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GeorgeSun

@GeorgeSun

Joined June 24th, 2026

  • 12Devlogs
  • 8Projects
  • 4Ships
  • 45Votes
2nd Place in Hack Club Campfire Ottawa
Ship Pending review

I created a version of Minecraft in Pygame! The player can interact with the game through keyboard and mouse inputs. WASD or arrow keys will control movement, E will interact with caves and open the crafting menu, left-click will attack the enemies and craft, and right-click will allow the player to place blocks in the world. Some of the functions of Pycraft include a player character, an enemy system, an inventory system, block interactivity, day/night cycles, start/game over menus, and a scrolling camera that allows the player to explore further than the window. The game world will be a randomly generated 200x200 tile map. There is also must consider collision detection, camera offset calculations, and performance optimization. The most challenging part of creating Pycraft was learning Pygame because Pygame is not as efficient of a language as GDScript and it is not a game engine so it is not as easy to visualize it like in Godot which I am used to. I am most proud of the random terrain generation as it feels the game feel refreshing each time. The game might be a bit laggy on browser which is to be expected because Python and Pygame is not the fastest language but the desktop version runs a lot better. You can play below by clicking on the Itch Io Link!

  • 1 devlog
  • 2h
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2h 22m 7s logged

I created a version of Minecraft in Pygame! The player can interact with the game through keyboard and mouse inputs. WASD or arrow keys will control movement, E will interact with caves and open the crafting menu, left-click will attack the enemies and craft, and right-click will allow the player to place blocks in the world. Some of the functions of Pycraft include a player character, an enemy system, an inventory system, block interactivity, day/night cycles, start/game over menus, and a scrolling camera that allows the player to explore further than the window. The game world will be a randomly generated 200x200 tile map. There is also must consider collision detection, camera offset calculations, and performance optimization.

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Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!

  • 2 devlogs
  • 6h
  • 12.93x multiplier
  • 76 Stardust
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1h 53m 1s logged

Here are some schematic and 3D models I had made of the slot machine before I started building it. I had modelled everything first to ensure building was a smooth process.

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Ship Pending review

I made an interactive, hardware-driven slot machine featuring three physical reels, automated coin detection, a joystick lever mechanism, and a custom payout dispenser.

Getting the physical wheels of the slot machine to spin was the first challenging part. I originally planned to have two Arduinos, one to control the wheels and one to control the rest of the components. However, I am not very experienced with Arduino communication, and it didn’t end up going anywhere. Instead, I had to go for the easiest solution, which was to wire everything to one Arduino instead, which had its caveats, such as not having enough pins. Also, making sure that the step motors did not jam was a huge issue, as we had a 12V 5A power supply that was on the lower end to power these motors that perform much better on 24V. To fix this, I ended up just running them at a slower speed and acceleration.

The part I am most proud of is the look of the slot machine. Even though I didn’t end up getting all of the 3d prints I needed, I compromised with cardboard, and the design of it still ended up looking pretty cool. I am also happy about the fact that all of the components work together as it goes from the different game states, completing the game loop.

  • 1 devlog
  • 1h build
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49m 13s logged

Made an interactive slot machine with three wheels. Each wheel has 10 different symbols, and if the wheels show the same symbol, the user gets a jackpot. The user inserts a coin to activate the system, then switches the joystick down to spin the physical reels. Each time after the user presses the joystick down, it stops each motor until each motor has stopped. Each motor self-adjusts to display a specific symbol to the user. If the user hits a jackpot, a specialized dispensing mechanism triggers a payout to reward the user.

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I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse.

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1h 52m 10s logged

Made ui look a lot better, added settings menu, game over menu, added find luigi minigame, space invaders minigame, and pong minigame. Replaced platformer minigame with doodle jump minigame

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