Stats

4
Projects
56
Devlogs
60
Votes
3
Ships

Coding Time

All Time: 86h 20m
Today: 0h 0m

Member Since

July 21, 2025

Projects

4
Platformer

Platformer

Shipped
15 devlogs about 2 months ago
Skiing sim thing
2 devlogs 2 months ago
Godot Clicker
19 devlogs 3 months ago

Activity

Eric
Eric Shipwright gave you feedback
45d ago

Platformer

sick gameee!! I am noob pls ignore that :pf:

from Eric

I did some debugging

Earned sticker

I finally finished the game, I added the story prompts, and polished the platforming a bit. I also added a bit of an Easter egg.
Now I just need to export it, and I'll ship it once I get it on itch.

I implemented coyote time, so if you press the jump button shortly after falling off a cliff, you still jump. its just more forgiving.
(It's exaggerated in the video, just to make it noticeable)
Next I just need to make the house art, and rework the labels.

I refined the art a bit and made the spikes actually kill you.

Earned sticker

I did a ton of level design, so that is now done, I just need to add collisions to the spikes, add the players house, and also refine the story.

I got a respawn system working, different stored positions for each checkpoint flag.

Earned sticker

I finally got the checkpoint flags kinda working, now only one flag can be up at a time, and I have the beginnings of how a respawn system would work.

I redid the walk cycle finally, its kinda good now ig

Earned sticker

I rearranged the level a bit, and reworked how the lava tiles work, just to make it more efficient.

I added a simple main menu, that brings you into the game.

Earned sticker

I did a teensy bit more level design, and also made an animation for the checkpoint, which doesn't do anything yet, I'll do that next.

Earned sticker

I made the lava actually kill you if you fall into it, and also added a dash mechanic
Next I need to redo the player character and also do a ton of level design.

Earned sticker

I added a jump delay thing, where if you click the jump button 6 frames or lower before hitting the ground, you will jump as soon as you land, this is used in most platformers. I also added a lava section, that will kill you once I figure out how to do hitboxes like that. It is also animated, which was a huge pain because I have never animated a tileset before, and because of my art style I also needed to animate all the ground tiles directly next to the lava.

I added to the tileset and redid the base starting level.
I also made the animation selector thing work better.
Next I'm gonna redo the player walk cycle, because it is really bad right now, and also add a basic story.

I did some art, and the start of a movement controller

Tim Nolan
Tim Nolan created a project
59d ago

Platformer

You just got a package delivered from your favourite nondescript online marketplace, but the delivery person left it on the other side of the massive hole in your front lawn :( You fall into the hole, and need to make your way out, to get your package.

Platformer
15 devlogs 0 followers Shipped

I've decided to quit this project, physics based games are hard
I might come back to it asp idk

I was without wifi when doing the start of this project, so I went a while without a devlog, so I already have the base movement controller done, and a basic tree model. It will be a subway surfers like game, but not fully infinite, there will be an end that you are working towards, and you are trying to get a high score amount of points, by doing flips and stuff off of cliffs and ramps.

PianoMan0
PianoMan0 Shipwright gave you feedback
63d ago

Godot Clicker

No suggestions, this is polished and fun!

from PianoMan0

so it turns out there was more I had to do to get the enggame button working, so I did that

Update attachment

I kinda forgot to make the game end button actually work, that's fixed now

Update attachment

I redid the purchasing ui, making a dedicated buy button, which is just more user friendly, and also got this build exported and running on itch

I made the cps text not take into account you buying things, so its never negative, and also rounded the values in the stats menu, because in the last version I messed up a thing and they had really complex decimals

I made the clicks actually update per frame (I got some feedback from friends after putting it on itch)

I got the it running on itch :)
Not im gonna make the readme, and then I can release it

Update attachment

I did the balancing (Its not perfect, but its good enough)
Now I just need to do the export and make it work on itch.io

I added a mouse trail thing.
I'm procrastinating actually balancing it.

I added particle effects for when you click the icon.
I'm procrastinating actually balancing it.

I added a stats menu that shows how many of which upgrades you have, and also records some fun data for you to look at. I may add some more things to it later if I feel like it idk.
I am almost done this project, I just need to change the values of some upgrades to balance it, and also need to go through the export process and make it web runnable.

Tim Nolan
Tim Nolan created a project
70d ago

Skiing sim thing

It is a game in which you ski

Skiing sim thing
2 devlogs 0 followers

I made all the buttons work, and actually do things
Now I just need to adjust the values to make it more balanced

I added a couple functioning buttons, one for auto clickers, and another for increasing the max combo value. I also added what all the other buttons will do once I actually program them.

I made a fancy gradient background, and made a better scrollcontainer with the names of upgrades.
Next I need to make the upgrades actually work

I made simple scroll container with buttons that will eventually be upgrades

I got a combo meter working, that multiplies your clicks by your amount of manual clicks per second
next im gonna get some basic upgrades working

I go the base stuff made again, with random angles on the clicker, and a cps counter.
next I need to add a combo meter, like I did in devlog 2

my project was rejected :'(
I think I just wasn't clear enough when explaining the controls, and my readme was very empty. I also made the game window much larger on my itch page.

Update attachment

A while ago I lost the files for both of my projects, and when that happened I restarted my other one(https://summer.hackclub.com/projects/7756), and just left this one for a while, but now im gonna come back to it, though I do need to restart.

Update attachment

so I think I finished the game, just like, fully. its fully working on my itch.io page, it looks good enough, no major glitches. I'm gonna do a little bit of bug hunting, then ship it I guess

Update attachment

I have it running on itch.io, but for some reason the web version has much worse lighting, so I need to fix that now
I have also fixed the text ysorting issue, I just havent put it on the web version issue

Update attachment

So I finished the game I think
Now I just need to make it web runnable (which seems very annoying to do

I added some more story prompts, now all I need to do is the final cutscene animation, and some bug fixing

I added a couple more story prompts, that send you to more areas.
Next I need to add the rest of the story prompts, and also some cut scene animation

I added the first few story prompts/goal things.
I also made the space background move so that it looks like you're moving, and made the movement stop when you turn off the thrusters, during the story.
Next I'm gonna add the rest of the story.

I made the parallax background better, before I was just using sprite3Ds, now I'm using actual meshes, because the sprites were doing weird Z-fighting stuff idk its fixed now.
I also added a press the right bumper to reset label that shows up if you leave the level area, or if you start moving too slowly.

I redid the model, based it off my wonderful art, and also made some particle effects for the thrusters. I also added the nets, with their hitboxes, so it works mostly.
Next I'm gonna add lighting and a message that shows up when you get stuck, telling you to press the reset button.

I made a nice looking fancy parallax background thing
it has three layers, just to give it depth
Next im gonna actually model my ship layout that I made in my last devlog

I redid the ship layout design, it now makes more sense and I think will be more fun to navigate in-game

Update attachment

My files getting reset does have a bit of a silver lining, because it allowed me to fully rework the physics and movement, which would've been a big pain to do in the old version, and would've basically required a restart anyway (it would've been much faster though, because I would still have all the assets)
So I now have the movement working in the new version, and better physics, where you bounce off of walls, which is just more realistic than the sliding in the previous version.

So I was trying to set up nextcloud, to backup my laptop, and it, for some stupid reason, deleted a whole bunch of my files :) so fun. So now I need to fully restart both of my projects :D SO FUN! I am so happy, I love this.

Update attachment

I added a combo meter, which makes each manual click worth more, based on how fast you are clicking

Next I'm gonna add a multiplier system, where you can buy things with your clicks that will click for you, like in cookie clicker and other games of that sort

I started the base clicking system, and added some animations, it will count the clicks, and also pick a random angle for the button, to make it seem more natural.

Next I will add a fancy click value thing, where each click is worth more if you are clicking faster, and also a combo system, with a progress bar thing

Tim Nolan
Tim Nolan created a project
95d ago

Godot Clicker

its just a basic cookie clicker clone, but gamedev themed, and also pretty

Godot Clicker
19 devlogs 1 follower Shipped

I now have the story implemented, and also have added a few models, like the computer monitors and more text. I have decided not to add a character model, because that seems like a pain to make, and I just don't want to do that.
Next I need to rework the movement a bit, to stop you from just sliding against walls

I made my drawing thing into an actual 3d model of the spaceship, and then I added all the nets, and got the player working with it.

Next I need to add a story and goal, which I have planned out, and I will tell by objectives and text.

I did a mock up of the space station layout, the thing in the middle is a detachable ship that goes down to the planet the station is orbiting. The black is walls, the blue is windows, and the orange is the nets.
In the bottom right there is the probe that took the astronaut to the station

Update attachment

I added textures to space and the nets, and also made a basic level to test the movement.

Next I'm gonna model an actual level, with more detail and texturing on the walls and floor. Then I will attempt to model and animate the player, probably fail, and then make a simpler version.

I have the base movement working, where you use the left joystick to kick off in a direction, and can then click X (its a ps4 controller) to grab onto a net (the orange squares(they are a placeholder))
Next I plan to add textures, then actually make a model of a space station for it to take place in.

Tim Nolan
Tim Nolan created a project
104d ago

Super awesome and cool Zero-G player controller thing

The player movement and some base gameplay of a zero gravity video game that I'm working on

Super awesome and cool Zero-G player controller thing
20 devlogs 2 followers Shipped
Tim Nolan
Tim Nolan joined Summer of Making
105d ago

This was widely regarded as a great move by everyone.