Stats

9
Projects
52
Devlogs
124
Votes
9
Ships

Coding Time

All Time: 171h 56m
Today: 0h 58m

Member Since

June 30, 2025

Badges

3
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Maiden Voyage
you shipped your first project! the journey begins...
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Yapper I
Posted 10 comments on devlogs.

Projects

9
fo koos

fo koos

Shipped
10 devlogs • 16 days ago
Packing Up

Packing Up

Shipped
3 devlogs • about 1 month ago
calamity

calamity

Shipped
3 devlogs • about 1 month ago
Crimitine

Crimitine

Shipped
8 devlogs • about 1 month ago
out-perform
13 devlogs • about 2 months ago
wayward

wayward

Shipped
9 devlogs • about 2 months ago
verdict

verdict

Shipped
1 devlog • about 2 months ago
bloggy

bloggy

Shipped
2 devlogs • 3 months ago
Text-Based Leveling System
2 devlogs • 3 months ago

Activity

Earned sticker
julia do
julia do worked on fo koos
15m • 7 days ago

I added pause functionality through the spacebar and also saved the preferred theme to storage in JS. I'm not quite sure if it ended up working, though.

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julia do
julia do worked on fo koos
15m • 8 days ago

I added

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Earned sticker
julia do
julia do worked on fo koos
59m • 9 days ago

I added a separate Python file that runs 24/7 and starts whenever my computer boots up. Whenever I press CTRL+shift+q, a random quote pops up and brings my screen into focus mode. I spent way too long getting all my Pinterest motivation in there. But anyways, it's something that's genuinely useful to me :D

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Earned sticker
julia do
julia do worked on fo koos
26m • 10 days ago

I added a theme slider to the top right of the screen - it auto-resets back to the original green theme, but you can now move the slider (WHICH IS RAINBOW!) in order to get the colour you want. Had some button class issues, but it's all good now.

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julia do
julia do worked on fo koos
21m • 11 days ago

I added an input text area where people can type in the current task they're working on. Also fixed timer formatting (happens every time I need to add smt) since the input took space. Also made the start button turn into pause while the timer runs.

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Earned sticker
julia do
julia do worked on fo koos
19m • 12 days ago

I changed the spacing of the main timer and also added functionality for a quote generator in the top left of the screen. There's a shuffle button for randomization, and the quotes draw from a list of anime quotes in a txt file. I might add more later :)

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julia do
julia do worked on fo koos
22m • 13 days ago

I added a progress bar that sits at the bottom of the screen with JS and CSS. Also added two other placeholder html files that will have more use if I have time to make backend. I also changed the CSS files so that the fonts are pre-loaded so the page doesn't glitch out when you try to switch between pages.

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Earned sticker
julia do
julia do worked on fo koos
21m • 14 days ago

I added a moving gradient background and also fixed the navigation element hover issue (now the background + font colour change upon being hovered over by the user). The timer buttons also work now - you can start/reset the pomodoro timer as you wish :D

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Earned sticker
julia do
julia do worked on fo koos
18m • 15 days ago

I re-formatted the padding around the navbar and the timer - also increased the timer size so it's more readable. I also changed the project name and the color scheme so that it looks more chill. I'll add timer functionality tomorrow. And I also got two fonts from Google Fonts :)

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Earned sticker
julia do
julia do worked on fo koos
25m • 16 days ago

I wanted to make a gambling productivity software, so here we are. This project is intended for me to play around with front-end (because I lwk forgot the entirety of my HTML/CSS knowledge) and to also start to solidify the foundations of what I want to develop this into in the future. In this devlog, I've started with a basic CSS and HTML file - made the navbar, timer, and buttons. I'll pull something cool from Google Fonts soon.

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julia do
julia do created a project
15d ago

fo koos

you have a time limit to complete a task. be productive ;) will be turned into a gambling game after SoM, trust

fo koos
10 devlogs 0 followers Shipped
Kyle B
Kyle B Shipwright gave you feedback
27d ago

Packing Up

Nice game! I would suggest making the camera a bit more zoomed out as it was hard to find the path & box. Overall good work :D

from Kyle B

I fixed the pickup box functionality and also created a maze in the TileMap for the player. The base game is pretty much done now, with a TileMap to navigate and a package for the player to lug around. I guess they could also choose to fling it?

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I got player movement working and I'm now trying to make it so that the player can pick up the box because it gets stuck in corners. It's also pushable by the player as a CharacterBody2D (when it was a RigidBody it got flung out of the map like every time).

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I got a tileset and sprite sheets from itch.io and I'm now designing the map and also importing the sprite sheets into Godot. The Git repo is hooked up to my project files now as well. I need to finish importing the sprites and after that, I need to figure out how to make it function as this is my first top-down game in Godot (or ever? hmm).

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julia do
julia do created a project
32d ago

Packing Up

lug a package around the world

Packing Up
3 devlogs 1 follower Shipped
Solar
Solar Shipwright gave you feedback
36d ago

Crimitine

I couldn't get my mouse to lock though, I don't know if that's intended or if I just have a skill issue.. maybe some functionality for that would be great?

from Solar
julia do
julia do worked on calamity
1h 12m • about 1 month ago

Finalized all the gameplay dialogue and choices. Also added a main menu thumbnail and a font. All four endings have been written. I also got the backgrounds done.

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I've finished drawing the assets - all the expressions of the character the player will interact with. Also, I lied. I'm not going to attach the timelapse because it might be a bit long. Anyways, I'm going to make the background later. I have the assets formatted properly in Renpy for now as well ;]

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I've set up Renpy and started with the writing the dialogue. I've also finished brainstorming most of the storyline (the main parts, at least) in Obsidian. Now, I'm drawing the assets for the player's friend in Procreate. I'll attach the timelapse to the next devlog once I'm done.

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julia do
julia do created a project
38d ago

calamity

trapped in the depths of his own mind, unable - no, unwilling to set himself free. calm your friend or watch as your worlds crash down.

calamity
3 devlogs 0 followers Shipped

Finalized the main game theme audio in Ableton to sound decent when looped, and added CSG boxes for the parkour/platformer. The collision issue - mainly with the walls - should be fixed now.

Godot's been really buggy as of late - whenever I playtest, I fall through the ground or the camera is somewhere it shouldn't be. I'm manually trying to fix this issue by creating a collidable for each mesh. It's taking a while, unfortunately.

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I got the player in the right place at spawn and figured out how to get all the MeshInstance3Ds (that I'd imported from Blender) collidable. It'll be CSG time after I finish testing it ;)

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I finally got the basement model working properly in Godot. I had to unwrap the UV project in Blender to fix all the weird textures of the walls, so that took a while. Now I'm gonna fix up the ambience/environment in Godot for a bit, and then I'll start with the CSG boxes.

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I was wondering why my Hackatime wasn't updating for this project (I forgot to add the two Blender files I'd worked on). Whoops. Anyways, the game's main theme in Ableton should be attached below. Now, I'm finalizing the basement in Blender to export & then import into Godot. After that, I'll use CSG boxes to model the actual platforming in Godot, and then I'll add textures later.

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I created (most of?) the main theme for the game in Ableton. During my flights, I worked on making the basement map in Blender (most of which wasn't tracked by Hackatime, unfortunately), working with the pre-downloaded PolyHaven asset library I got and added to Blender. I used the modular industrial pipes to add to the ambience.

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3D-wise, I started with a tall block and a floor using CSG boxes, which I'll develop into a dystopian cityscape later today. I also finished with player.gd (the movement script) and set up the input maps as well. After that, I'll model everything properly in Blender :D

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Starting off! It's my first time using the Godot 3D level builder, so I'm getting to learn about grid textures and using CSG boxes to build the level. I've done one other 3D Godot project, but it was more about using models than CSG boxes to design a level. So yeah, working on that now!

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julia do
julia do created a project
44d ago

Crimitine

A 3D platformer in a dystopian world, made with Godot. How did you come to be in this place, and why...?

Crimitine
8 devlogs 0 followers Shipped

Here's a list of the last bugs/components that I attacked/wanted to add to the game :D

  • [x] fix dialogue text glitch
  • [x] build
  • [x] upload zip
  • [x] gameplay vid
  • [x] game over sound should only play ONCE. same with intro sound
  • [x] the amount of arrows don't increase

  • [x] dialogue audio

  • [x] game over sound

  • [x] intro whoosh sound

  • [x] chill dialogue music

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Spent the last few fixing a lot of the bugs that have sprung up while playtesting. Here's the list:

  • [x] lobby music plays in track_menu
  • [x] score is too high in the intro gameplay
  • [x] fail intro gameplay - it doesn't go to afterintro, it just goes to trackmenu but it shouldn't
  • [x] intro gameplay has repeats but it shouldn't
  • [x] intro dialogue --> intro gameplay --> intro dialogue --> intro gameplay etc. why
  • [x] highscore is being calculated the same as best combo, or at least the current score gets higher than the high score though it shouldn't (they should be the same OR current score should be lower)
  • [x] no orange flash in intro gameplay but there should be one
  • [x] intro dialogue playing after re-opening game, why
  • [x] highscore doesn't update in intro gameplay
  • [x] have to click a lot for the intro gameplay to start, why
  • [x] message in the beginning is white, make default orange

I also made it so that lobby music continues in the track_menu, and there's also pauses in dialogue to make it feel more real.

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Lwk forgot to devlog again. Here's a list of the things I've gotten done / debugged from my dev notes in Obsidian:

  • [x] overall highscore & highest combo label, current combo in the corner
  • [x] individual highscores for track
  • [x] re-build mac & windows
    • [x] combos
  • [x] show highscore on button
  • [x] show rank on button
  • [x] fix highscore update
  • [x] floats --> ints
  • [x] reset score every round
  • [x] resume attractiveness label based on highscores
  • [x] show speed increase message

Last thing I'm working on is adding an encouragement message :D

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I've mostly been debugging. I drew the intro cutscene animation in Procreate, track menu buttons, and a new game over screen. I also fixed the broken flash/zoom effect in the intro gameplay, as well as the game over screen rerouting.

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Help. I was going to add other components today, but I've spent most of my time trying to debug some problems that came up - instead of the game over screen showing when you run out of strikes, it transitions to a dark gray screen. And the flashing on the intro gameplay stopped working. I'm debugging that now still...

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Okay, I made the strikes work! So if you miss an arrow or click a wrong one, you lose a strike. If you lose all five you get the game over screen, and then you go back to the track_menu.tscn scene :] Also made it so that the game keeps looping and increases in speed and # of arrows as time goes on. Gonna build it with butler to itch now.

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Yippee! Finished cleaning up the workflow as well as all the code. Also instead of the default orange, the game flashes upon correct user input with the same color as the music track's name :D Working on adding strikes now.

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I've cleaned up most of the workflow and I'm gonna move forward with the ideas that I currently have to make the current game better. Right now, I'm fixing some audio - the green audio is too quiet, and you can't hear the bass in the purple right now. I've attached the current green audio to this devlog :v

I want to make more progress, but I can't because my workflow is still burning my eyes. I cleaned up the file system and organized scenes and scripts into their respective folders. I cleaned up and added comments to parallaxbackground.gd and mainmenu.gd as well. I'm going to do that for the rest of the game before continuing.

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Oops, forgot to log more. For the gameplay, I added a current score that stacks until you mess up, and then it resets. The highscore is saved.

There are instructions that fade in on the first gameplay, too. Also, when you press an arrow correctly, there's a flash of colour and the screen zooms in briefly.

And I fixed the problem of the scene and dialogue rerouting to random stuff (that took like WAY too long).

The parallax cam was also bugging, but that was fixed by deleting the extra Camera2D.

I'm gonna clean up the workflow next because my eyes are burning.

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Made the tutorial gameplay functional - normal speed music, press the arrow keys to progress. Made six music chunks in Ableton that'll be randomised. And lobby music :v

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I got the dialogue boxes to work. It looks like it's typing, and you click to progress through the chats. If you double click, you can skip them, too!

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Kinda forgot to make devlogs. Anyways!

I drew the main player, the background, and various other assets in Procreate. I also added parallax scrolling and a paint streak transition between scenes :D

julia do
julia do created a project
51d ago

out-perform

be the better employee and make the best performance! a rhythm game where your rank increases the better your high score is.

out-perform
13 devlogs 1 follower Shipped
julia do
julia do worked on wayward
1h 16m • about 2 months ago

Added a storyline and fixed glitching in scenarios! Uploaded to itch too.

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julia do
julia do worked on wayward
1h 22m • about 2 months ago

I'm not sure how many times I've fallen asleep while making this. Anyway, I added background wave sfx as well as music I made in Ableton. There's a pop sound for the pressure points, a coin sound when souls are collected, and a sound for pressing buttons in general. Now I'm just debugging small errors :]

julia do
julia do worked on wayward
1h 43m • about 2 months ago

Made some sprites as well as a pressure point mechanism! I'm in the middle of adding music I made in Ableton just now as well as some white noise (waves :]).

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julia do
julia do worked on wayward
1h 13m • about 2 months ago

Finished the gameplay text and making the gameplay itself (basically a ton of dialogue). I'm gonna add in sprites now, then music!

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Added the intro dialogue yippee

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julia do
julia do worked on wayward
1h 15m • about 2 months ago

Setup the basic structure for making buttons and chatlogs!

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Added a fade-in transition from menu to gameplay and a pause between the transition from the first scene to the second so that there isn't a weird white flash (Zeus manifested himself for a hot sec and I had to debug him).

I'll just attach the wave gif :)

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The title and subtitle are animated, and the button changes color when hovered over. I'm making the basic gameplay UI now!

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Auuugh. It took a while to get Hackatime to work again for Godot (it never ended up working for Aseprite tho). I snagged a cool font from Google, made the main menu and a sailor sprite in Aseprite, both of which are animated, and now I'm trying to animate the text.

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julia do
julia do created a project
57d ago

wayward

send lost souls of sailors on their way back to the mainland by playing small games with them. but beware the corrupted that have been at sea for millennia...

wayward
9 devlogs 1 follower Shipped
julia do
julia do worked on verdict
38h 31m • about 2 months ago

finalized modelling furniture + office objects (chair, table, monitor, keyboard) as well as the room itself. added toon shading as well

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julia do
julia do created a project
58d ago

verdict

verdict: a game where you chill in a bedroom (that i spent way too much time tryna model) and occasionally hop on your computer to test your luck in declaring people guilty or not guilty and getting dolla dolla if you are correct (and subsequently losing dolla dolla for incorrect answers)

verdict
1 devlog 0 followers Shipped
julia do
julia do worked on bloggy
3h 25m • 2 months ago

A lot of changes from yesterday and today. Added a navbar, project gallery (with anims), two more html pages, fixed formatting, and a favicon. There's music too lol :D

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julia do
julia do worked on bloggy
5h 25m • 3 months ago

I finished most of the main page -- cool logo from Figma, some fonts snatched from Google, a button to scroll down, footer, about the website section. Pretty cool :D

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julia do
julia do created a project
78d ago

bloggy

where I log progress on engineering projects!

bloggy
2 devlogs 0 followers Shipped

Completed! The program now works by putting in tasks of certain difficulty, and it will reward you with EXP based on the difficulty of such tasks. Username change functionality is also fixed now :)

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Starting my C++ journey! Setting up basic functions now and still fixing up the read file functions to save player stats :>

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julia do
julia do created a project
93d ago

Text-Based Leveling System

My first ever C++ project, the start of realizing my goal to "gamify life" :D

Text-Based Leveling System
2 devlogs 0 followers Shipped
julia do
julia do joined Summer of Making
99d ago

This was widely regarded as a great move by everyone.