24m 22s logged

DEVLOG 14 - the project is super star!

boss update

the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding

boring technical stuff

the floor has a function that does holes in it and makes sure the snake
cannot get soft locked(since it cant pass through its own body) then the
snake turns its positon + the player’s position into a tile in the map
and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to

this sounds so simple why did it take 5 hours?

the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years

THANKS FOR THE SUPER STAR

as you can see while i was on vacation this project got a super star! i am very grateful for it!

when will it be in the game?

as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss

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Reposted by @love

1h 43m 54s logged

DEVLOG - 01

idea

this will be a connections creating + playing game built only with java

what i have now

  • right now i have a group system and a way to export the game connections you made into a string following this format:
  • ! = start of a group
  • @ = end of a group
  • “#” = start of a word
  • $ = end of a word
  • % = start of a group name
  • ^ = end of a group name
  • a shuffling system to shuffle the words from the groups
    you can see it in action in the screenshots

whats next

  • a decoding system
  • the actual game player
  • MAYBE a gui
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1h 43m 54s logged

DEVLOG - 01

idea

this will be a connections creating + playing game built only with java

what i have now

  • right now i have a group system and a way to export the game connections you made into a string following this format:
  • ! = start of a group
  • @ = end of a group
  • “#” = start of a word
  • $ = end of a word
  • % = start of a group name
  • ^ = end of a group name
  • a shuffling system to shuffle the words from the groups
    you can see it in action in the screenshots

whats next

  • a decoding system
  • the actual game player
  • MAYBE a gui
0
1
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Reposted by @love

11h 19m 2s logged

DEVLOG 13 - UPDATE 1.1!

this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything:

enemies/combat

  • added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik)
  • added a sniper weapon for the player too
  • shotgun and sniper now play a little reload animation between shots

the new style system

  • grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air
  • your final grade now mixes score + style + your final health
  • ranking up the meter pops and flashes like super cool

game feel

  • hit-stop on kills(like a tiny freeze frame)
  • FOV widens when you’re moving fast and stuff like that
  • low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you
  • combo kills rise in pitch the longer chain
  • camera rolls when you strafe and dips when you land

levels

  • redesigned level 1 from scratch
  • added levels 2 through 6
  • added a proper boss fight at the end
  • added a tutorial

UI + quality of life

  • completely new UI that looks 10x better
  • weapon indicator in the side
  • added sound effects and music
  • pause menu, switching weapons with the scroll wheel, on screen enemy counter
  • settings menu for sensitivity, fov, volume, resolution, etc
  • progress (and your best-run ghosts) now save locally

web version

web version is now fixed BUT its still a desktop game so its worse

download

github release:https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST
itch.io:https://idotweaks.itch.io/the-way-to-tealjust-kill

yeah thats it now go kill stuff

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11h 19m 2s logged

DEVLOG 13 - UPDATE 1.1!

this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything:

enemies/combat

  • added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik)
  • added a sniper weapon for the player too
  • shotgun and sniper now play a little reload animation between shots

the new style system

  • grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air
  • your final grade now mixes score + style + your final health
  • ranking up the meter pops and flashes like super cool

game feel

  • hit-stop on kills(like a tiny freeze frame)
  • FOV widens when you’re moving fast and stuff like that
  • low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you
  • combo kills rise in pitch the longer chain
  • camera rolls when you strafe and dips when you land

levels

  • redesigned level 1 from scratch
  • added levels 2 through 6
  • added a proper boss fight at the end
  • added a tutorial

UI + quality of life

  • completely new UI that looks 10x better
  • weapon indicator in the side
  • added sound effects and music
  • pause menu, switching weapons with the scroll wheel, on screen enemy counter
  • settings menu for sensitivity, fov, volume, resolution, etc
  • progress (and your best-run ghosts) now save locally

web version

web version is now fixed BUT its still a desktop game so its worse

download

github release:https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST
itch.io:https://idotweaks.itch.io/the-way-to-tealjust-kill

yeah thats it now go kill stuff

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Reposted by @love

4h 19m 32s logged

Devlog #2: teaching a browser to render Wikipedia

last time Helix was learning to draw a cursed smiley face. this time I pointed it at Wikipedia and watched it have a breakdown.

Wikipedia’s infobox was painting directly on top of the article text. both occupied the same pixels. the infobox floated right correctly, but text didn’t know to move.

turns out Helix had two layout engines. the old single-pass painter was dead code. every edit I made to it changed nothing on screen. the real engine had float positioning but never told paragraph line boxes about the float. each line used the full container width. one line fix: inherit the parent’s float context instead of creating an empty one.

then tables. Wikipedia’s cladogram collapsed to one word per line because cells got independent widths per row. no shared columns. rewrote layoutTable with real auto layout: per-column max-content widths across all rows, colspan support, shrink-to-fit. “Kingdom: / Animalia” lines up now.

then images vanished. diagnostic log: first 3-4 images decoded fine, every subsequent one returned exactly 1964 bytes. that’s an HTTP 429 error page. Helix was spawning 50 simultaneous fetch threads (! crazy lol) per page!!!!! Wikimedia rate-limited the burst. capped at 6 concurrent fetches, added HTTP status checking, sent a real User-Agent.

images still didn’t appear because ReceiveImage never invalidated the cached layout tree. layout was built with 0x0 image boxes, the bitmap loaded later, but repaint reused the stale cache. added InvalidateLayout() on image arrival.

then JS DOM was dead. el.className = "active" updated a JS string but never touched the real node. classList.add() returned undefined. Wikipedia’s scripts set className to enable CSS rules and nothing happened. added VM hooks so property writes reflect onto the backing DOM node. classList.add/remove/toggle/contains actually work now.

Bing search was a white page. crash log: “string too long.” 115KB of inline CSS blew up during layout, silently swallowed by catch(...). then it rendered with 200-500px font-size text covering everything. Bing uses giant text inside tiny overflow:hidden containers. added overflow clipping in the paint pass and capped font sizes at 40px.

also landed: CSS custom properties with var() and inheritance, @media queries, display:grid with fr tracks and gap, srcset/data-src image fallback, background sprites, and the search bar showing your query instead of the bing URL.

Wikipedia renders with images, floated infoboxes, and aligned tables. Bing results are readable. not pretty, but usable.

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