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Adammm

@Adammm

Joined June 10th, 2026

  • 24Devlogs
  • 10Projects
  • 9Ships
  • 75Votes
Just here to learn
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41m 31s logged

Added a simple main menu using a Camera3D as well as a canvaslayer that has a transparent background so that the map can be seen. There was also a bug in the menu where if you pressed escape the level starts and zombies spawn even though play was not pressed. I fixed it by adding a script in the main menu so that pressing escape will not unpause the game and it will not register anything UNTIL the game has started then it will open up a pause menu if pressed and close the pause menu if pressed again.

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1h 8m 7s logged

Created a new sensitivity slider as requested by creating a new settings button under the pause menu, if there are any other changeable settings you would like me to add feel free to comment them.

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This is a simple warioware-inspired game made in Godot.

This game includes 3 minigames, a settings menu, a win screen, and a lose screen. It is specifically made to have a chicken-themed aesthetic, hence the name.

Textures and models were all self-made, like the egg.

Controls are just WASD for movement or arrow keys, space to jump, and you may need to use your mouse for some minigames.

Try project → See source code →
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53m 15s logged

Created title screen, the background is from a old popular windows wallpaper and the chicken sprite is a custom made pixel art made by gemini AI.

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(this is mostly copied from the previous devlog as I ment to make that a ship)

I added weapon spread by using godots export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn't any indicator of game mechanisms in the game itself right now.

Animations are currently not very smooth because of the fact that I am using free animations from mixamo so the switch between animations on the zombies may not be very smooth.

  • 4 devlogs
  • 8h
  • 10.08x multiplier
  • 84 Stardust
Try project → See source code →
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1h 47m 46s logged

I added weapon spread by using godots @export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now.

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2h 52m 6s logged

Added more visible grass by using textures and 3d modling in blender.

Fixed players movement to be more realistic by making sprinting unavailable when moving backwards as well as making speed slower overall as well as making speed slower when moving backwards, also made sprinting less overpowered by making it recharge slower.

Added a buyable M4 to make the game more fun and easier when the game progresses into a further round.

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Hi! This is my project. It's a simple HTML, CSS, and JS site that I made for a hackathon project!

This project is open source, so feel free to use this as a template! Be warned, though, there are no comments or anything so it will be hard to figure out if you have no coding experience.

I made the main framework of the website using HTML and the style using CSS, and connected those files together. On my website, there are buttons that you can press to redirect to different pages.

There are 3 pages right now: the about me page, the portfolio page, and the chickens page. The about me page is, well, about me, the portfolio page has images and links to some projects that I have made, and finally, the chickens page includes images that I took of my chickens.

I also added a APOD page for fun! you can see random APOD dates from the official NASA API! Every day, it automatically loads to the new APOD so you can see what the new information and picture is!

Try project → See source code →
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49m 24s logged

Made the site the theme of my favorite show, squid game. I used a free image online for the backdrop and some basic js code for debugging that I got from anthropic AI. There was a bug where the font color kept being off and again, I had to use AI to debug it as I did not understand what was wrong. I also added a dark and light theme toggler and added the squid game logo as text on the main info bar and reworked the navigation bar to be more smooth so that when hovering above the buttons they float a little. I fixed the APOD page not showing the images by using Claude code and modifying the code where the key is recieved and making a new JS file to help with recieving the key from the .env file.

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Hi! This is my project. It's a simple HTML and CSS site that I made for a hackathon project!

This project is open source, so feel free to use this as a template! Be warned, though, there are no comments or anything so it will be hard to figure out if you have no coding experience.

I made the main framework of the website using HTML and the style using CSS, and connected those files together. On my website, there are buttons that you can press to redirect to different pages.

There are 3 pages right now: the about me page, the portfolio page, and the chickens page. The about me page is, well, about me, the portfolio page has images and links to some projects that I have made, and finally, the chickens page includes images that I took of my chickens.

Try project → See source code →
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19m 52s logged

added a pictures page for my chickens, I also added a home button and fixed the font using css as it was looking off and pixilated

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35m 26s logged

Added the main about me page and added styles.css to stylize the html pages that I will be making as well as the current homepage, gave the pages a green theme as it was my favorite color.

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July 3, 2026 Fixed audio execution bugs in CoopBeats and minor rendering error in the Egg Painter canvas. Resolved a major physics bug in Egg Catch where the speed multiplier failed to clear on a restart, which caused newly spawned eggs to drop at an unplayable, extremely accelerated velocity upon restarting.
June 20, 2026 Expanded the Core application with chicken themes by adding three new fun apps: CluckIn Messenger, Coop Terminal CLI (bringing a classic retro Windows 7 aesthetic), and the CoopStreet Market simulator which is well, a stock market.

June 14, 2026 Pushed global UI window stability updates to address overlapping context errors. Formally launched the music playback app called cluck beats and implemented support for custom file extensions within the Chicken Notes text framework.

  • 1 devlog
  • 1h
  • 1.96x multiplier
  • 2 Stardust
  • WebOS 2
Try project → See source code →
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48m 58s logged

July 3, 2026 Fixed audio execution bugs in CoopBeats and minor rendering error in the Egg Painter canvas. Resolved a major physics bug in Egg Catch where the speed multiplier failed to clear on a restart, which caused newly spawned eggs to drop at an unplayable, extremely accelerated velocity upon restarting.
June 20, 2026 Expanded the Core application with chicken themes by adding three new fun apps: CluckIn Messenger, Coop Terminal CLI (bringing a classic retro Windows 7 aesthetic), and the CoopStreet Market simulator which is well, a stock market.

June 14, 2026 Pushed global UI window stability updates to address overlapping context errors. Formally launched the music playback app called cluck beats and implemented support for custom file extensions within the Chicken Notes text framework.

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3h 23m 14s logged

Focused on making the game higher quality by getting models and animations off of Mixamo (thanks to the person who recommended it). Also added a stamina and sprinting system so that the game feels smoother and less static. Alongside this, I also noticed a bug with the hitboxes in which the player was able to jump out of the way of the zombies attack basically avoiding the attack entirley, to fix this, I fixed some code for the zombie and made the zombies attack radius a little larger as well as reducing the players jump force to match the current movement speed rather than getting an intense boost in speed. Also, while creating the animations, I noticed the zombies were just gliding instead of playing animations and facing the wrong way as well. This was repaired with some exports, as I exported it into the script with the wrong path (stupid lol). Also made a better gun model by getting a low-poly model off of open source sites (I forgot the name, sorry). Also added more sound effects for the zombie. Now, the game [in my opinion] feels much more realistic and arcade-like with the new models, animations, and sounds. I’ll keep posting updates on the devlogs until I feel the game is ready for the next ship.

Thanks for all the support and the ideas. I feel really grateful for the advice.

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