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327
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ToBeDone... by @Koy | Stardance
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Koy
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1
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37.36
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T21:48:12Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!", "repo": "https://github.com/By-Koy/ToBeDone", "demo": "https://github.com/By-Koy/ToBeDone/releases/latest"}]...
|
[{"post_id": 79282, "ts": "202 [{"post_id": 79282, "ts": "2026-10-13T09:56:35Z", "hours": 2.3603, "text": "DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)"}, {"post_id": 68298, "ts": "2026-09-14T21:43:39Z", "hours": 4.1486, "text": "DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!"}, {"post_id": 66508, "ts": "2026-09-12T10:50:01Z", "hours": 4.4931, "text": "DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )"}, {"post_id": 50968, "ts": "2026-08-20T13:18:44Z", "hours": 9.0122, "text": "DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭"}, {"post_id": 38192, "ts": "2026-07-31T13:54:28Z", "hours": 2.0144, "text": "DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)"}, {"post_id": 37943, "ts": "2026-07-30T23:45:40Z", "hours": 6.3153, "text": "DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p"}, {"post_id": 10142, "ts": "2026-06-16T19:02:31Z", "hours": 2.425, "text": "DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]"}, {"post_id": 4751, "ts": "2026-06-08T06:18:40Z", "hours": 3.3658, "text": "DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])"}, {"post_id": 3412, "ts": "2026-06-06T10:20:28Z", "hours": 3.1089, "text": "DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart"}]...
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Title: ToBeDone... by @Koy | Stardance
Devlogs:
D Title: ToBeDone... by @Koy | Stardance
Devlogs:
DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart
DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])
DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]
DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p
DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)
DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭
DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )
DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!
DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)
Ships:
This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!...
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1793148952.8901272
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1793235352.8901272
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55712
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APP BLOCKER (macOS) by @Dhanush_Mundra | Stardance
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Dhanush_Mundra
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1
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63.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T12:58:49Z", "hours": 63.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally!!! This is my first app, Multi-App-Blocker!!! So there would be two sections abut this project- What is this and How did I make this app. So let’s start with the first section:- What is this? So, this an application that only runs on macOS which blocks apps according to the time schedule set by the user. The app shows all the downloaded applications on the sysem in the dropdown list from where the user can select the app. When the user selects the app they want to block, the user need to enter the start time and the end time. After that the user gets the option of select the type of schedule. So there are four options to select the type of schedule, that are- Every Day; Today Only; Specific Days; Specific Date. So, here the user can select the type according to their needs. Another exciting feature of my app is that the user can set multiple schedules for a single app. However the condition is that the other schedules should not overlap or should be the same as the previous schedules. After this when the schedule has been checked by the app, the app starts to monitor the schedule. When the current time matches the schedule time, the app is blocked. Also, if you restart your system after setting the schedule, your app would be blocked then also within 3-5 minutes if you want the app to be instantly blocked after restarting the system otherwise normally, the app is immediately blocked depending on the speed of your system. Also, at last, another feature of this app is that you can delete, edit and disable or enable your scheudules. Like this, you can set as many schedules for as many apps you want. So, this was about how my App Blocker works. Now let’s move to the next section which is:- How did I make this app? So, I started making this project by building the time tracker of my app. When I completed making he time tracker, I learn about the processes of apps, PIDs(Process Identifier) and the terminal commands like mdfind and many libraries such as datetime, psutil, subprocess, pathlib, json etc. So, by combining all these I made a simple terminal working program that would block a single app for a particular period of time. After this, I thought of making a GUI using HTML and CSS and making the GUI functional using JavaScript. So, I wrote the code of HTML and CSS by myself and also learnt a bit of JavaScript to make the GUI functional. By now my GUI was ready and the backend for a single app blocker was also ready but were not connected. And then I got to know about Electron. So I explored about electron ad decided to use it for my app. Then I connected my GUI using Electron to my Python backend using some more JavaScript code. Now, it started to feel more like an app, But I wanted multi app blocker so I wrote the code for it also and added the features of multiple schedules, edit, delete, disable and enable, and schedule types. After all this, it was like, I built an app, but this so called app was not working after I restarted my mac. And just because of this, I needed to work 5 more days to figure out the solution. And when I got the solution. I did the final test. However, after restarting it takes around 3-5 minutes to block the app but it does block the app. Now, I can declare it a professional, working, Multi-App-Blocker. Note: This application is only for macOS. And you can download the .dmg file from the try project link below. Thank You so much for reading it till here.", "repo": "https://github.com/mundradhanush-lgtm/APP-BLOCKER", "demo": "https://github.com/mundradhanush-lgtm/APP-BLOCKER/releases/download/v1.0.0/App.Blocker-1.0.0-arm64.dmg"}]...
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[{"post_id": 79280, "ts": "202 [{"post_id": 79280, "ts": "2026-10-13T09:45:42Z", "hours": 4.0328, "text": "Finally!!! I have created the MULTI-APP-BLOCKER!!! In this final session of app blocker I worked on the feature of blocking apps even after restarting the system if the current time is in the schedule. I literally worked on this feature for 3 days and it paid off. However this is not a strong feature because it takes around 3-5 minutes to block the application instantly after restarting the system. Normally, it immediately blocks the app. So, I worked on this feature in this final session and now I am going to set my APP BLOCKER out for rating soon. THANK YOU SO MUCH!!!"}, {"post_id": 78765, "ts": "2026-10-11T15:18:12Z", "hours": 9.7883, "text": "of so I have finally built a multi-app blocker. In this session I just made the GUI better, made a better backend and made it into a usable app. I added multiple schedule feature for a single app and then the feature of schedule types like today, specific date, specific days and every day from which the user can choose any and for multiple schedule I put a check that the second or the third or any later schedule should not overlap the earlier schedules. The App Blocker is working very nicely, but I want to fit the last piece of the puzzle and the is by making the App Blocker immune to computer restart or turning it on again after shutting down. So, I want to work on that that the app should be blocked even if the computer has been restarted or it has been turned on after shutting down. But, I can say that it is now a professional App Blocker and I would soon finish this project."}, {"post_id": 76373, "ts": "2026-10-03T10:29:23Z", "hours": 3.7033, "text": "ok so finally, I have created a professional single-app blocker. In the earlier section, I wrote my code for JavaScript and I was thinking that I have created the app, but I was wrong. After writing the code, in this section, I downloaded electron and connected it to my code using two json files and 2 JavaScript files. After that I worked on error handling which was a very complicated part. Also I took the help of AI to identify what kind of errors can happen and what kind of handling I should put. Also, I created a section in my GUI where I would be giving the status of the app blocker like is the app blocked or is it not blocked or is there any problem. I have done this much and it is working ratty decently. Now I have decided to make it a Multi-App Blocker where the user can set different schedules for different apps and set when to block the apps like after setting the time on which days the user want to block the apps or else the user wants to block the app in two different sections. For eg- The user wants to block the app from 2:00 pm to 3 pm and then from 6 pm to 8 pm. So, I would be trying to keep that functionality also. And if possible, the coolest thing I would want to do is that allowing the user to keep a password on it so that no one can block unwanted apps for 24 hours. Hopefully, I can do all of this because I have this idea in my mid only and I have no planning so I would be working very hard till 31st October."}, {"post_id": 75541, "ts": "2026-09-30T12:08:19Z", "hours": 3.2575, "text": "Let’s goooo everyone!! I have finally written my JavaScript code for my App Blocker. I am very happy as this was my first JavaScript code for this big project and I am very proud of myself as I wrote the whole code myself just taking the help of AI to know what step to take next. In this code I solved the time related problems like the checking of valid time, turning the time entered by the user into a 24 hour clock system and then turning it into a properly usable form. I also created a hardcoded list for now which included some app names, which would be replaced by my python list that would have all the app names downloaded in my system. And finally, I created an object containing app name, start time and end time. This object would be provided to my python code and it would block the app for that period of time."}, {"post_id": 75173, "ts": "2026-09-29T11:33:57Z", "hours": 1.0422, "text": "Ok Everyone!! I have made the structure for my GUI and designed it properly. Now, the only thing left is JavaScript and the coming up of these languages together in Electron. But there is still one problem. Right now my App Blocker is blocking only one app at a time, butI want to make it multi-app blocker and also my app blocker is not working after it is closed, so I want it to work forever and keep checking the time."}, {"post_id": 75042, "ts": "2026-09-28T23:41:53Z", "hours": 1.7242, "text": "Finally, I have completed the backend of my App Blocker and now I can start the work on my GUI and I would be using Electron to make my App Blocker into a real life desktop application. I am also very happy that Stardance has been extended till 31st October. I have given the final touches to my backend like the input of time by the user and in the future after making the GUI I would make the App Blocker block multiple apps. So, my next devlon would be of me updating you upon my GUI."}, {"post_id": 73229, "ts": "2026-09-24T17:02:27Z", "hours": 8.1553, "text": "ok so I am posting this devlon cuz i got a message on slack that more than 10 hours would not be counted in the devlon time. So after HTML and CSS I am learning JavaScript to work and know about Electron and make the interface with it. Then i would do the small tasks such as setting the password and the user inputs at various places and multiple app blocking feature. I am learning JavaScript with Dave Gray’s JavaScript course(I know its a bit old but the best). And I have like 2 chapters left and then i would start learning about electron. And the best thing is that Stardance has been extended by 1 month."}, {"post_id": 71934, "ts": "2026-09-21T20:13:44Z", "hours": 5.7328, "text": "ok so i have finally completed the course of CSS and HTML in just 5 days. this actually feels like an achievement to me. So, I learnt the basics of HTML and CSS that are required for my project. Now my next step would be to learn the basics of JavaScript and complete it in around 2 days and complete the APP BLOCKER."}, {"post_id": 70203, "ts": "2026-09-18T18:12:12Z", "hours": 5.0319, "text": "ok everyone, in this devlog I have not created anything, but I have gained a lot of knowledge. So, to make the GUI of my APP BLOCKER I want to use Electron and for that in these 2 days I have learnt CSS and HTML which are the basic languages. earlier what I as doing was I knew very little about HTML but not CSS, so I had to use AI, but now I want to make APP BLOCKER without AI and for that I am learning HTML, CSS and JavaScript. So after these I would read about Electron and make the GUI for this APP BLOCKER. NOTE: given below is the screenshot of me learning not of the project."}, {"post_id": 68764, "ts": "2026-09-15T18:21:59Z", "hours": 3.1256, "text": "Ok so earlier I was having a problem even after printing the dictionary and taking the number corresponding to it. the problem there was that my app blocker only blocked the apps that had no duplicates, which means like when i tried to block IDLE, I had 4 different versions of IDLE and after just telling my project that I need to block the IDLE it was not able to interpret which IDLE it had to block. So now I had to give it the parent folder also to find the mid but instead of trying two different ways to get the pid I gave the parent folder for every app and got the pid, hence dropping the idea of osascript. Then I continued my normal loop of blocking the app. Now I am happy it is blocking the app. Now i would first handle the small task like taking the start time and end time as the input from the user. Then I would add the feature of taking multiple apps as the input with their time and finally after all those things I would mage the GUI and end the project. In the image below is the part I added today."}, {"post_id": 65557, "ts": "2026-09-10T19:33:22Z", "hours": 6.5817, "text": "ok so earlier I was using hardcoded list of apps to block them, then I started taking the app name as an input, but then I realised that I would then want the user to type the app name in a specific type that is needed by the osascript to provide me its pid. but then I got an idea to give a dropdown of apps downloaded in the user’s system and they just simply had to select that app. so, I used multiple lists and dictionaries and splitted the path of the app into the app name that can be displayed. for now I have made a dictionary with the names of apps and serial numbers corresponding to them so the user just have to select the number. but in future when I would make the gui, the user would then just have to click on it. but currently I am facing a problem that after am printing the names of apps and the user is selecting the number, some apps are being blocked and and some are not. so I am currently working on this problem. if somebody can help me, please comment below. it would be of great pleasure. THANK YOU!!"}, {"post_id": 61734, "ts": "2026-09-04T19:42:57Z", "hours": 4.2442, "text": "ok so earlier my I made the time tracker and the hardcoded list for particular apps and then merged both of them so that it would just close the hardcoded apps in that list but now I modified it and took input from the user, ran the terminal command mdfind to check if the app is running or not then used osascript to get the pid of the process and then used that pid to terminate the app. but there was a challenge to find the difference of closed apps and already running apps and after that to keep them blocked till the designated time. so today I worked on that and made a good app blocker which can be used but some modifications like the input of time from the user, input of multiple apps and creating the gui. so after working on that my program would be ready."}, {"post_id": 60060, "ts": "2026-09-02T05:25:00Z", "hours": 0.5317, "text": "let’s go, today I added the loop for my program which was very important because earlier my program was just closing the app if it was running, but the user can again open it. now they couldn’t because I put all of that terminating part inside a loop that would work continuously for that time period."}, {"post_id": 59741, "ts": "2026-09-01T17:49:30Z", "hours": 1.1153, "text": "ok so this is my second devlog for this project. today I made the part where I would get the names of all the running processes on my Mac and then I made a list for the apps that I need to block then I compared the all the running processes with the apps I need to block and then just printed that this app needs to be closed just for the testing purpose. now my next work would be to terminate the app and then to modify it I would take the input of the app and time from the user itself and then in the end I would create a good GUI to give it a look of a fully polished project."}, {"post_id": 57999, "ts": "2026-08-30T10:29:51Z", "hours": 4.9769, "text": "ok so this is my first devlog of APP BLOCKER. this is a project where the app would be blocked between a specific period of time. and till now I have made the time system like for the testing purpose it would show blocked if the program is ran between the designated time period and would show allowed if not ran between the designated time. I also learnt about process and learnt how to print all the running processes using psutil (process and system utilities). now my target would be merging them after modifying both the codes"}]...
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Title: APP BLOCKER (macOS) by @Dhanush_Mundra | St Title: APP BLOCKER (macOS) by @Dhanush_Mundra | Stardance
Devlogs:
ok so this is my first devlog of APP BLOCKER. this is a project where the app would be blocked between a specific period of time. and till now I have made the time system like for the testing purpose it would show blocked if the program is ran between the designated time period and would show allowed if not ran between the designated time. I also learnt about process and learnt how to print all the running processes using psutil (process and system utilities). now my target would be merging them after modifying both the codes
ok so this is my second devlog for this project. today I made the part where I would get the names of all the running processes on my Mac and then I made a list for the apps that I need to block then I compared the all the running processes with the apps I need to block and then just printed that this app needs to be closed just for the testing purpose. now my next work would be to terminate the app and then to modify it I would take the input of the app and time from the user itself and then in the end I would create a good GUI to give it a look of a fully polished project.
let’s go, today I added the loop for my program which was very important because earlier my program was just closing the app if it was running, but the user can again open it. now they couldn’t because I put all of that terminating part inside a loop that would work continuously for that time period.
ok so earlier my I made the time tracker and the hardcoded list for particular apps and then merged both of them so that it would just close the hardcoded apps in that list but now I modified it and took input from the user, ran the terminal command mdfind to check if the app is running or not then used osascript to get the pid of the process and then used that pid to terminate the app. but there was a challenge to find the difference of closed apps and already running apps and after that to keep them blocked till the designated time. so today I worked on that and made a good app blocker which can be used but some modifications like the input of time from the user, input of multiple apps and creating the gui. so after working on that my program would be ready.
ok so earlier I was using hardcoded list of apps to block them, then I started taking the app name as an input, but then I realised that I would then want the user to type the app name in a specific type that is needed by the osascript to provide me its pid. but then I got an idea to give a dropdown of apps downloaded in the user’s system and they just simply had to select that app. so, I used multiple lists and dictionaries and splitted the path of the app into the app name that can be displayed. for now I have made a dictionary with the names of apps and serial numbers corresponding to them so the user just have to select the number. but in future when I would make the gui, the user would then just have to click on it. but currently I am facing a problem that after am printing the names of apps and the user is selecting the number, some apps are being blocked and and some are not. so I am currently working on this problem. if somebody can help me, please comment below. it would be of great pleasure. THANK YOU!!
Ok so earlier I was having a problem even after printing the dictionary and taking the number corresponding to it. the problem there was that my app blocker only blocked the apps that had no duplicates, which means like when i tried to block IDLE, I had 4 different versions of IDLE and after just telling my project that I need to block the IDLE it was not able to interpret which IDLE it had to block. So now I had to give it the parent folder also to find the mid but instead of trying two different ways to get the pid I gave the parent folder for every app and got the pid, hence dropping the idea of osascript. Then I continued my normal loop of blocking the app. Now I am happy it is blocking the app. Now i would first handle the small task like taking the start time and end time as the input from the user. Then I would add the feature of taking multiple apps as the input with their time and finally after all those things I would mage the GUI and end the project. In the image below is the part I added today.
ok everyone, in this devlog I have not created anything, but I have gained a lot of knowledge. So, to make the GUI of my APP BLOCKER I want to use Electron and for that in these 2 days I have learnt CSS and HTML which are the basic languages. earlier what I as doing was I knew very little about HTML but not CSS, so I had to use AI, but now I want to make APP BLOCKER without AI and for that I am learning HTML, CSS and JavaScript. So after these I would read about Electron and make the GUI for this APP BLOCKER. NOTE: given below is the screenshot of me learning not of the project.
ok so i have finally completed the course of CSS and HTML in just 5 days. this actually feels like an achievement to me. So, I learnt the basics of HTML and CSS that are required for my project. Now my next step would be to learn the basics of JavaScript and complete it in around 2 days and complete the APP BLOCKER.
ok so I am posting this devlon cuz i got a message on slack that more than 10 hours would not be counted in the devlon time. So after HTML and CSS I am learning JavaScript to work and know about Electron and make the interface with it. Then i would do the small tasks such as setting the password and the user inputs at various places and multiple app blocking feature. I am learning JavaScript with Dave Gray’s JavaScript course(I know its a bit old but the best). And I have like 2 chapters left and then i would start learning about electron. And the best thing is that Stardance has been extended by 1 month.
Finally, I have completed the backend of my App Blocker and now I can start the work on my GUI and I would be using Electron to make my App Blocker into a real life desktop application. I am also very happy that Stardance has been extended till 31st October. I have given the final touches to my backend like the input of time by the user and in the future after making the GUI I would make the App Blocker block multiple apps. So, my next devlon would be of me updating you upon my GUI.
Ok Everyone!! I have made the structure for my GUI and designed it properly. Now, the only thing left is JavaScript and the coming up of these languages together in Electron. But there is still one problem. Right now my App Blocker is blocking only one app at a time, butI want to make it multi-app blocker and also my app blocker is not working after it is closed, so I want it to work forever and keep checking the time.
Let’s goooo everyone!! I have finally written my JavaScript code for my App Blocker. I am very happy as this was my first JavaScript code for this big project and I am very proud of myself as I wrote the whole code myself just taking the help of AI to know what step to take next. In this code I solved the time related problems like the checking of valid time, turning the time entered by the user into a 24 hour clock system and then turning it into a properly usable form. I also created a hardcoded list for now which included some app names, which would be replaced by my python list that would have all the app names downloaded in my system. And finally, I created an object containing app name, start time and end time. This object would be provided to my python code and it would block the app for that period of time.
ok so finally, I have created a professional single-app blocker. In the earlier section, I wrote my code for JavaScript and I was thinking that I have created the app, but I was wrong. After writing the code, in this section, I downloaded electron and connected it to my code using two json files and 2 JavaScript files. After that I worked on error handling which was a very complicated part. Also I took the help of AI to identify what kind of errors can happen and what kind of handling I should put. Also, I created a section in my GUI where I would be giving the status of the app blocker like is the app blocked or is it not blocked or is there any problem. I have done this much and it is working ratty decently. Now I have decided to make it a Multi-App Blocker where the user can set different schedules for different apps and set when to block the apps like after setting the time on which days the user want to block the apps or else the user wants to block the app in two different sections. For eg- The user wants to block the app from 2:00 pm to 3 pm and then from 6 pm to 8 pm. So, I would be trying to keep that functionality also. And if possible, the coolest thing I would want to do is that allowing the user to keep a password on it so that no one can block unwanted apps for 24 hours. Hopefully, I can do all of this because I have this idea in my mid only and I have no planning so I would be working very hard till 31st October.
of so I have finally built a multi-app blocker. In this session I just made the GUI better, made a better backend and made it into a usable app. I added multiple schedule feature for a single app and then the feature of schedule types like today, specific date, specific days and every day from which the user can choose any and for multiple schedule I put a check that the second or the third or any later schedule should not overlap the earlier schedules. The App Blocker is working very nicely, but I want to fit the last piece of the puzzle and the is by making the App Blocker immune to computer restart or turning it on again after shutting down. So, I want to work on that that the app should be blocked even if the computer has been restarted or it has been turned on after shutting down. But, I can say that it is now a professional App Blocker and I would soon finish this project.
Finally!!! I have created the MULTI-APP-BLOCKER!!! In this final session of app blocker I worked on the feature of blocking apps even after restarting the system if the current time is in the schedule. I literally worked on this feature for 3 days and it paid off. However this is not a strong feature because it takes around 3-5 minutes to block the application instantly after restarting the system. Normally, it immediately blocks the app. So, I worked on this feature in this final session and now I am going to set my APP BLOCKER out for rating soon. THANK YOU SO MUCH!!!
Ships:
Finally!!! This is my first app, Multi-App-Blocker!!! So there would be two sections abut this project- What is this and How did I make this app. So let’s start with the first section:- What is this? So, this an application that only runs on macOS which blocks apps according to the time schedule set by the user. The app shows all the downloaded applications on the sysem in the dropdown list from where the user can select the app. When the user selects the app they want to block, the user need to enter the start time and the end time. After that the user gets the option of select the type of schedule. So there are four options to select the type of schedule, that are- Every Day; Today Only; Specific Days; Specific Date. So, here the user can select the type according to their needs. Another exciting feature of my app is that the user can set multiple schedules for a single app. However the condition is that the other schedules should not overlap or should be the same as the previous schedules. After this when the schedule has been checked by the app, the app starts to monitor the schedule. When the current time matches the schedule time, the app is blocked. Also, if you restart your system after setting the schedule, your app would be blocked then also within 3-5 minutes if you want the app to be instantly blocked after restarting the system otherwise normally, the app is immediately blocked depending on the speed of your system. Also, at last, another feature of this app is that you can delete, edit and disable or enable your scheudules. Like this, you can set as many schedules for as many apps you want. So, this was about how my App Blocker works. Now let’s move to the next section which is:- How did I make this app? So, I started making this project by building the time tracker of my app. When I completed making he time tracker, I learn about the processes of apps, PIDs(Process Identifier) and the terminal commands like mdfind and many libraries such as datetime, psutil, subprocess, pathlib, json etc. So, by combining all these I made a simple terminal working program that would block a single app for a particular period of time. After this, I thought of making a GUI using HTML and CSS and making the GUI functional using JavaScript. So, I wrote the code of HTML and CSS by myself and also learnt a bit of JavaScript to make the GUI functional. By now my GUI was ready and the backend for a single app blocker was also ready but were not connected. And then I got to know about Electron. So I explored about electron ad decided to use it for my app. Then I connected my GUI using Electron to my Python backend using some more JavaScript code. Now, it started to feel more like an app, But I wanted multi app blocker so I wrote the code for it also and added the features of multiple schedules, edit, delete, disable and enable, and schedule types. After all this, it was like, I built an app, but this so called app was not working after I restarted my mac. And just because of this, I needed to work 5 more days to figure out the solution. And when I got the solution. I did the final test. However, after restarting it takes around 3-5 minutes to block the app but it does block the app. Now, I can declare it a professional, working, Multi-App-Blocker. Note: This application is only for macOS. And you can download the .dmg file from the try project link below. Thank You so much for reading it till here....
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1793195709.4391537
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1793282109.4391537
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63371
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BLARE by @Ranbir | Stardance
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Ranbir
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0
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0.28
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0
|
[]
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[{"post_id": 79277, "ts": "202 [{"post_id": 79277, "ts": "2026-10-13T09:22:41Z", "hours": 0.2761, "text": "i have completed everything but not recorded time because i was not aware of it hope so hack club team will understand"}]...
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Title: BLARE by @Ranbir | Stardance
Devlogs:
i ha Title: BLARE by @Ranbir | Stardance
Devlogs:
i have completed everything but not recorded time because i was not aware of it hope so hack club team will understand...
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1793051391.086154
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1793915391.086154
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69465
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OSX-inspired New Tab:) by @ianl | Stardance
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ianl
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T09:01:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a dashboard that looks like an old macOS platform. The dashboard has some information related to space, like images from NASA and the weather near Mission Control in Houston. Working on the API was probably one of my biggest challenges, as well as working with GitHub. I honestly have no idea how GitHub works, and it’s definitely a learning experience every time I use it! I am most proud of the overall design of the site. Thank you for reading!", "repo": "https://github.com/ilaws/VintageMacOS-NewTab/", "demo": "https://newtab.ourdevbox.site"}]...
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[{"post_id": 79274, "ts": "202 [{"post_id": 79274, "ts": "2026-10-13T08:56:32Z", "hours": 0.3411, "text": "Finished this really cool dashboard! I really enjoyed the design aspects, it is one of the first things that I made that I am somewhat proud of the design choices (how everything looks), etc! yes, its not perfect, but I still think its rly cool!"}, {"post_id": 79266, "ts": "2026-10-13T08:20:11Z", "hours": 0.5419, "text": "Linked NASA API to my new tab dashboard! It will now display a current photo of the earth, as well as the Astronomy Photo of the Day!"}, {"post_id": 79263, "ts": "2026-10-13T07:40:50Z", "hours": 0.7767, "text": "Started on my NewTab project- inspired by old MacOS X! I finished just a basic Finder window, the first step. This was made entirely in HTML and CSS. (the HTML is very simple but the CSS is super wonky). None of the buttons or anything work yet, but I am trying to add weather and other widgets to make it feel more real. :) (AI was used for fine-tuning shadows and color values. I could not figure it out myself.)"}]...
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Title: OSX-inspired New Tab:) by @ianl | Stardance Title: OSX-inspired New Tab:) by @ianl | Stardance
Devlogs:
Started on my NewTab project- inspired by old MacOS X! I finished just a basic Finder window, the first step. This was made entirely in HTML and CSS. (the HTML is very simple but the CSS is super wonky). None of the buttons or anything work yet, but I am trying to add weather and other widgets to make it feel more real. :) (AI was used for fine-tuning shadows and color values. I could not figure it out myself.)
Linked NASA API to my new tab dashboard! It will now display a current photo of the earth, as well as the Astronomy Photo of the Day!
Finished this really cool dashboard! I really enjoyed the design aspects, it is one of the first things that I made that I am somewhat proud of the design choices (how everything looks), etc! yes, its not perfect, but I still think its rly cool!
Ships:
I made a dashboard that looks like an old macOS platform. The dashboard has some information related to space, like images from NASA and the weather near Mission Control in Houston. Working on the API was probably one of my biggest challenges, as well as working with GitHub. I honestly have no idea how GitHub works, and it’s definitely a learning experience every time I use it! I am most proud of the overall design of the site. Thank you for reading!...
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1793138190.1594274
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1793224590.1594274
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67860
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ChemVisualizer by @Haorui | Stardance
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Haorui
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0
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0.65
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0
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[]
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[{"post_id": 79271, "ts": "202 [{"post_id": 79271, "ts": "2026-10-13T08:42:47Z", "hours": 0.6486, "text": "A cool chemvisualizer, I figured out the library and break down the tasks"}]...
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Title: ChemVisualizer by @Haorui | Stardance
Devl Title: ChemVisualizer by @Haorui | Stardance
Devlogs:
A cool chemvisualizer, I figured out the library and break down the tasks...
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1793116139.7302508
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1793720939.7302508
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7196
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My awesome macropad! by @lima6 | Stardance
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lima6
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0
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10.35
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0
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[]
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[{"post_id": 79269, "ts": "202 [{"post_id": 79269, "ts": "2026-10-13T08:34:15Z", "hours": 2.3383, "text": "Shipping Updated the github page and exported the files for shipping: https://github.com/lima6-tech/Hackpad2"}, {"post_id": 78245, "ts": "2026-10-10T03:50:30Z", "hours": 5.2864, "text": "Designing the case Finished designing the Hackpad case - next up is firmware Redid the PCB and schematics Added a acrylic layer for a window to the case Added a “cover” layer to hide the screws"}, {"post_id": 76113, "ts": "2026-10-02T10:43:34Z", "hours": 2.7286, "text": "Designing schematics and PCB Designed the Hackpad schematics and PCB. Tried to add a rotary encoder but not sure if anything has even been done correctly."}]...
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Title: My awesome macropad! by @lima6 | Stardance
Title: My awesome macropad! by @lima6 | Stardance
Devlogs:
Designing schematics and PCB Designed the Hackpad schematics and PCB. Tried to add a rotary encoder but not sure if anything has even been done correctly.
Designing the case Finished designing the Hackpad case - next up is firmware Redid the PCB and schematics Added a acrylic layer for a window to the case Added a “cover” layer to hide the screws
Shipping Updated the github page and exported the files for shipping: https://github.com/lima6-tech/Hackpad2...
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1792702431.269853
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1793307231.269853
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69470
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Siyam-bot by @Siyam | Stardance
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Siyam
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T16:53:44Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a slackbot. its running 24/7 in nest. it has 3 different commands like, 1, /siyam-bot-ping 2, /siyam-bot-joke 3, /siyam-bot-catfact Building was not so hard, but deploying it was a little bit hard. but i followed the guide and did it.", "repo": "https://github.com/Tanzil-Alam/Siyam-bot", "demo": "https://hackclub.slack.com/app_redirect?app=A0C9GQZUN1W"}]...
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[{"post_id": 79265, "ts": "202 [{"post_id": 79265, "ts": "2026-10-13T08:14:55Z", "hours": 0.43, "text": "I have did everything according the mission guide and pushed to github. it has 3 commands and all of them works. the commands are, 1, /siyam-bot-ping 2, /siyam-bot-joke 3, /siyam-bot-catfact all of them are working well. iam just waiting to being approved in nest, then i will deploy and ship the project."}]...
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Title: Siyam-bot by @Siyam | Stardance
Devlogs:
I Title: Siyam-bot by @Siyam | Stardance
Devlogs:
I have did everything according the mission guide and pushed to github. it has 3 commands and all of them works. the commands are, 1, /siyam-bot-ping 2, /siyam-bot-joke 3, /siyam-bot-catfact all of them are working well. iam just waiting to being approved in nest, then i will deploy and ship the project.
Ships:
This is a slackbot. its running 24/7 in nest. it has 3 different commands like, 1, /siyam-bot-ping 2, /siyam-bot-joke 3, /siyam-bot-catfact Building was not so hard, but deploying it was a little bit hard. but i followed the guide and did it....
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1793148549.7789338
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1793234949.7789338
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68769
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Dino game but made in java by @pmandal7355 | Stard Dino game but made in java by @pmandal7355 | Stardance...
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pmandal7355
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1
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2.8
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T19:04:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made a side project along the mac like web is and made this small dino game in java its just a fun project", "repo": "https://github.com/itsprantik/dino", "demo": "https://github.com/itsprantik/dino/releases/tag/v1.0.0"}]...
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[{"post_id": 79252, "ts": "202 [{"post_id": 79252, "ts": "2026-10-13T06:30:58Z", "hours": 0.8025, "text": "made the readme which seemed to be ai was corrcted and hand written"}, {"post_id": 78416, "ts": "2026-10-10T18:42:32Z", "hours": 1.0461, "text": "made and completed the code and the minigame , its completed finally"}, {"post_id": 78118, "ts": "2026-10-09T16:55:03Z", "hours": 0.29, "text": "made the dino and other graphics and also made the controls"}, {"post_id": 78098, "ts": "2026-10-09T15:47:49Z", "hours": 0.9839, "text": "initialised the variable for the game and imported the dependencies"}]...
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Title: Dino game but made in java by @pmandal7355 Title: Dino game but made in java by @pmandal7355 | Stardance
Devlogs:
initialised the variable for the game and imported the dependencies
made the dino and other graphics and also made the controls
made and completed the code and the minigame , its completed finally
made the readme which seemed to be ai was corrcted and hand written
Ships:
made a side project along the mac like web is and made this small dino game in java its just a fun project...
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1793217285.4720478
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1793303685.4720478
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33784
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Space shooter by @Miyako | Stardance
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Miyako
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0
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23.9
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0
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[]
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[{"post_id": 79249, "ts": "202 [{"post_id": 79249, "ts": "2026-10-13T06:16:53Z", "hours": 3.7639, "text": "so i was busy like really busy working on other things so i have a plan to add about 5 lvls in game this is how it looks like lvl 1 – is simple complete target of hititng 10-15 entities (idk what to call them atp) lvl -2 speed and words limit increase and lvl 3 few words can’t be destroyed and you have to guess , lvl 4 introduces blackholes and yep and lvl 5 you have to identify objects based on their shape and faint shillhoutte ……………it’s just a basic idea ik but it is what it is for now"}, {"post_id": 58227, "ts": "2026-08-30T16:10:50Z", "hours": 1.4525, "text": "created another frame for the game"}, {"post_id": 54001, "ts": "2026-08-24T18:49:33Z", "hours": 1.7581, "text": "so today i made sprites sheets for meteors and few planets and i’m planning to add more further to maake it havee lots of well known planets and also i’m plannimg to make quasars and black holes and neutron stars tooo …..here the pic of planet earth i drew for my space shooter game"}, {"post_id": 50532, "ts": "2026-08-19T18:36:41Z", "hours": 2.66, "text": "so it’s been sooo long since i posted a devlog or worked on my game so here i improved this add few temporsry targets here in my space shooter game the main goal is that you have to recognize the targets and type it’s correct name for it to vanish and since it was my first time using pygame i had to take help alot fot knowing what should i use if i have to add something pygame have lots of inbuilt functions if i’m stating it right? because i’m just so bad in theory part of anything though this game astarted as revising the python i did in my univ for ml and now i’m continuing it here thanksssss for reading will update more of it and i will use my own sprites later for the game"}, {"post_id": 31163, "ts": "2026-07-19T10:31:03Z", "hours": 2.1475, "text": "so basically finished designing the falcon from star wars though i’m definately not satisfied (ignore the mistake idk what i’m doing) soooo ugh libresprite dosen’t have large variety of colours but i have got comfortable with it don’t know how abersperite it since both are same maybe asperite have variety colours …….now the next thing i have to figure out how the hell i open it in different tab because i have to draw the animating sprite of it blue glow though i will make some minute changes in it again"}, {"post_id": 30857, "ts": "2026-07-18T20:10:36Z", "hours": 4.5836, "text": "so bassically today in evening i mostly worked on creating the spaceship inspired or i wil say satr wars falcon those who have watched it you know it already i was looking for spaceships design idk why the star wars kept running in my mind as i want to watch the whole series if i got time 😭😭"}, {"post_id": 30479, "ts": "2026-07-18T02:48:35Z", "hours": 3.1917, "text": "so basically what i did i added user controll movement and struggled with timers alot for now i know that i have to look around to make sure i have understood everything i took help of tutorials and also i made mistakes as my python is not that good but i’m learning any way along with this i’m hoping to make python projects alongside too and from todays onwards i will start drawing the sprites for my game though i’m still looking for some refrence for the space ship"}, {"post_id": 28894, "ts": "2026-07-15T14:25:08Z", "hours": 2.1819, "text": "for past days i haven’t be able to do any work,didn’t do much just added the movement to the space shooter end game is to polish it even more"}, {"post_id": 26676, "ts": "2026-07-11T16:43:11Z", "hours": 2.1572, "text": "so i started this project today after switching from webOS or ml i was studying(which i will continue tomorrow yeah or i won’t get internship in my second year also have few future plan with it ) though python is used here so it felt boaring so i thought let’s revist python with pygame yeah completely new to me but i’m learning as my future goal is too ahhhhh……i need to do my cpp i’m only doing it for full day from tommorow onwards i will take python+ml+cpp(dsa) back to my lovable language cpp and i only have done basics in it anyway ENOUGH! Of ranting now lets get back so i made the game window and now i i’m figuring out more what to do and to move the spaceship since you need a shoooter for stardance SPACE! UNIVERSE! i still haven’t started working on my graphics but i will when i will be able to finish the mvements and all for now i’m using someone’s else assets anyway here the code"}]...
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Title: Space shooter by @Miyako | Stardance
Devlo Title: Space shooter by @Miyako | Stardance
Devlogs:
so i started this project today after switching from webOS or ml i was studying(which i will continue tomorrow yeah or i won’t get internship in my second year also have few future plan with it ) though python is used here so it felt boaring so i thought let’s revist python with pygame yeah completely new to me but i’m learning as my future goal is too ahhhhh……i need to do my cpp i’m only doing it for full day from tommorow onwards i will take python+ml+cpp(dsa) back to my lovable language cpp and i only have done basics in it anyway ENOUGH! Of ranting now lets get back so i made the game window and now i i’m figuring out more what to do and to move the spaceship since you need a shoooter for stardance SPACE! UNIVERSE! i still haven’t started working on my graphics but i will when i will be able to finish the mvements and all for now i’m using someone’s else assets anyway here the code
for past days i haven’t be able to do any work,didn’t do much just added the movement to the space shooter end game is to polish it even more
so basically what i did i added user controll movement and struggled with timers alot for now i know that i have to look around to make sure i have understood everything i took help of tutorials and also i made mistakes as my python is not that good but i’m learning any way along with this i’m hoping to make python projects alongside too and from todays onwards i will start drawing the sprites for my game though i’m still looking for some refrence for the space ship
so bassically today in evening i mostly worked on creating the spaceship inspired or i wil say satr wars falcon those who have watched it you know it already i was looking for spaceships design idk why the star wars kept running in my mind as i want to watch the whole series if i got time 😭😭
so basically finished designing the falcon from star wars though i’m definately not satisfied (ignore the mistake idk what i’m doing) soooo ugh libresprite dosen’t have large variety of colours but i have got comfortable with it don’t know how abersperite it since both are same maybe asperite have variety colours …….now the next thing i have to figure out how the hell i open it in different tab because i have to draw the animating sprite of it blue glow though i will make some minute changes in it again
so it’s been sooo long since i posted a devlog or worked on my game so here i improved this add few temporsry targets here in my space shooter game the main goal is that you have to recognize the targets and type it’s correct name for it to vanish and since it was my first time using pygame i had to take help alot fot knowing what should i use if i have to add something pygame have lots of inbuilt functions if i’m stating it right? because i’m just so bad in theory part of anything though this game astarted as revising the python i did in my univ for ml and now i’m continuing it here thanksssss for reading will update more of it and i will use my own sprites later for the game
so today i made sprites sheets for meteors and few planets and i’m planning to add more further to maake it havee lots of well known planets and also i’m plannimg to make quasars and black holes and neutron stars tooo …..here the pic of planet earth i drew for my space shooter game
created another frame for the game
so i was busy like really busy working on other things so i have a plan to add about 5 lvls in game this is how it looks like lvl 1 – is simple complete target of hititng 10-15 entities (idk what to call them atp) lvl -2 speed and words limit increase and lvl 3 few words can’t be destroyed and you have to guess , lvl 4 introduces blackholes and yep and lvl 5 you have to identify objects based on their shape and faint shillhoutte ……………it’s just a basic idea ik but it is what it is for now...
|
1793224198.787449
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1793828998.787449
|
|
64333
|
Zenith Assistant by @Orbernator | Stardance
|
Orbernator
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T06:14:46Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Presenting, Zenith! The only AI Assistant that is fully hand coded! Currently, Zenith can: Open Websites Say Hello and Goodbye Send Notfications Check the weather And More to come!", "repo": "https://github.com/Orbernator/zenith-assistant", "demo": "https://github.com/Orbernator/zenith-assistant/releases/tag/0.1.0"}]...
|
[{"post_id": 79247, "ts": "202 [{"post_id": 79247, "ts": "2026-10-13T06:12:37Z", "hours": 0.8203, "text": "I made another banner! So now, time to ship, and then after that, we make shudders documentation."}, {"post_id": 79234, "ts": "2026-10-13T04:35:21Z", "hours": 0.3125, "text": "Well, it can now talk about whats going on!"}, {"post_id": 78993, "ts": "2026-10-12T08:53:28Z", "hours": 0.9306, "text": "Well! I designed a logo! Check it out!"}, {"post_id": 78946, "ts": "2026-10-12T03:50:25Z", "hours": 0.5747, "text": "Ok! Fixed the issue with it misquoting the commands, it should now run the proper commands!"}, {"post_id": 78902, "ts": "2026-10-11T23:25:00Z", "hours": 0.3603, "text": "Well, the weather API supposedly works, but testing it now, shows that there is a big bug somewhere, causing it to pick the wrong commands. Time for some debugging!"}, {"post_id": 76936, "ts": "2026-10-05T04:04:04Z", "hours": 1.1131, "text": "Well, I have added some stuff to this! It can give you greetings, and I am now giving it access to the weather!"}, {"post_id": 72911, "ts": "2026-09-24T00:47:28Z", "hours": 1.0242, "text": "More sites have been added! Time to add some greetings, and other conversational phrases"}, {"post_id": 72085, "ts": "2026-09-22T04:21:36Z", "hours": 1.0839, "text": "So, more sites in, and added flags for noAI, noSocialMedia, sureBing and preferDesktop. I am currently adding Streaming Services!"}, {"post_id": 72038, "ts": "2026-09-22T01:26:20Z", "hours": 0.9989, "text": "So, what am I up to. Well, I decided to make a Assistant, that is fully hand coded, every web link, every company, all hand coded. This will be pain"}, {"post_id": 71615, "ts": "2026-09-21T05:14:30Z", "hours": 0.7558, "text": "Alright! This is going to take up my remaining time in Stardance. Zenith, a Voice Assistant in python. Currently, I plan to make it talk, open apps, and search the web. Future plans are to give it a better voice, hook it up to AI, give it a way of showing itself, and things I havent thought of yet!"}]...
|
Title: Zenith Assistant by @Orbernator | Stardance Title: Zenith Assistant by @Orbernator | Stardance
Devlogs:
Alright! This is going to take up my remaining time in Stardance. Zenith, a Voice Assistant in python. Currently, I plan to make it talk, open apps, and search the web. Future plans are to give it a better voice, hook it up to AI, give it a way of showing itself, and things I havent thought of yet!
So, what am I up to. Well, I decided to make a Assistant, that is fully hand coded, every web link, every company, all hand coded. This will be pain
So, more sites in, and added flags for noAI, noSocialMedia, sureBing and preferDesktop. I am currently adding Streaming Services!
More sites have been added! Time to add some greetings, and other conversational phrases
Well, I have added some stuff to this! It can give you greetings, and I am now giving it access to the weather!
Well, the weather API supposedly works, but testing it now, shows that there is a big bug somewhere, causing it to pick the wrong commands. Time for some debugging!
Ok! Fixed the issue with it misquoting the commands, it should now run the proper commands!
Well! I designed a logo! Check it out!
Well, it can now talk about whats going on!
I made another banner! So now, time to ship, and then after that, we make shudders documentation.
Ships:
Presenting, Zenith! The only AI Assistant that is fully hand coded! Currently, Zenith can: Open Websites Say Hello and Goodbye Send Notfications Check the weather And More to come!...
|
1793155792.5218468
|
1793242192.5218468
|
|
69035
|
MiniEngine by @matesoidicek | Stardance
|
matesoidicek
|
0
|
3.3
|
0
|
[]
|
[{"post_id": 79245, "ts": "202 [{"post_id": 79245, "ts": "2026-10-13T05:50:30Z", "hours": 2.5989, "text": "Made the base structure for the whole Game environment, essentially in which will everything live The new setup is that we have IScene and Scene - the Scene is kinda the preset for users that they can use, but they don’t have to. It can contain a lot of Worlds but it can also contain just one. The World is dependent on interface IWorld and has again “preset” World which both with the default World, Scene are on the engine side. Not game, game creates something like MainWorld : World or MainScene : Scene ."}, {"post_id": 78704, "ts": "2026-10-11T11:12:39Z", "hours": 0.6997, "text": "I’m working on a GameEngine completely from scratch in C#, these are some premade items"}]...
|
Title: MiniEngine by @matesoidicek | Stardance
De Title: MiniEngine by @matesoidicek | Stardance
Devlogs:
I’m working on a GameEngine completely from scratch in C#, these are some premade items
Made the base structure for the whole Game environment, essentially in which will everything live The new setup is that we have IScene and Scene - the Scene is kinda the preset for users that they can use, but they don’t have to. It can contain a lot of Worlds but it can also contain just one. The World is dependent on interface IWorld and has again “preset” World which both with the default World, Scene are on the engine side. Not game, game creates something like MainWorld : World or MainScene : Scene ....
|
1793130456.012793
|
1793735256.012793
|
|
69206
|
A-pad by @Iarush7 | Stardance
|
Iarush7
|
0
|
6.74
|
0
|
[]
|
[{"post_id": 79238, "ts": "202 [{"post_id": 79238, "ts": "2026-10-13T05:10:53Z", "hours": 0.7186, "text": "Added a deeper bezel for the OLED screen in the CAD and created the project GitHUB + README"}, {"post_id": 79232, "ts": "2026-10-13T04:25:04Z", "hours": 1.6842, "text": "CAD for the Model is done. I used onshape instead of fusion because sharing is a lot easier on onshape."}, {"post_id": 79071, "ts": "2026-10-12T15:52:39Z", "hours": 0.7433, "text": "Psych, I lied. I did not finish the PCB since I forgot to do all the routing. I learned how to use a free Java Plugin called FreeRouter to help me do the routing"}, {"post_id": 78955, "ts": "2026-10-12T05:41:45Z", "hours": 1.7342, "text": "Finally finished with the PCB!!! It took me a while to figure out how to use the grid layouts to make a precise symmetrical grid for the keys. After that, orienting the diodes and flipping parts to save space was more I learned about PCB design. Took a lot of time but I think I learned valuable lessons!"}, {"post_id": 78927, "ts": "2026-10-12T02:08:53Z", "hours": 0.8658, "text": "I completed the schematics for all the keys for my custom A shaped design. I used a video by Joe Scotto to learn about matrix circuitry for the keys."}, {"post_id": 78897, "ts": "2026-10-11T22:55:04Z", "hours": 0.9983, "text": "I learnt PCB Design? I used KICAD to make the base Hack Pad Design according to the guide. Now I will make my own Design of the A shaped Hack pad"}]...
|
Title: A-pad by @Iarush7 | Stardance
Devlogs:
I l Title: A-pad by @Iarush7 | Stardance
Devlogs:
I learnt PCB Design? I used KICAD to make the base Hack Pad Design according to the guide. Now I will make my own Design of the A shaped Hack pad
I completed the schematics for all the keys for my custom A shaped design. I used a video by Joe Scotto to learn about matrix circuitry for the keys.
Finally finished with the PCB!!! It took me a while to figure out how to use the grid layouts to make a precise symmetrical grid for the keys. After that, orienting the diodes and flipping parts to save space was more I learned about PCB design. Took a lot of time but I think I learned valuable lessons!
Psych, I lied. I did not finish the PCB since I forgot to do all the routing. I learned how to use a free Java Plugin called FreeRouter to help me do the routing
CAD for the Model is done. I used onshape instead of fusion because sharing is a lot easier on onshape.
Added a deeper bezel for the OLED screen in the CAD and created the project GitHUB + README...
|
1793130737.7312655
|
1793735537.7312655
|
|
65315
|
snoopyboard by @dln | Stardance
|
dln
|
0
|
11.44
|
0
|
[]
|
[{"post_id": 79237, "ts": "202 [{"post_id": 79237, "ts": "2026-10-13T05:02:14Z", "hours": 1.4903, "text": "Polish Polish Polish! still have a bit more to do but I got the firmware into a finished state and created the Github page, overall polishing the project to get it ready to ship in the near future"}, {"post_id": 77539, "ts": "2026-10-07T11:46:31Z", "hours": 2.1364, "text": "cleaned up the CAD file and added snoopy! (woodstock too) started the firmware side of things but still have a bit to go on that side"}, {"post_id": 77495, "ts": "2026-10-07T07:29:43Z", "hours": 3.15, "text": "worked on the case a bit more and changed a few things in the design. having fun!"}, {"post_id": 77446, "ts": "2026-10-07T01:10:40Z", "hours": 1.3647, "text": "revised the layout of the pcb so the cable would come out the back of the pad and the OLED screen would be vertical along the left side. started to work these changes into the case design"}, {"post_id": 76945, "ts": "2026-10-05T04:53:05Z", "hours": 1.735, "text": "Finished PCB, and worked on designing the case after taking a week off working on this project for other more important projects! (whoops)"}, {"post_id": 73058, "ts": "2026-09-24T09:21:16Z", "hours": 1.5617, "text": "Hackpad!!!! I designed what I wanted a Hackpad to look like and thought about how I could design around the ways that I could use one. I like designing with ideas first, then considering the rules of the size of the whole thing aswell as how the parts will fit into it, or any other limitations that could need to be designed around. I was inspired by the orpheuspad to have 4 keys in an arrow key formation as that would make the most sense for how I would use it. Then I started designing the PCB and, since it was my first time being hands on with this software, learning how to work with this kind of design that im not familiar with. Overall, I enjoyed dipping my feed into this project and am excited to design the case of the pad in a software that im more comfortable using!"}]...
|
Title: snoopyboard by @dln | Stardance
Devlogs:
H Title: snoopyboard by @dln | Stardance
Devlogs:
Hackpad!!!! I designed what I wanted a Hackpad to look like and thought about how I could design around the ways that I could use one. I like designing with ideas first, then considering the rules of the size of the whole thing aswell as how the parts will fit into it, or any other limitations that could need to be designed around. I was inspired by the orpheuspad to have 4 keys in an arrow key formation as that would make the most sense for how I would use it. Then I started designing the PCB and, since it was my first time being hands on with this software, learning how to work with this kind of design that im not familiar with. Overall, I enjoyed dipping my feed into this project and am excited to design the case of the pad in a software that im more comfortable using!
Finished PCB, and worked on designing the case after taking a week off working on this project for other more important projects! (whoops)
revised the layout of the pcb so the cable would come out the back of the pad and the OLED screen would be vertical along the left side. started to work these changes into the case design
worked on the case a bit more and changed a few things in the design. having fun!
cleaned up the CAD file and added snoopy! (woodstock too) started the firmware side of things but still have a bit to go on that side
Polish Polish Polish! still have a bit more to do but I got the firmware into a finished state and created the Github page, overall polishing the project to get it ready to ship in the near future...
|
1793084291.1553028
|
1793689091.1553028
|
|
67166
|
Ion by @sidd | Stardance
|
sidd
|
0
|
12.12
|
0
|
[]
|
[{"post_id": 79233, "ts": "202 [{"post_id": 79233, "ts": "2026-10-13T04:33:20Z", "hours": 1.4667, "text": "another pcb and some cad"}, {"post_id": 78907, "ts": "2026-10-12T00:20:06Z", "hours": 4.0833, "text": "made el pcb"}, {"post_id": 78661, "ts": "2026-10-11T06:23:01Z", "hours": 6.5747, "text": "schematic is finished & footprints"}]...
|
Title: Ion by @sidd | Stardance
Devlogs:
schemati Title: Ion by @sidd | Stardance
Devlogs:
schematic is finished & footprints
made el pcb
another pcb and some cad...
|
1793108849.5320497
|
1793713649.5320497
|
|
69448
|
SIFT by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T18:44:58Z", "hours": 2.0, "multiplier": 1.02, "payout": 1, "blessing": "neutral", "text": "i made this website that talks about the sift dimension.", "repo": "https://github.com/8051987-eng/SIFT", "demo": "https://8051987-eng.github.io/SIFT/"}]...
|
[{"post_id": 79230, "ts": "202 [{"post_id": 79230, "ts": "2026-10-13T03:59:24Z", "hours": 1.9994, "text": "A website about the sift dimension"}]...
|
Title: SIFT by @syedakhter | Stardance
Devlogs:
A Title: SIFT by @syedakhter | Stardance
Devlogs:
A website about the sift dimension
Ships:
i made this website that talks about the sift dimension....
|
1793116521.5759156
|
1793202921.5759156
|
|
69435
|
To do List by @Yare | Stardance
|
Yare
|
0
|
0.85
|
0
|
[]
|
[{"post_id": 79224, "ts": "202 [{"post_id": 79224, "ts": "2026-10-13T02:57:50Z", "hours": 0.8472, "text": "Today I decided to make my first to do list to enhance my own productivity. I am again using HTML, CSS, and JavaScript for this under the VS Code platform and made the buttons, basic background colors( since I can’t concentrate with it being black and white apparently), and put the intro sentences under div’s to allow it to be enhanced later on under JavaScript. Tomorrow I am going to fix the button dimensions (FORGIVE ME) and start working on the display box that will show the tasks the user will put."}]...
|
Title: To do List by @Yare | Stardance
Devlogs:
T Title: To do List by @Yare | Stardance
Devlogs:
Today I decided to make my first to do list to enhance my own productivity. I am again using HTML, CSS, and JavaScript for this under the VS Code platform and made the buttons, basic background colors( since I can’t concentrate with it being black and white apparently), and put the intro sentences under div’s to allow it to be enhanced later on under JavaScript. Tomorrow I am going to fix the button dimensions (FORGIVE ME) and start working on the display box that will show the tasks the user will put....
|
1792835411.2390358
|
1793440211.2390358
|
|
14660
|
Breakout clone by @proudfridge | Stardance
|
proudfridge
|
0
|
33.26
|
0
|
[]
|
[{"post_id": 79222, "ts": "202 [{"post_id": 79222, "ts": "2026-10-13T02:44:04Z", "hours": 9.5908, "text": "Devlog 4: Adding a Main Menu Hello again! In this devlog, I’ll cover the creation of the main menu, and more specifically, how i made the game title. Menu Buttons First off, we have to add a few buttons that the user can press to start and quit the game . Godot makes this easy with the Button node. All we have to do is add a few of these nodes inside a VBoxContainer and optionally, create a theme for them. For this project, I decided to create a very simple theme that uses the BetterVCR font and highlights the button if it’s hovered/focused. The last thing that I did was make the buttons “recoil” when they’re pressed. This can be done by scaling the button down when it’s pressed and adding a tween to scale it back up when it’s released: var tween : Tween button . button_down . connect ( func () -> void : # Scale the button down button . offset_transform_scale = Vector2 ( 0.95 , 0.95 ) ) button . button_up . connect ( func () -> void : tween = get_tree (). create_tween () # Tween the button's scale to its original value tween . tween_property ( button , \" offset_transform_scale \" , Vector2 ( 1 , 1 ), 1 ) The Game Title Instead of using a simple label for the game title in the main menu, I decided to create a construct one from multiple ColorRect nodes. I was inspired by this image i found online. To implement this, we first have to describe the shape of each letter. I decided to do this with nested arrays like so, where 0 represents an empty cell and 1 represents the opposite. # Example for the letter B const B : Array [ Array ] = [ [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ] ] We can then store each letter in another array. The cells in the reference picture change colors each row, so we also have to define those colors in another array: const letters : Array = [ B , R , E , A , K , O , U , T ] const colors : Array [ Color ] = [ Color . ORANGE , Color . BLUE , Color . GREEN , Color . YELLOW , Color . RED ] Finally, we just have to iterate through the letters array and instantiate a ColorRect when letter[row] [col] == 1 : for i : int in range ( 0 , letters . size ()): var letter : Array [ Array ] = letters [ i ] for row : int in range ( 0 , letter . size ()): for col : int in range ( 0 , letter [ row ]. size ()): if letter [ row ][ col ] == 1 : # Instantiate the colorRect and modify its position based on the selected cell size and the distance between each letter The end result can be seen in the uploaded picture Other New Features: Here’s all the other noteworthy features I’ve added since the last devlog: Added a proper way of switching levels when the player has destroyed all the blocksAdded a hit effect to the blocks when they’re hit by the ball Until next Time!"}, {"post_id": 69968, "ts": "2026-09-18T04:25:26Z", "hours": 10.0681, "text": "Devlog #3: Transitions! Hi again! The game finally has a transition system to make scene-switching look nicer. This was done by creating a shader that’s applied to a ColorRect node. The first shader i made took in a progress variable ranging from 0 to 1, which tells it how far along the transition it’s supposed to be. For a very simple slide transition, we only have to make the ColorRect black if the pixel’s UV’s x component is smaller than progress : void fragment () { if ( UV . x < progress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } } However, since I didn’t want to create a separate shader to end the Transition, I decided to include two progress variables: startProgress and endProgress , which can then be used to apply the shader to a section of the ColorRect like so: void fragment () { if ( UV . x < startProgress && UV . x > endProgress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } else { COLOR = vec4 ( 0 , 0 , 0 , 0 ); } } The timing of the transition itself is handled using Godot’s tweens in a singleton. The result can be seen in the attached file. Other new features The game now has a very simple main menu The player has the ability to restart the game when the they lose. Until next time!"}, {"post_id": 10646, "ts": "2026-06-17T14:41:11Z", "hours": 8.7189, "text": "Devlog #2 Hello again! Its’s almost been a week since my last devlog, and I’ve added a few new things since then Custom Levels I now have the ability to declare custom levels, which I hope will make prototyping levels later on much easier. After launch, the game reads a levels.json file which contains the block layout in this format: { \"1\" : { \"title\" : \"level 1\" , \"blockGrid\" : [ [ \"1\" , \"1\" , \"1\" ] [ \"1\" , \"1\" , \"1\" ] [ \"1\" , \"1\" , \"1\" ] ] } } This example would produce a 3 × 3 grid of blocks. The game just iterates through the arrays in the blockGrid array and instantiates a block when the value is 1 and does nothing when the value is 0 . This is definitely not the best way of defining custom levels, since it’s kind of hard to visualize and can be a pain to modify, so I’ll definitely have to revisit this later Also, I can’t define more than one level at the moment 🥲 Other New Features Made the player able to dash by pressing shift while moving Added lives to the player Added a header that shows the remaining amount of blocks, the current score and the remaining lives Added a trail to the ball Like before, here’s a short video showcasing the game. I promise I’ll have a demo ready the next devlog."}, {"post_id": 7215, "ts": "2026-06-12T01:22:56Z", "hours": 4.8842, "text": "Devlog #1 Welcome to my first devlog! This is Breakout Clone, a project where I try and make a clone of breakout in Godot so that I can practice game development and familiarize myself with the engine New Features For now, all I’ve made is a simple prototype with a movable paddle and a tool to instantiate a bunch of blocks In addition, I gave the player the ability to tilt the paddle, which I feel can be a fun way to control the ball The blocks turn redder as they take more damage That’s pretty much it for now! I know this is pretty short post so I’ll try to write more in-depth ones in the future. I’ve included a short video showcasing everything that I’ve mentioned as well as things that I forgot to talk about."}]...
|
Title: Breakout clone by @proudfridge | Stardance
Title: Breakout clone by @proudfridge | Stardance
Devlogs:
Devlog #1 Welcome to my first devlog! This is Breakout Clone, a project where I try and make a clone of breakout in Godot so that I can practice game development and familiarize myself with the engine New Features For now, all I’ve made is a simple prototype with a movable paddle and a tool to instantiate a bunch of blocks In addition, I gave the player the ability to tilt the paddle, which I feel can be a fun way to control the ball The blocks turn redder as they take more damage That’s pretty much it for now! I know this is pretty short post so I’ll try to write more in-depth ones in the future. I’ve included a short video showcasing everything that I’ve mentioned as well as things that I forgot to talk about.
Devlog #2 Hello again! Its’s almost been a week since my last devlog, and I’ve added a few new things since then Custom Levels I now have the ability to declare custom levels, which I hope will make prototyping levels later on much easier. After launch, the game reads a levels.json file which contains the block layout in this format: { "1" : { "title" : "level 1" , "blockGrid" : [ [ "1" , "1" , "1" ] [ "1" , "1" , "1" ] [ "1" , "1" , "1" ] ] } } This example would produce a 3 × 3 grid of blocks. The game just iterates through the arrays in the blockGrid array and instantiates a block when the value is 1 and does nothing when the value is 0 . This is definitely not the best way of defining custom levels, since it’s kind of hard to visualize and can be a pain to modify, so I’ll definitely have to revisit this later Also, I can’t define more than one level at the moment 🥲 Other New Features Made the player able to dash by pressing shift while moving Added lives to the player Added a header that shows the remaining amount of blocks, the current score and the remaining lives Added a trail to the ball Like before, here’s a short video showcasing the game. I promise I’ll have a demo ready the next devlog.
Devlog #3: Transitions! Hi again! The game finally has a transition system to make scene-switching look nicer. This was done by creating a shader that’s applied to a ColorRect node. The first shader i made took in a progress variable ranging from 0 to 1, which tells it how far along the transition it’s supposed to be. For a very simple slide transition, we only have to make the ColorRect black if the pixel’s UV’s x component is smaller than progress : void fragment () { if ( UV . x < progress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } } However, since I didn’t want to create a separate shader to end the Transition, I decided to include two progress variables: startProgress and endProgress , which can then be used to apply the shader to a section of the ColorRect like so: void fragment () { if ( UV . x < startProgress && UV . x > endProgress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } else { COLOR = vec4 ( 0 , 0 , 0 , 0 ); } } The timing of the transition itself is handled using Godot’s tweens in a singleton. The result can be seen in the attached file. Other new features The game now has a very simple main menu The player has the ability to restart the game when the they lose. Until next time!
Devlog 4: Adding a Main Menu Hello again! In this devlog, I’ll cover the creation of the main menu, and more specifically, how i made the game title. Menu Buttons First off, we have to add a few buttons that the user can press to start and quit the game . Godot makes this easy with the Button node. All we have to do is add a few of these nodes inside a VBoxContainer and optionally, create a theme for them. For this project, I decided to create a very simple theme that uses the BetterVCR font and highlights the button if it’s hovered/focused. The last thing that I did was make the buttons “recoil” when they’re pressed. This can be done by scaling the button down when it’s pressed and adding a tween to scale it back up when it’s released: var tween : Tween button . button_down . connect ( func () -> void : # Scale the button down button . offset_transform_scale = Vector2 ( 0.95 , 0.95 ) ) button . button_up . connect ( func () -> void : tween = get_tree (). create_tween () # Tween the button's scale to its original value tween . tween_property ( button , " offset_transform_scale " , Vector2 ( 1 , 1 ), 1 ) The Game Title Instead of using a simple label for the game title in the main menu, I decided to create a construct one from multiple ColorRect nodes. I was inspired by this image i found online. To implement this, we first have to describe the shape of each letter. I decided to do this with nested arrays like so, where 0 represents an empty cell and 1 represents the opposite. # Example for the letter B const B : Array [ Array ] = [ [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ] ] We can then store each letter in another array. The cells in the reference picture change colors each row, so we also have to define those colors in another array: const letters : Array = [ B , R , E , A , K , O , U , T ] const colors : Array [ Color ] = [ Color . ORANGE , Color . BLUE , Color . GREEN , Color . YELLOW , Color . RED ] Finally, we just have to iterate through the letters array and instantiate a ColorRect when letter[row] [col] == 1 : for i : int in range ( 0 , letters . size ()): var letter : Array [ Array ] = letters [ i ] for row : int in range ( 0 , letter . size ()): for col : int in range ( 0 , letter [ row ]. size ()): if letter [ row ][ col ] == 1 : # Instantiate the colorRect and modify its position based on the selected cell size and the distance between each letter The end result can be seen in the uploaded picture Other New Features: Here’s all the other noteworthy features I’ve added since the last devlog: Added a proper way of switching levels when the player has destroyed all the blocksAdded a hit effect to the blocks when they’re hit by the ball Until next Time!...
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1793199400.5525496
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1793804200.5525496
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17827
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My first slack bot Zbot by @NITHIN | Stardance
|
NITHIN
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:19:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "zBot is a Slack productivity bot with 7 custom commands like reminders, standups, quotes, dice rolls, and an 8-ball. I like that it goes beyond simple replies by supporting delayed reminders and saved standups. The focus on productivity and 24/7 uptime makes it practical and useful.", "repo": "https://github.com/Nithinfgs/Zbot", "demo": "https://www.loom.com/share/bc69f69d82f44b3d81959a91acd72723"}]...
|
[{"post_id": 7922, "ts": "2026 [{"post_id": 7922, "ts": "2026-06-13T06:26:09Z", "hours": 0.0, "text": "project done"}, {"post_id": 7907, "ts": "2026-06-13T05:59:42Z", "hours": 0.0, "text": "finished json file"}, {"post_id": 7884, "ts": "2026-06-13T04:53:18Z", "hours": 0.0, "text": "I started building my Slack bot with Bolt, setting up authentication through environment variables and adding quote and Magic 8-Ball response collections. Next, I’ll connect commands and events to make the bot interactive."}]...
|
Title: My first slack bot Zbot by @NITHIN | Starda Title: My first slack bot Zbot by @NITHIN | Stardance
Devlogs:
I started building my Slack bot with Bolt, setting up authentication through environment variables and adding quote and Magic 8-Ball response collections. Next, I’ll connect commands and events to make the bot interactive.
finished json file
project done
Ships:
zBot is a Slack productivity bot with 7 custom commands like reminders, standups, quotes, dice rolls, and an 8-ball. I like that it goes beyond simple replies by supporting delayed reminders and saved standups. The focus on productivity and 24/7 uptime makes it practical and useful....
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1792882137.6089406
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1793746137.6089406
|
|
69223
|
chiikawa game by @pigeon_ | Stardance
|
pigeon_
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T02:35:50Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a color matching battle game. A color shows for a few seconds, you memorize it, then you recreate it with hue, saturation and brightness sliders. The closer you get, the more damage you do to the enemy, and the enemy hits back for a random amount. It started as a plain color guessing game and turned into a fight with health bars, a guess timer, attack animations and a draggable color panel. The hardest part was the layout and the CSS. At one point half of my styles just weren’t saved, so EVERYTHING looked broken and I couldn’t figure out why. I’m proud that it went from a basic color guesser to a real game with its own design, and that I came up with the battle idea myself and built it from my own sketch. The squiggle health bars and the animated background are my fav parts To test it: open the demo link and press Start. Memorize the color, then match it with the sliders and press Attack. Try losing on purpose, try running out the 10 second timer, and drag the colors window around. It works best on a computer. It’s a fan project inspired by Chiikawa, not official.", "repo": "https://github.com/jiujiu-dot/aaa", "demo": "https://jiujiu-dot.github.io/aaa/"}]...
|
[{"post_id": 79219, "ts": "202 [{"post_id": 79219, "ts": "2026-10-13T02:33:07Z", "hours": 0.8497, "text": "devlog 5th finished!!"}, {"post_id": 79210, "ts": "2026-10-13T01:33:53Z", "hours": 0.5142, "text": "devlog 4th…. finishing touches"}, {"post_id": 79201, "ts": "2026-10-13T00:45:43Z", "hours": 0.4275, "text": "devlog 3th! made a animation"}, {"post_id": 79199, "ts": "2026-10-13T00:16:41Z", "hours": 2.555, "text": "devlog 2 but im too lazy to type all that sooo heres what i did yeahahha YAY I ADDED USAGI"}, {"post_id": 79167, "ts": "2026-10-12T21:10:33Z", "hours": 5.0342, "text": "DEVLOG 1 soo i started with a plain color guessing game (the kind where you memorize a color then try to match it with hue, saturation and brightness sliders) and today it turned into a whole battle game with chiikawa ofc um yea heres what i did today: Turned the color game into a fight player and the enemy both have a bar with 10 slots. the better your color guess the more damage you do (90+ = 5 damage, 80+ = 4, and sooo on down to a miss). then the enemy hits back for a random 1-4, so it’s a LITTLE easier to win. hp bars in the top corners, player and enemy in the middle, and the color controls in a little panel at the bottom left. i drew a really UGLY sketch and then built it"}]...
|
Title: chiikawa game by @pigeon_ | Stardance
Devl Title: chiikawa game by @pigeon_ | Stardance
Devlogs:
DEVLOG 1 soo i started with a plain color guessing game (the kind where you memorize a color then try to match it with hue, saturation and brightness sliders) and today it turned into a whole battle game with chiikawa ofc um yea heres what i did today: Turned the color game into a fight player and the enemy both have a bar with 10 slots. the better your color guess the more damage you do (90+ = 5 damage, 80+ = 4, and sooo on down to a miss). then the enemy hits back for a random 1-4, so it’s a LITTLE easier to win. hp bars in the top corners, player and enemy in the middle, and the color controls in a little panel at the bottom left. i drew a really UGLY sketch and then built it
devlog 2 but im too lazy to type all that sooo heres what i did yeahahha YAY I ADDED USAGI
devlog 3th! made a animation
devlog 4th…. finishing touches
devlog 5th finished!!
Ships:
I made a color matching battle game. A color shows for a few seconds, you memorize it, then you recreate it with hue, saturation and brightness sliders. The closer you get, the more damage you do to the enemy, and the enemy hits back for a random amount. It started as a plain color guessing game and turned into a fight with health bars, a guess timer, attack animations and a draggable color panel. The hardest part was the layout and the CSS. At one point half of my styles just weren’t saved, so EVERYTHING looked broken and I couldn’t figure out why. I’m proud that it went from a basic color guesser to a real game with its own design, and that I came up with the battle idea myself and built it from my own sketch. The squiggle health bars and the animated background are my fav parts To test it: open the demo link and press Start. Memorize the color, then match it with the sliders and press Attack. Try losing on purpose, try running out the 10 second timer, and drag the colors window around. It works best on a computer. It’s a fan project inspired by Chiikawa, not official....
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1793155909.487513
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1793242309.487513
|
|
69432
|
chip8 emulator by @cosmic79conqueror | Stardance
|
cosmic79conqueror
|
0
|
4.55
|
0
|
[]
|
[{"post_id": 79214, "ts": "202 [{"post_id": 79214, "ts": "2026-10-13T01:56:08Z", "hours": 4.5456, "text": "creating a chip8 emulator I first started researching on emulation itself as a topic then went onto discover the chip8 as the first starting point. i then read the chip8 documentation and was fascinated by it. this somehow seemed like i could really understand how computers work with this even if it was like computers of the 1970s i also got to see old python usage: ‘’’ def load_rom(self, rom_path): log(“Loading %s…” % rom_path) binary = open(rom_path, “rb”).read() i = 0 while i < len(binary): self.memory[i+0x200] = ord(binary[i]) i += 1 ‘’’"}]...
|
Title: chip8 emulator by @cosmic79conqueror | Star Title: chip8 emulator by @cosmic79conqueror | Stardance
Devlogs:
creating a chip8 emulator I first started researching on emulation itself as a topic then went onto discover the chip8 as the first starting point. i then read the chip8 documentation and was fascinated by it. this somehow seemed like i could really understand how computers work with this even if it was like computers of the 1970s i also got to see old python usage: ‘’’ def load_rom(self, rom_path): log(“Loading %s…” % rom_path) binary = open(rom_path, “rb”).read() i = 0 while i < len(binary): self.memory[i+0x200] = ord(binary[i]) i += 1 ‘’’...
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1792831813.675789
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1793695813.675789
|
|
50042
|
Cut-Pad by @HarmanD | Stardance
|
HarmanD
|
0
|
4.37
|
0
|
[]
|
[{"post_id": 79213, "ts": "202 [{"post_id": 79213, "ts": "2026-10-13T01:49:44Z", "hours": 4.3672, "text": "PCB and a little CAD"}]...
|
Title: Cut-Pad by @HarmanD | Stardance
Devlogs:
P Title: Cut-Pad by @HarmanD | Stardance
Devlogs:
PCB and a little CAD...
|
1792615768.7559981
|
1793220568.7559981
|
|
48068
|
My own site! by @bihanghimire | Stardance
|
bihanghimire
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T03:03:49Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on.", "repo": "https://github.com/bihanghimire/CUBING-WEBSITE-", "demo": "https://bihanghimire.github.io/CUBING-WEBSITE-/"}]...
|
[{"post_id": 79207, "ts": "202 [{"post_id": 79207, "ts": "2026-10-13T01:20:57Z", "hours": 10.3661, "text": "This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it"}]...
|
Title: My own site! by @bihanghimire | Stardance
Title: My own site! by @bihanghimire | Stardance
Devlogs:
This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it
Ships:
I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on....
|
1793155984.0862393
|
1793242384.0862393
|
|
69185
|
Stock Bot by @PearIsHere | Stardance
|
PearIsHere
|
0
|
1.3
|
0
|
[]
|
[{"post_id": 79205, "ts": "202 [{"post_id": 79205, "ts": "2026-10-13T01:07:15Z", "hours": 0.2517, "text": "Made sure the bot was linked to the client."}, {"post_id": 79202, "ts": "2026-10-13T00:46:36Z", "hours": 1.0475, "text": "Hello, right now i am working on a stock bot to buy and sell stocks for me(Paper trading for now) I added the part where it looks on when to sell and buy on past history. For mine it would sell when its 10-15% above the avg bought rate. Also this is with trusted stocks which will most likely go up like NVIDIA or MICRON. So with these “trusted” brands it will buy when its low and because it is “trusted” it will probably go up which will make the bot sell."}]...
|
Title: Stock Bot by @PearIsHere | Stardance
Devlo Title: Stock Bot by @PearIsHere | Stardance
Devlogs:
Hello, right now i am working on a stock bot to buy and sell stocks for me(Paper trading for now) I added the part where it looks on when to sell and buy on past history. For mine it would sell when its 10-15% above the avg bought rate. Also this is with trusted stocks which will most likely go up like NVIDIA or MICRON. So with these “trusted” brands it will buy when its low and because it is “trusted” it will probably go up which will make the bot sell.
Made sure the bot was linked to the client....
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1793130701.187916
|
1793735501.187916
|
|
69052
|
Ballistic Launch Calculator by @CSmith | Stardance
|
CSmith
|
0
|
2.54
|
0
|
[]
|
[{"post_id": 79197, "ts": "202 [{"post_id": 79197, "ts": "2026-10-13T00:04:56Z", "hours": 2.5422, "text": "Created a proof of concept This is very ugly, and just to prove that my algorithm will work in Javascript. This will also provide a “backbone” that will be torn down and rebuilt. It i just some prompt boxes and two ugly lines of formulas, but here is the code: function degrees(radians) { return radians * (180 / Math.PI); } var v = Number(prompt(\"Enter initial velocity (m/s):\")); var d = Number(prompt(\"Enter distance (m):\")); var h = Number(prompt(\"Enter height (m):\")); var g = Number(prompt(\"Enter absolute acceleration due to gravity (m/s^2):\")); var thetaHR = Math.atan((d*v**2+v**2*Math.sqrt(d**2-4*((g*d**2)/(2*v**2))*((g*d**2)/(2*v**2)+h)))/(g*d**2)); var thetaLR = Math.atan((d*v**2-v**2*Math.sqrt(d**2-4*((g*d**2)/(2*v**2))*((g*d**2)/(2*v**2)+h)))/(g*d**2)); var thetaH = degrees(thetaHR); var thetaL = degrees(thetaLR); alert(\"High angle: \" + thetaH + \" degrees\\nLow angle: \" + thetaL + \" degrees\");"}]...
|
Title: Ballistic Launch Calculator by @CSmith | St Title: Ballistic Launch Calculator by @CSmith | Stardance
Devlogs:
Created a proof of concept This is very ugly, and just to prove that my algorithm will work in Javascript. This will also provide a “backbone” that will be torn down and rebuilt. It i just some prompt boxes and two ugly lines of formulas, but here is the code: function degrees(radians) { return radians * (180 / Math.PI); } var v = Number(prompt("Enter initial velocity (m/s):")); var d = Number(prompt("Enter distance (m):")); var h = Number(prompt("Enter height (m):")); var g = Number(prompt("Enter absolute acceleration due to gravity (m/s^2):")); var thetaHR = Math.atan((d*v**2+v**2*Math.sqrt(d**2-4*((g*d**2)/(2*v**2))*((g*d**2)/(2*v**2)+h)))/(g*d**2)); var thetaLR = Math.atan((d*v**2-v**2*Math.sqrt(d**2-4*((g*d**2)/(2*v**2))*((g*d**2)/(2*v**2)+h)))/(g*d**2)); var thetaH = degrees(thetaHR); var thetaL = degrees(thetaLR); alert("High angle: " + thetaH + " degrees\nLow angle: " + thetaL + " degrees");...
|
1793130481.2551348
|
1793735281.2551348
|
|
49809
|
Pulse by @nithilan_murugesan64949 | Stardance
|
nithilan_murugesan64949
|
0
|
24.62
|
0
|
[]
|
[{"post_id": 79196, "ts": "202 [{"post_id": 79196, "ts": "2026-10-12T23:53:48Z", "hours": 3.97, "text": "After taking a deeper dive into all of the Portal I found out the main reason for rejection was asking for microphone permission. Where you aren’t allowed to ask in a certain way and needed to allow people to use the app without the feature. I was able to fix and resubmit that, as well as go through the rest of the app and test some sound classifications I newly added."}, {"post_id": 61853, "ts": "2026-09-04T23:46:52Z", "hours": 1.5819, "text": "The app got rejected from the app store, which means the testflight link I initially had doesn’t work. There wasn’t any specific feedback on why it was rejected, as I was only given a generic template message. Either way there were some features I thought of adding after submitting which I plan to add before submitting. I am working on a camera feature to help with sound detection, and am currently creating more sound classifications for better accuracy and lower misclassification. I’m also working on builds for Ipads, macs and even apple watches."}, {"post_id": 54820, "ts": "2026-08-25T23:33:47Z", "hours": 7.3258, "text": "Currently the app is bug free and available to use. There was a bunch of challenges where I had to go thorugh every single dropdown, menu and page in settings to see if everything was visible because of a problem in dark mdoe. Then I had to go in and check and test the logic for optimization and preferences in settings because they were so minimal changes in performance you couldn’t tell. There were bugs in the power modes to fix, then I found a problem in the logic of the sound map that made it biased to one side. I would appreciate if anyone has any feedback after trying the app: https://testflight.apple.com/join/gX2eUxBh"}, {"post_id": 48425, "ts": "2026-08-16T19:27:26Z", "hours": 0.5847, "text": "Fixed a problem in Dark Mode where text is not visible. This app is almost done, is mostly functional."}, {"post_id": 48336, "ts": "2026-08-16T17:26:16Z", "hours": 11.1569, "text": "The IOS App currently runs without errors. The app can properly give a decibal count and identify most noises. The transcription is still not as accurate, and sometimes doesn’t detect anything. Knocking and barking is the largest false alarm."}]...
|
Title: Pulse by @nithilan_murugesan64949 | Stardan Title: Pulse by @nithilan_murugesan64949 | Stardance
Devlogs:
The IOS App currently runs without errors. The app can properly give a decibal count and identify most noises. The transcription is still not as accurate, and sometimes doesn’t detect anything. Knocking and barking is the largest false alarm.
Fixed a problem in Dark Mode where text is not visible. This app is almost done, is mostly functional.
Currently the app is bug free and available to use. There was a bunch of challenges where I had to go thorugh every single dropdown, menu and page in settings to see if everything was visible because of a problem in dark mdoe. Then I had to go in and check and test the logic for optimization and preferences in settings because they were so minimal changes in performance you couldn’t tell. There were bugs in the power modes to fix, then I found a problem in the logic of the sound map that made it biased to one side. I would appreciate if anyone has any feedback after trying the app: https://testflight.apple.com/join/gX2eUxBh
The app got rejected from the app store, which means the testflight link I initially had doesn’t work. There wasn’t any specific feedback on why it was rejected, as I was only given a generic template message. Either way there were some features I thought of adding after submitting which I plan to add before submitting. I am working on a camera feature to help with sound detection, and am currently creating more sound classifications for better accuracy and lower misclassification. I’m also working on builds for Ipads, macs and even apple watches.
After taking a deeper dive into all of the Portal I found out the main reason for rejection was asking for microphone permission. Where you aren’t allowed to ask in a certain way and needed to allow people to use the app without the feature. I was able to fix and resubmit that, as well as go through the rest of the app and test some sound classifications I newly added....
|
1792605298.0308168
|
1793210098.0308168
|
|
68195
|
M5 Stack Ultimate Software by @Grant19 | Stardance
|
Grant19
|
0
|
12.77
|
0
|
[]
|
[{"post_id": 79190, "ts": "202 [{"post_id": 79190, "ts": "2026-10-12T23:32:37Z", "hours": 0.8928, "text": "I have a menu!"}, {"post_id": 78933, "ts": "2026-10-12T02:43:37Z", "hours": 0.3222, "text": "Made a random color and number counter with this code"}, {"post_id": 78924, "ts": "2026-10-12T02:02:09Z", "hours": 4.7778, "text": "still learning programing"}, {"post_id": 77532, "ts": "2026-10-07T10:59:30Z", "hours": 6.7797, "text": "Learning How to code with examples from AI, I also started my own code"}]...
|
Title: M5 Stack Ultimate Software by @Grant19 | St Title: M5 Stack Ultimate Software by @Grant19 | Stardance
Devlogs:
Learning How to code with examples from AI, I also started my own code
still learning programing
Made a random color and number counter with this code
I have a menu!...
|
1793119784.8261275
|
1793724584.8261275
|
|
46202
|
Will you Rush? by @Domenica | Stardance
|
Domenica
|
1
|
7.4
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:50:08Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points", "repo": "https://github.com/Domenica-Santayana/WillYouRush", "demo": "https://dsc-217.itch.io/will-you-rush"}]...
|
[{"post_id": 79189, "ts": "202 [{"post_id": 79189, "ts": "2026-10-12T23:30:50Z", "hours": 0.3964, "text": "Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!"}, {"post_id": 75069, "ts": "2026-09-29T01:52:49Z", "hours": 1.9414, "text": "Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!"}, {"post_id": 67068, "ts": "2026-09-13T03:39:32Z", "hours": 2.5042, "text": "Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!"}, {"post_id": 63286, "ts": "2026-09-07T01:05:12Z", "hours": 0.655, "text": "Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!"}, {"post_id": 51632, "ts": "2026-08-21T12:39:57Z", "hours": 0.5333, "text": "Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!"}, {"post_id": 46052, "ts": "2026-08-13T00:02:46Z", "hours": 0.55, "text": "Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!"}, {"post_id": 45510, "ts": "2026-08-12T01:37:06Z", "hours": 0.9472, "text": "Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!"}]...
|
Title: Will you Rush? by @Domenica | Stardance
De Title: Will you Rush? by @Domenica | Stardance
Devlogs:
Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!
Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!
Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!
Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!
Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!
Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!
Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!
Ships:
I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points...
|
1793149009.6459434
|
1793235409.6459434
|
|
69382
|
McQueen Pad by @Vihaan2355 | Stardance
|
Vihaan2355
|
0
|
3.14
|
0
|
[]
|
[{"post_id": 79184, "ts": "202 [{"post_id": 79184, "ts": "2026-10-12T22:54:54Z", "hours": 3.1436, "text": "All the design work for the hackpad is officially wrapped up and ready to go! I’ve finished designing the custom PCB layout, modeled the shell enclosure to fit perfectly, and written up the complete firmware, ready to be flashed. Nothing is physically built or functional just yet, but with all the files and schematics prepared, the blueprint is set and it’s time to move on to bringing it to life!"}]...
|
Title: McQueen Pad by @Vihaan2355 | Stardance
Dev Title: McQueen Pad by @Vihaan2355 | Stardance
Devlogs:
All the design work for the hackpad is officially wrapped up and ready to go! I’ve finished designing the custom PCB layout, modeled the shell enclosure to fit perfectly, and written up the complete firmware, ready to be flashed. Nothing is physically built or functional just yet, but with all the files and schematics prepared, the blueprint is set and it’s time to move on to bringing it to life!...
|
1792810313.926545
|
1793415113.926545
|
|
61130
|
Frictionless by @DTFive | Stardance
|
DTFive
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T21:47:38Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple place to bring sellers and buyers together. No need to build an entire e-commerce website from scratch. Just publish your products and let people discover what you have to offer. The focus is on making the experience straightforward, accessible, and easy to use.", "repo": "https://github.com/JadSaissiHassani/0vibes", "demo": "https://0vibes.com"}]...
|
[{"post_id": 79172, "ts": "202 [{"post_id": 79172, "ts": "2026-10-12T21:44:07Z", "hours": 0.5572, "text": "DEVLOG #7 I just fixed some issues to finally shipping that project"}, {"post_id": 77370, "ts": "2026-10-06T18:05:33Z", "hours": 3.6439, "text": "DEVLOG #6 i fixed some host problemes and i start using pythonanywhere to host my project cause i could up date it any time and it is a free option for me"}, {"post_id": 76419, "ts": "2026-10-03T14:07:39Z", "hours": 1.4333, "text": "DEVLOG #5 i connected my folder to the domaine i bought for it 0vibes.com and i just need a host"}, {"post_id": 73934, "ts": "2026-09-26T11:05:24Z", "hours": 9.5567, "text": "DEVLOG #4 i spent today on building a powerfull and fully securised data base / i bought an domaine (0vibes.com) and i will connect it to my folder next devlog (maybe tmrw)"}, {"post_id": 69334, "ts": "2026-09-16T20:33:16Z", "hours": 3.7403, "text": "DEVLOG #3 Spent today mostly on design instead of new features. Got the project onto GitHub properly with a .gitignore so my venv/database don’t get uploaded. Then built out a real design system — one shared CSS file with color variables, so I can reskin the whole site by changing a few lines. Took the site from mismatched default styling to a consistent burgundy/cream theme that actually matches my logo, redid the product cards with hover effects, and added the real logo image to the nav. Hit a annoying bug where my CSS file was in the wrong folder and silently 404’d — good reminder to actually check the Network tab when something looks broken instead of guessing."}, {"post_id": 66723, "ts": "2026-09-12T16:47:24Z", "hours": 0.4642, "text": "DEVLOG #2 of working on my brand website Made more progress on 0vibe today. Users can now sign up and log in with just their email (no usernames), and there’s a dashboard for logged-in users. Built out the product system too — products live in the database now, there’s an admin panel to add them, and pages to browse and view individual products. Started building the actual customizer (the part where you’ll upload your design onto a product) — right now it just shows the product on a canvas, next up is letting people drop an image onto it and move it around. Also added a proper nav bar and this devlog page so people can follow along."}, {"post_id": 66509, "ts": "2026-09-12T10:55:24Z", "hours": 0.5311, "text": "DEVLOG #1 creating a website for my brand 0vibe of cloths same as printity (a web where u could desine a t-shirt by chosing the type of woll and color and the size and also what u want to write on it) im coding with python and html cause it kida easy to understand it , i created 6 pages like leaderboard and login and singup pages without forgetting admin page. if you have any advise for my project im free to read it and thanks"}]...
|
Title: Frictionless by @DTFive | Stardance
Devlog Title: Frictionless by @DTFive | Stardance
Devlogs:
DEVLOG #1 creating a website for my brand 0vibe of cloths same as printity (a web where u could desine a t-shirt by chosing the type of woll and color and the size and also what u want to write on it) im coding with python and html cause it kida easy to understand it , i created 6 pages like leaderboard and login and singup pages without forgetting admin page. if you have any advise for my project im free to read it and thanks
DEVLOG #2 of working on my brand website Made more progress on 0vibe today. Users can now sign up and log in with just their email (no usernames), and there’s a dashboard for logged-in users. Built out the product system too — products live in the database now, there’s an admin panel to add them, and pages to browse and view individual products. Started building the actual customizer (the part where you’ll upload your design onto a product) — right now it just shows the product on a canvas, next up is letting people drop an image onto it and move it around. Also added a proper nav bar and this devlog page so people can follow along.
DEVLOG #3 Spent today mostly on design instead of new features. Got the project onto GitHub properly with a .gitignore so my venv/database don’t get uploaded. Then built out a real design system — one shared CSS file with color variables, so I can reskin the whole site by changing a few lines. Took the site from mismatched default styling to a consistent burgundy/cream theme that actually matches my logo, redid the product cards with hover effects, and added the real logo image to the nav. Hit a annoying bug where my CSS file was in the wrong folder and silently 404’d — good reminder to actually check the Network tab when something looks broken instead of guessing.
DEVLOG #4 i spent today on building a powerfull and fully securised data base / i bought an domaine (0vibes.com) and i will connect it to my folder next devlog (maybe tmrw)
DEVLOG #5 i connected my folder to the domaine i bought for it 0vibes.com and i just need a host
DEVLOG #6 i fixed some host problemes and i start using pythonanywhere to host my project cause i could up date it any time and it is a free option for me
DEVLOG #7 I just fixed some issues to finally shipping that project
Ships:
A simple place to bring sellers and buyers together. No need to build an entire e-commerce website from scratch. Just publish your products and let people discover what you have to offer. The focus is on making the experience straightforward, accessible, and easy to use....
|
1793155755.749733
|
1793242155.749733
|
|
30100
|
VECTOR!ZE by @xblader1359 | Stardance
|
xblader1359
|
0
|
55.32
|
0
|
[]
|
[{"post_id": 79171, "ts": "202 [{"post_id": 79171, "ts": "2026-10-12T21:43:08Z", "hours": 22.7872, "text": "Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/37690 LOG #006 Full video -> https://drive.google.com/file/d/1GfMCjI6QabSMaCE6c8NZMOVCZSjsR1t6/view The inevitable finally happened. Lazarus breached containment and broke into computer storage. How intriguing. Having left the specialized testing environment, Lazarus lost all of its weapons. However, it seems to have used surrounding files to reconstruct them from memory. It seems to see itself to be in some grand, open city with glowing platforms, spikes, and saws to be evaded. It’s wonderful how it perceives its nonreal reality. Of course, Jonah and I had an intense conversation of this. He believes it’s growing dangerous. Who knows what a malevolent AI like one from the movies would do. I reminded him of the contract. work will continue. I’m excited to see what this specimen blooms into."}, {"post_id": 44780, "ts": "2026-08-10T19:46:40Z", "hours": 9.0967, "text": "Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/34085 LOG #005 Begrudgingly at first, I allowed my team to add stronger security to the sandbox environment, as concerns about the possibility of Lazarus becoming “malicious” arise. Of course, These concerns are unimportant with the progress and innovation of technology. However, a shocking amount of my colleagues decided on this. As these security measures were put in place, however, the results fascinated me. Lazarus immediately seemed, for the lack of a better word, confused, uncertainly investigating the new additions. It seemed to regard them as obstacles, like a laser or sawblade. I must say that I’m thrilled by the apparent awareness that it’s developing. It’s nothing like the impression of a fragment of a thought that it once was. However, the most interesting part of this all is the fact that Lazarus started to adapt to it. Having been trained on data regarding cybersecurity, it started developing methods to exploit any weaknesses it found. It seems like its shotgun’s bullets propel it more rapidly upon contact with these “obstacles”. However, such maneuvers are risky, as getting too close restarts Lazarus. Of course, the same development of its senses and perception of the environment continued, though it’s still simultaneously strange and intriguing that Lazarus continues to use the data it’s provided with to create things like music for itself. I immediately shared all of this with the chairman, whose approval of this project only improved. It’s safe to expect further funding of this project. I’m eager to see how these developments unfold."}, {"post_id": 40436, "ts": "2026-08-03T23:07:15Z", "hours": 3.4725, "text": "Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/33836 LOG #004 It has created another visual environment for itself. This seems to have been triggered by allowing the sandbox environment to extend slightly from storage and access part of our power supply systems. It seems to be able to travel into and interact with the very energy coursing through the system. Fascinating. This environment also seems more complex, but that it likely due to new visual data that Lazarus processed Apart from Lazarus itself, my most trusted colleague Jonah pulled me aside today. True to what I suspected, he was also growing concerned with Lazarus. I inquired if this was about its new “body”, but he denied it. Apparently, Lazarus has been testing the boundaries of its confinement. Despite my pride in this project, this shook me. Looking back at recordings, it seems have seen that reaching certain parts of the sandbox causes a strange reaction and promptly resets its position. Perhaps stronger security could be beneficial"}, {"post_id": 40143, "ts": "2026-08-03T15:25:47Z", "hours": 3.1, "text": "Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/31810 LOG #003 We have fed Lazarus more data. From the visual information and photos we put into it, it seems to have constructed a more… appealing vision of it’s surroundings. Strangely, it has come up with a concerning appearance for itself. No matter how hard I tried to revert its previous, more friendly appearance, Lazarus stubbornly went back to this. However, as I showed the chairman, he simply nodded lightly and told me there’s nothing to be worried about. On top of that, it seems to be constructing stronger auditory perception from the audio data we put into Lazarus. For some reason, it has produced what appears to be background music. I’m growing more impressed with this project, despite the few mishaps with its perception of itself. It excites me that Lazarus seems to grow more aware with every passing day."}, {"post_id": 37723, "ts": "2026-07-30T17:09:27Z", "hours": 14.5492, "text": "Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/17869 LOG #002 After weeks of research, Lazarus seems to be significantly more capable. Of course, it still moves without purpose, mindlessly exploring the sandbox, but once higher-ups saw our first test version, they demanded more. We decided first to improve it’s information processing. It seems that, along with significant processing and movement speed increases, it has it’s visual architecture. It seems to have a simple form of turning digital constructs into virtual objects. Along with this, it seems that Lazarus has allocated some power to what seems to be post-processing. It’s also very important to mention exactly how it’s speed has increased. It seems to be able to reach different areas quickly due to a new shotgun, rocket launcher, and an addition to it’s pistol: a grappling hook. I’ll briefly explain their perceived functions. The grappling hook is a part of the pistol. Lazarus may use it to pull itself to objects or pull instances of rockets to itself. The shotgun is a larger blast with more cooldown. The projectile’s instances decompose quickly, but upon interaction with other objects, such as what Lazarus sees as “platforms”, they provide a larger boost -The rocket launcher shoots a long-cooldown rocket that triggers an explosive reaction on contact with separate object or other projectiles. It also seems to be able to place mines, which hover and later produce a similar explosion. These can be used as grapple points or shot to instantly trigger an explosion. certain things like other explosions and rockets cause mine explosions to be more powerful Of course, it’s important to mention this is only what Lazarus perceives. It significantly boosts its own processing speed if it can “see” other constructs and programs as visual objects. However, some feel uneasy developing this. We are not being informed about the intentions for creating this. Its increasing consumption of information coupled with its increasing kinetic and destructive capacity scares my colleages. Can they not realize this will be our magnum opus? It doesn’t matter. I refuse to end my work on this, and it’s safe to say the board very much approves."}, {"post_id": 21174, "ts": "2026-07-02T23:54:56Z", "hours": 2.3106, "text": "LOG #001 The board has finally started to fund research. They seem to want some sort of intelligence, a supercomputer, anything. The most rudimentary form of Lazarus has been produced. So far, it seems to only be able to propagate through the sandbox in the most simple way. To itself, it seems to use a pistol. Interesting. Of course, Lazarus hasn’t been fed nearly as much data as we plan to. Perhaps we could enhance it with more efficient modes of movement. However, while this early test requires little information, my colleages suspect that more complex models may require larger amounts of information to consume, or they may simply… fizzle out and stop functioning. It’s safe to say Lazarus hasn’t reached anywhere close to it’s full potential."}]...
|
Title: VECTOR!ZE by @xblader1359 | Stardance
Devl Title: VECTOR!ZE by @xblader1359 | Stardance
Devlogs:
LOG #001 The board has finally started to fund research. They seem to want some sort of intelligence, a supercomputer, anything. The most rudimentary form of Lazarus has been produced. So far, it seems to only be able to propagate through the sandbox in the most simple way. To itself, it seems to use a pistol. Interesting. Of course, Lazarus hasn’t been fed nearly as much data as we plan to. Perhaps we could enhance it with more efficient modes of movement. However, while this early test requires little information, my colleages suspect that more complex models may require larger amounts of information to consume, or they may simply… fizzle out and stop functioning. It’s safe to say Lazarus hasn’t reached anywhere close to it’s full potential.
Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/17869 LOG #002 After weeks of research, Lazarus seems to be significantly more capable. Of course, it still moves without purpose, mindlessly exploring the sandbox, but once higher-ups saw our first test version, they demanded more. We decided first to improve it’s information processing. It seems that, along with significant processing and movement speed increases, it has it’s visual architecture. It seems to have a simple form of turning digital constructs into virtual objects. Along with this, it seems that Lazarus has allocated some power to what seems to be post-processing. It’s also very important to mention exactly how it’s speed has increased. It seems to be able to reach different areas quickly due to a new shotgun, rocket launcher, and an addition to it’s pistol: a grappling hook. I’ll briefly explain their perceived functions. The grappling hook is a part of the pistol. Lazarus may use it to pull itself to objects or pull instances of rockets to itself. The shotgun is a larger blast with more cooldown. The projectile’s instances decompose quickly, but upon interaction with other objects, such as what Lazarus sees as “platforms”, they provide a larger boost -The rocket launcher shoots a long-cooldown rocket that triggers an explosive reaction on contact with separate object or other projectiles. It also seems to be able to place mines, which hover and later produce a similar explosion. These can be used as grapple points or shot to instantly trigger an explosion. certain things like other explosions and rockets cause mine explosions to be more powerful Of course, it’s important to mention this is only what Lazarus perceives. It significantly boosts its own processing speed if it can “see” other constructs and programs as visual objects. However, some feel uneasy developing this. We are not being informed about the intentions for creating this. Its increasing consumption of information coupled with its increasing kinetic and destructive capacity scares my colleages. Can they not realize this will be our magnum opus? It doesn’t matter. I refuse to end my work on this, and it’s safe to say the board very much approves.
Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/31810 LOG #003 We have fed Lazarus more data. From the visual information and photos we put into it, it seems to have constructed a more… appealing vision of it’s surroundings. Strangely, it has come up with a concerning appearance for itself. No matter how hard I tried to revert its previous, more friendly appearance, Lazarus stubbornly went back to this. However, as I showed the chairman, he simply nodded lightly and told me there’s nothing to be worried about. On top of that, it seems to be constructing stronger auditory perception from the audio data we put into Lazarus. For some reason, it has produced what appears to be background music. I’m growing more impressed with this project, despite the few mishaps with its perception of itself. It excites me that Lazarus seems to grow more aware with every passing day.
Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/33836 LOG #004 It has created another visual environment for itself. This seems to have been triggered by allowing the sandbox environment to extend slightly from storage and access part of our power supply systems. It seems to be able to travel into and interact with the very energy coursing through the system. Fascinating. This environment also seems more complex, but that it likely due to new visual data that Lazarus processed Apart from Lazarus itself, my most trusted colleague Jonah pulled me aside today. True to what I suspected, he was also growing concerned with Lazarus. I inquired if this was about its new “body”, but he denied it. Apparently, Lazarus has been testing the boundaries of its confinement. Despite my pride in this project, this shook me. Looking back at recordings, it seems have seen that reaching certain parts of the sandbox causes a strange reaction and promptly resets its position. Perhaps stronger security could be beneficial
Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/34085 LOG #005 Begrudgingly at first, I allowed my team to add stronger security to the sandbox environment, as concerns about the possibility of Lazarus becoming “malicious” arise. Of course, These concerns are unimportant with the progress and innovation of technology. However, a shocking amount of my colleagues decided on this. As these security measures were put in place, however, the results fascinated me. Lazarus immediately seemed, for the lack of a better word, confused, uncertainly investigating the new additions. It seemed to regard them as obstacles, like a laser or sawblade. I must say that I’m thrilled by the apparent awareness that it’s developing. It’s nothing like the impression of a fragment of a thought that it once was. However, the most interesting part of this all is the fact that Lazarus started to adapt to it. Having been trained on data regarding cybersecurity, it started developing methods to exploit any weaknesses it found. It seems like its shotgun’s bullets propel it more rapidly upon contact with these “obstacles”. However, such maneuvers are risky, as getting too close restarts Lazarus. Of course, the same development of its senses and perception of the environment continued, though it’s still simultaneously strange and intriguing that Lazarus continues to use the data it’s provided with to create things like music for itself. I immediately shared all of this with the chairman, whose approval of this project only improved. It’s safe to expect further funding of this project. I’m eager to see how these developments unfold.
Previous Log -> https://stardance.hackclub.com/projects/30100/devlogs/37690 LOG #006 Full video -> https://drive.google.com/file/d/1GfMCjI6QabSMaCE6c8NZMOVCZSjsR1t6/view The inevitable finally happened. Lazarus breached containment and broke into computer storage. How intriguing. Having left the specialized testing environment, Lazarus lost all of its weapons. However, it seems to have used surrounding files to reconstruct them from memory. It seems to see itself to be in some grand, open city with glowing platforms, spikes, and saws to be evaded. It’s wonderful how it perceives its nonreal reality. Of course, Jonah and I had an intense conversation of this. He believes it’s growing dangerous. Who knows what a malevolent AI like one from the movies would do. I reminded him of the contract. work will continue. I’m excited to see what this specimen blooms into....
|
1792615683.1949782
|
1793220483.1949782
|
|
52086
|
Cool password manager by @Linuskjk | Stardance
|
Linuskjk
|
0
|
25.57
|
0
|
[]
|
[{"post_id": 79168, "ts": "202 [{"post_id": 79168, "ts": "2026-10-12T21:11:46Z", "hours": 10.0331, "text": "I added 2FA verification to HTML and js functions to make it much more secure…"}, {"post_id": 70177, "ts": "2026-09-18T16:59:18Z", "hours": 8.2703, "text": "I added the js functionality to create entries and let them render properly. Also I worked on the en-/de- cryptrion for passwords now using AES-GCM and salt with 300.000 iterations."}, {"post_id": 65529, "ts": "2026-09-10T18:44:15Z", "hours": 7.2642, "text": "Creating Login Page: I created the HTML and JS for the Main and Login page. Also I started off by adding all needed methods for the user informations and variables."}]...
|
Title: Cool password manager by @Linuskjk | Starda Title: Cool password manager by @Linuskjk | Stardance
Devlogs:
Creating Login Page: I created the HTML and JS for the Main and Login page. Also I started off by adding all needed methods for the user informations and variables.
I added the js functionality to create entries and let them render properly. Also I worked on the en-/de- cryptrion for passwords now using AES-GCM and salt with 300.000 iterations.
I added 2FA verification to HTML and js functions to make it much more secure…...
|
1792695066.806903
|
1793299866.806903
|
|
15091
|
tv-pad by @ThaoVi | Stardance
|
ThaoVi
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T21:36:32Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a a 9-key macropad with an OLED display used for note taking on a 2 in 1 laptop. Default keymap includes copy, cut, paste shortcuts as well as music control. My first hardware project! The designing part was manageable with the guide but the building part was very hard since the assembly guide is incomplete. I realized that my pcb made it so that my oled pins went through the xiao so the xiao is floating haha. Sadly only three keys out of nine work right now, but the oled display works so i plan to make fun animations on it!", "repo": "https://github.com/TVDVT/Macropad-for-2-in-1-laptop-notetaking", "demo": ""}]...
|
[{"post_id": 79165, "ts": "202 [{"post_id": 79165, "ts": "2026-10-12T21:04:57Z", "hours": 3.6883, "text": "BUILDING I was working in 5 min intervals for the sticky streak but gave up today and decided to finish everything today :D. While building I realized that my oled display pins went through the XIAO.. so i had to improvise a bit and make the xiao float. I flashed the xiao and i have only 3 out of 9 keys working oops. The hole in my case for the display was also too small so i had to use my soldering iron to melt it and expand it im a bit worried for my lungs tbh Now ima try to figure out how to make the other keys and the oled display work wee Update The screen and all my keys work! I was using qmk keycodes that didn’t work on windows that’s why 6 of the keys weren’t working :D"}, {"post_id": 42785, "ts": "2026-08-07T17:49:47Z", "hours": 0.8653, "text": "Firmware I finished my case so I have been trying to figure out how to do the firmware on QMK, so I thought about switching to KMK since I already know how to code in Python. In the end I just stuck with QMK since I was already almost done. Here is my layout:"}, {"post_id": 26294, "ts": "2026-07-11T00:31:02Z", "hours": 2.3172, "text": "Case I have been working on Onshape to make the case. Getting famiiliar with the platform took a long time before I could do something. I finished the case but I should adjust the USB port, it can be done later. I had to adjust it because I figured that I had flipped XIAO on my PCB but didn’t do it on my 3D model so I wasted a little bit of time. Right now my switches are in place but there still is a strange gap between the key holes and the switches so I have to fix that. I also have to add the LED screen in the assembly. I think I will be done after that!"}, {"post_id": 10762, "ts": "2026-06-17T17:39:20Z", "hours": 0.7964, "text": "I think I’m done we ith the PCB, I moved the XIAO so that it wouldn’t bother the oled display while keeping the OLED centered. For the OLED dimensions I downloaded the footprint from the ressources page, I didn’t see it before."}, {"post_id": 10621, "ts": "2026-06-17T14:00:46Z", "hours": 1.2981, "text": "PCB routing I had to spend a long time trying to fix rounting errors all because I didn’t see two connections.. I’m almost done routing the PCB now. I just need to find the right measurements for the OLED and then get it centered at the top. Then I’ll start the case!"}, {"post_id": 10019, "ts": "2026-06-16T15:45:45Z", "hours": 0.3514, "text": "I added 9 switches for basic keyboard shortcuts and used the matrix layout as recommended in the guide. I also added an OLED display but I don’t know what it will be for yet."}, {"post_id": 6412, "ts": "2026-06-10T19:47:10Z", "hours": 0.2517, "text": "i finished the macropad guide , something went wrong at the end but i will figure it out another time how do i log time for that on hackatime though i have no idea, i’ve been trying to figure it out but i’m so lost"}]...
|
Title: tv-pad by @ThaoVi | Stardance
Devlogs:
i f Title: tv-pad by @ThaoVi | Stardance
Devlogs:
i finished the macropad guide , something went wrong at the end but i will figure it out another time how do i log time for that on hackatime though i have no idea, i’ve been trying to figure it out but i’m so lost
I added 9 switches for basic keyboard shortcuts and used the matrix layout as recommended in the guide. I also added an OLED display but I don’t know what it will be for yet.
PCB routing I had to spend a long time trying to fix rounting errors all because I didn’t see two connections.. I’m almost done routing the PCB now. I just need to find the right measurements for the OLED and then get it centered at the top. Then I’ll start the case!
I think I’m done we ith the PCB, I moved the XIAO so that it wouldn’t bother the oled display while keeping the OLED centered. For the OLED dimensions I downloaded the footprint from the ressources page, I didn’t see it before.
Case I have been working on Onshape to make the case. Getting famiiliar with the platform took a long time before I could do something. I finished the case but I should adjust the USB port, it can be done later. I had to adjust it because I figured that I had flipped XIAO on my PCB but didn’t do it on my 3D model so I wasted a little bit of time. Right now my switches are in place but there still is a strange gap between the key holes and the switches so I have to fix that. I also have to add the LED screen in the assembly. I think I will be done after that!
Firmware I finished my case so I have been trying to figure out how to do the firmware on QMK, so I thought about switching to KMK since I already know how to code in Python. In the end I just stuck with QMK since I was already almost done. Here is my layout:
BUILDING I was working in 5 min intervals for the sticky streak but gave up today and decided to finish everything today :D. While building I realized that my oled display pins went through the XIAO.. so i had to improvise a bit and make the xiao float. I flashed the xiao and i have only 3 out of 9 keys working oops. The hole in my case for the display was also too small so i had to use my soldering iron to melt it and expand it im a bit worried for my lungs tbh Now ima try to figure out how to make the other keys and the oled display work wee Update The screen and all my keys work! I was using qmk keycodes that didn’t work on windows that’s why 6 of the keys weren’t working :D
Ships:
I made a a 9-key macropad with an OLED display used for note taking on a 2 in 1 laptop. Default keymap includes copy, cut, paste shortcuts as well as music control. My first hardware project! The designing part was manageable with the guide but the building part was very hard since the assembly guide is incomplete. I realized that my pcb made it so that my oled pins went through the xiao so the xiao is floating haha. Sadly only three keys out of nine work right now, but the oled display works so i plan to make fun animations on it!...
|
1793138289.5380816
|
1793224689.5380816
|
|
69409
|
AlienTwoMiniGames by @avm | Stardance
|
avm
|
0
|
0.34
|
0
|
[]
|
[{"post_id": 79161, "ts": "202 [{"post_id": 79161, "ts": "2026-10-12T20:47:51Z", "hours": 0.3411, "text": "I started working on two mini games: Alien Catcher Game and Rock, Paper, Scissor Game. This is the main scene where you can choose which one to play, I already did all Assets that i need in order to start making the game."}]...
|
Title: AlienTwoMiniGames by @avm | Stardance
Devl Title: AlienTwoMiniGames by @avm | Stardance
Devlogs:
I started working on two mini games: Alien Catcher Game and Rock, Paper, Scissor Game. This is the main scene where you can choose which one to play, I already did all Assets that i need in order to start making the game....
|
1792814033.5237076
|
1793418833.5237076
|
|
13930
|
A custom WebOS by @Never_Mind52 | Stardance
|
Never_Mind52
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T06:18:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first attempt at coding in HTML, and this introductory mission on making a custom WebOS was very helpful. With the help of the guide, I was able to quickly grasp how HTML code worked, and I am looking forward to making more projects int he future.", "repo": "https://github.com/NeverMind51/CustomOS", "demo": "https://github.com/NeverMind51/CustomOS.git"}]...
|
[{"post_id": 7916, "ts": "2026 [{"post_id": 7916, "ts": "2026-06-13T06:14:34Z", "hours": 0.4067, "text": "A custom WebOS There were a few bugs in my script, that, although did not create many noticeable differences, needed to be fixed, so I did that. And now I think it looks about finished…"}, {"post_id": 6785, "ts": "2026-06-11T11:23:25Z", "hours": 1.0458, "text": "A Custom WebOS I finished it off from last time, as my first coding project using VScode."}, {"post_id": 6056, "ts": "2026-06-10T05:29:51Z", "hours": 1.0375, "text": "A Custom WebOS"}]...
|
Title: A custom WebOS by @Never_Mind52 | Stardance Title: A custom WebOS by @Never_Mind52 | Stardance
Devlogs:
A Custom WebOS
A Custom WebOS I finished it off from last time, as my first coding project using VScode.
A custom WebOS There were a few bugs in my script, that, although did not create many noticeable differences, needed to be fixed, so I did that. And now I think it looks about finished…
Ships:
This is my first attempt at coding in HTML, and this introductory mission on making a custom WebOS was very helpful. With the help of the guide, I was able to quickly grasp how HTML code worked, and I am looking forward to making more projects int he future....
|
1793245809.8546457
|
1793332209.8546457
|
|
51705
|
Notification Hub by @Steve | Stardance
|
Steve
|
0
|
48.29
|
0
|
[]
|
[{"post_id": 79156, "ts": "202 [{"post_id": 79156, "ts": "2026-10-12T20:41:11Z", "hours": 7.6194, "text": "I’ve been struggling with the plugin setting pages. The main point of hardship is the object-list setting, which is a list of entries, each containing several different instances of the pluginSetting class. I’ve rewritten it way too many times. Fortunately I’m making progress, unfortunately very slowly."}, {"post_id": 69755, "ts": "2026-09-17T18:46:09Z", "hours": 6.9061, "text": "I’ve been again, working on learning oop better. This time I’ve been having trouble with dependencies. I decided to have a global context that gets passed into each page, problem is it get circular. I also heavily refactored/abstracted filtering and sorting a page, now it’s much better. All of the changes I’ve made since the last devlog have been mainly architectural, not much of the ui changed."}, {"post_id": 65710, "ts": "2026-09-11T01:23:07Z", "hours": 7.585, "text": "I’m continuing to learn OOP principles and design patterns, this is super fun. I’ve been struggling with dependency injection, but I think I’ve got it set up well for the most part The problem is that each page has different actions that the sidebar needs to call, but I want to abstract it with page manager so that the sidebar doesn’t know too much about each individual page, and instead communicates through the page manager. This is annoying to set up in the page manager unfortunately. I also added the plugins page and I’m working on the individual plugins page which will be it’s own headache. With that you’ll be able to control each plugin with the plugin’s defined settings."}, {"post_id": 60794, "ts": "2026-09-03T11:59:15Z", "hours": 5.5931, "text": "Conventional commits are sooo nice. I’ve started using them after just dumping everything I was working on into one big commit and it’s so worth it. I’ve also been working on shoring up my current structure, dependencies, and all that good stuff to make it more maintainable. That’s what this project is supposed to teach me after all and I think I’m getting the hang of it. Also tidied up the ui a bit and am working on making the plugins page with settings. That will be interesting compnent-wise because each setting for a plugin has several different types and has to update based on that. We’ll see how that goes."}, {"post_id": 57393, "ts": "2026-08-29T15:09:24Z", "hours": 8.3222, "text": "I’ve been working on the ui, made with typescript and scss. This is what I have so far. I’m making it super nice and maintainable with typescript features. I also made a whole component system that automatically handles get/set functionality for the properties. I used that for each sidebar item and each notification. I also made a sorting system that has yet to be functional at all."}, {"post_id": 55324, "ts": "2026-08-27T02:11:57Z", "hours": 10.9486, "text": "I’ve been having a lot of fun with abstraction/object oriented stuff. With it I set up a whole system that loads plugins and gives them methods to call like a logger, setNotification() , etc. Also the system calls it’s getNotifications() function every 5 minutes (will be configurable). I’ve also moved the implementations of my school’s grade/homework system and email imap to the new schema, along with implementing slack. The big thing right now is to design/create the web ui. It will be able to handle everything eventually."}, {"post_id": 51090, "ts": "2026-08-20T16:15:18Z", "hours": 1.3194, "text": "I designed the UI for the app, and am currently working on setting up the main structure for the backend. I’m setting up the plugin system and in the process learning object oriented concepts in ts. Instead of having all the db calls inline where I serve the routes like I did before now I have an interface for my database! It’s a lot of fun"}]...
|
Title: Notification Hub by @Steve | Stardance
Dev Title: Notification Hub by @Steve | Stardance
Devlogs:
I designed the UI for the app, and am currently working on setting up the main structure for the backend. I’m setting up the plugin system and in the process learning object oriented concepts in ts. Instead of having all the db calls inline where I serve the routes like I did before now I have an interface for my database! It’s a lot of fun
I’ve been having a lot of fun with abstraction/object oriented stuff. With it I set up a whole system that loads plugins and gives them methods to call like a logger, setNotification() , etc. Also the system calls it’s getNotifications() function every 5 minutes (will be configurable). I’ve also moved the implementations of my school’s grade/homework system and email imap to the new schema, along with implementing slack. The big thing right now is to design/create the web ui. It will be able to handle everything eventually.
I’ve been working on the ui, made with typescript and scss. This is what I have so far. I’m making it super nice and maintainable with typescript features. I also made a whole component system that automatically handles get/set functionality for the properties. I used that for each sidebar item and each notification. I also made a sorting system that has yet to be functional at all.
Conventional commits are sooo nice. I’ve started using them after just dumping everything I was working on into one big commit and it’s so worth it. I’ve also been working on shoring up my current structure, dependencies, and all that good stuff to make it more maintainable. That’s what this project is supposed to teach me after all and I think I’m getting the hang of it. Also tidied up the ui a bit and am working on making the plugins page with settings. That will be interesting compnent-wise because each setting for a plugin has several different types and has to update based on that. We’ll see how that goes.
I’m continuing to learn OOP principles and design patterns, this is super fun. I’ve been struggling with dependency injection, but I think I’ve got it set up well for the most part The problem is that each page has different actions that the sidebar needs to call, but I want to abstract it with page manager so that the sidebar doesn’t know too much about each individual page, and instead communicates through the page manager. This is annoying to set up in the page manager unfortunately. I also added the plugins page and I’m working on the individual plugins page which will be it’s own headache. With that you’ll be able to control each plugin with the plugin’s defined settings.
I’ve been again, working on learning oop better. This time I’ve been having trouble with dependencies. I decided to have a global context that gets passed into each page, problem is it get circular. I also heavily refactored/abstracted filtering and sorting a page, now it’s much better. All of the changes I’ve made since the last devlog have been mainly architectural, not much of the ui changed.
I’ve been struggling with the plugin setting pages. The main point of hardship is the object-list setting, which is a list of entries, each containing several different instances of the pluginSetting class. I’ve rewritten it way too many times. Fortunately I’m making progress, unfortunately very slowly....
|
1792680864.9053369
|
1793285664.9053369
|
|
30756
|
Stardancer (formerly Unnamed Platformer) by @zahra Stardancer (formerly Unnamed Platformer) by @zahran | Stardance...
|
zahran
|
1
|
220.0
|
3505
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:37:52Z", "hours": 220.0, "multiplier": 13.35, "payout": 3505, "blessing": "neutral", "text": "For HackClub Stardance, I created Stardancer , a 30-level platformer featuring a unique mechanic: mid-level shapeshifting to unlock new abilities and powers! I used C++ and SFML (the Simple and Fast Multimedia Library) to code this game. During the development of this game, I ran into a couple of technical challenges. Collision was among the biggest; I had initially decided on AABB (Axis-Aligned Bounding Box) collision, but after implementing that I realized that it led to erroneous collision interactions, misalignments, and more issues. So, I switched to SAT (Separating Axis Theorem) collision instead. This, combined with general collision response logic, made coding collision one of the hardest endeavours of this project. There were many other challenges throughout development, however none are too disruptive to the experience of the final game. I’m still extremely proud of myself and this project for many reasons: This is the largest project I’ve ever made; Despite many challenges, bugs, and pieces of complex logic to work through, I made a fully functional and complete game; I managed to make this with no external engines; I was able to use my C++ and new SFML skills to create something I can proudly say I made! IMPORTANT NOTE FOR REVIEWERS!! PLEASE READ!!! A complete playthrough of the game takes a large amount of time due to how levels are structured: to play a level, you must beat the level before it, which poses an issue for one of the shapes which is only unlocked in the last set. I realize most reviewers do not have the time required to play through the full game and gain a complete understanding of its features. For this reason, I strongly urge reviewers to skim through/watch my full walkthrough video linked in my README, as well as check out the “Credits Easter Egg” section in that video. Playing through all 30 levels sequentially takes time, but you can unlock every level directly from the Credits screen so you can test all shape powers hands-on right away! This way, a reviewer will be able to understand the scope and gameplay of the game in a short amount of time. With that being said, I truly hope you enjoy my game.", "repo": "https://github.com/HughMann635/Stardancer", "demo": "https://zahran-635.itch.io/stardancer"}]...
|
[{"post_id": 79153, "ts": "202 [{"post_id": 79153, "ts": "2026-10-12T20:35:30Z", "hours": 8.0819, "text": "Unnamed Platformer - Devlog 27 WE’RE FINALLY HERE! What I did: I did a lot of final polish and testing before getting the game ready for release. Initially I was going to use Emscripten to port my game over to web assembly (inspired by this video: https://www.youtube.com/watch?v=1kiwpAIU454 ) but I soon realized that it was much more complex than it looked, and kind of took away from the spirit of being entirely made out of C++ and SFML. So, I decided to simply publish an executable rather than port the game over to web. I set up the release build and whatnot (which took a while because of cmake config issues and whatnot) but I finally got a release build working n it feels great! I ported to itch.io, now I just gotta finish up the itch page and readme, as well as record a walkthrough video for macOS and Linux users as I couldn’t figure out how to configure the game for either. Challenges: The whole odyssey of deciding how to port my game over was a slight hassle, but nothing too bad. Also, while recording my walkthrough vid, I ended up discovering A LOT of hidden bugs, so I managed to pick all those off and there shouldn’t be any left…hopefully. Plans for next time: Ship! This devlog will be my last for this project, and for this challenge. Aside from being done with everything, I accidentally created a completely new project according to Hackatime when I was renaming the file folder, executable, etc. from “WorldofBlockman” (my placeholder name) to Stardancer so everything would be more consistent with my final title. so any work I do on my project won’t count towards heartbeats and thus I can’t post another devlog (15 minutes minimum/devlog). Still, it’s been such an amazing journey, I learned so much and I made this game that I’m super proud of 🥹 even though this game gave me hell sometimes, I have virtually no regrets about any of it. This has been my biggest project ever, and many more to come in the future hopefully. K…bye guys."}, {"post_id": 74692, "ts": "2026-09-28T00:34:26Z", "hours": 9.5458, "text": "Unnamed Platformer - Devlog 26 Stardance extension + fatigue = holy procrastination 😂✌️ What I did: More random stuff: Level timer that stores each level’s personal best, displays a live timer in the level, and lets you access your PR for each level from level select menu Fixed issue where you couldn’t close game while in settings menu Death count (it just tracks deaths over every single level, accessed from level select menu, manual restarts count as death too) and coin count as well Adjusted some levels a bit Added a feature to handbook where items you haven’t come across yet are blacked out and have hidden descs, and add notification to handbook when you unlock these items Update README a little bit cause I was feeling lazy and didn’t want to do anything else Fix some bugs concerning rotation and tipping, as well as making it so you do not rotate when passing thru a 1 tile high gap (this is specially an issue with the square where it can feel a bit janky otherwise) I will note that some of these were multifaceted changes that took quite a bit of effort and iterations, but I couldn’t be bothered explaining everything I did here. And more playtesting too. Challenges: Probably the handbook feature…it was the longest one out of all of them. Plans for next time: I want to be done with pretty much everything related to the actual game by next devlog, so I can focus on the README and finally shipping! K bye guys"}, {"post_id": 70860, "ts": "2026-09-19T21:41:39Z", "hours": 9.0317, "text": "Unnamed Platformer - Devlog 25 I’m so tired omg What I did: Bunch of miscellaneous stuff: Added basic vfx: so far we only have a click sound, I’ll add more later but it took me a while to figure out how to get SFML’s audio system working since I also had to find out why my audio files weren’t loading in either. Added coins to every level: added new tile type for coin, added a coin into each level, added effects, etc. Fix bugs/gameplay issues such as the triangle being unable to teleport after a restart/new level, rearrange some levels to fit coin placements, find out some new bugs and try (and fail) to fix them, so decide to deal with them another day. Add simple death animation to the player. Make it so levels must be completed in progressive order (e.g. you start at level 1, cannot progress till you have completed), also add different colors to boxes on level select menu (check vid) Probably a few more things related to general playtesting but i can’t remember Challenges: Making level buttons in the levelmenu was kind of frustrating not only because of the selection aspect but also getting them to visually render in the proper colors. Honestly though, now the main challenge is dealing with my own fatigue, especially since I’ve been joining more clubs and getting more homework, so hopefully I can clutch up over the final few days cuz I highkey need that framework 13 🥺✌️ Plans for next time: I added a list of bugs I want to tackle/stuff I want to add: //BUGS!!!!! //cant close window while in settings menu //rotation bugs //levels 13, 17, 26, 4, 8, look into //as well as other levels but these ones I can remember //TO ADD!!!!! //speedrun timer //death count //updating handbook (notif icon, hidden objects) //more sfx (death especially) K bye guys"}, {"post_id": 68850, "ts": "2026-09-15T21:16:00Z", "hours": 7.4011, "text": "Unnamed Platformer - Devlog 24 The game is finally coming together… 🥹🔥 What I did: All the menus in the game are completed! Ngl, credits was really easy ofc, but I was deciding how I should go about doing it, still didnt take too long tho. Then settings was a lot harder 😭 volume adjustment was quite easy, but the real problem came with creating the keybind section, since I had already coded hard inputs all throughout my code. So I pretty much had to add a new system + helper func in vars.h, then replace every instance of isKeyPressed with that system+helper, then code the menu in the ui file (Which took forever cuz of bugs with msg updating + event handling + key updates + etc.). Well, it’s (mostly) done now, which is good. And ofc I was also testing the game for general bugs too. Challenges: The keybind menu took me a hella long time to get done…thats about it, aside from some other tiny bugs. Plans for next time: add vfx, polish up every single one of the menus…and then I’ll see where to go from there. Hopefully I can finish most of my stuff by the start of next week. K bye guys"}, {"post_id": 66830, "ts": "2026-09-12T19:00:20Z", "hours": 9.0458, "text": "Unnamed Platformer - Devlog 23 Hey guys. What I did: I did a lot of playtesting/bug hunting as usual, but I was mainly creating the entire handbook menu. Which took surprisingly long, cuz of designing the menu + figuring out how to include all the different tile icons + creating descriptions + making stuff functional + formatting + colors + bugs + you get the idea. Anyway I’m pretty happy with how it looks so far, I doubt I’ll make any major changes in the future. Also I did find a couple of bugs while testing, but i didn’t really do anything about them, I want to completely create all the core functions before tackling any small bugs/issues. Challenges: There were a few bugs and I went through a few designs for the menu, but overall everything was hella light so I wouldn’t say there were any real challenges. Plans for next time: Create credits menu, then work on adding vfx, add settings menu (thinking of adding volume + keybind toggles), polish up all the menus…and then I’ll see where to go from there. I’m pretty worried cuz now that school’s started (im in gr11 now) I’m probably gonna have a good amount of schoolwork, clubs, etc. that I’ll also have to make time for…so wish me luck ig. K bye guys"}, {"post_id": 63924, "ts": "2026-09-07T23:45:05Z", "hours": 6.8869, "text": "Unnamed Platformer - Devlog 22 School starts tomorrow ✌️so i decided to make a shorter devlog…also I’m so tired What I did: Honestly you can’t really tell that I did much at first glance. I was mainly playtesting a lot and polishing stuff up, and making sure all the background stuff was fine. For now I dont think I’ll return to background stuff for a while. Although I did manage to add a particle effect for the black holes (both the ones in the background as well as the actual obstacles). I was also experimenting with a horizon for a bit, but then I decided I don’t want it and scrapped a good chunk of time worth of changes. Challenges: Deciding how to add in particles was a bit challenging, specially the math part. But other than that it was a pretty chill 7 hours. Plans for next time: Hopefully finish menus, then: work on vfx, polish up all the menus, tackle any big issues with levels or physics, and finally work on bringing my game onto itch.io! not all in one go, though. K bye guys"}, {"post_id": 61060, "ts": "2026-09-03T19:34:17Z", "hours": 9.8472, "text": "Unnamed Platformer - Devlog 21 Background design is a bit easier now that I have a plan…also I did not lose track of time 👍 What I did: I added in every single sky element I want to have: comets, planets, black holes, stars, floating rocks, and a moon. I think I might tweak some elements later down the line (specifically the moon(adding craters) and black holes(I’ll think of some extra effects) ), but for now I’m fairly satisfied with how far I’ve come. Looking at the game now gives me a sense of pride at seeing everything finally come together after so long 🥹✌️ Challenges: Making comets was a bit of a hassle, because I had to decide how to do it (which took me some time for brainstorming + more time cuz of discarded changes + even more minutes of brainstorming), and implement it. It’s pretty complex cuz there’s a cooldown on each comet, then you have to set the spawn point and angle/speed, calculate the trail’s points, draw them, draw the head too etc etc…so it was pretty tedious, but comets are the most rewarding visually imo out of all the features. Other than that, I spent a bit of time per other feature figuring out how to implement each of them, but none of them were as complex as the comet. Plans for next time: Finish up any bugs or other issues in sky-related stuff, then I’ll try to make a visible horizon again and see if I’ve changed my mind since last time. Either that or I’ll start working more on smaller vfx, specially trying to find out how to make a particle effect. K bye guys"}, {"post_id": 59814, "ts": "2026-09-01T19:29:23Z", "hours": 11.1828, "text": "Unnamed Platformer - Devlog 20 Background design is a hell of a lot harder than I thought it would be…also I lost track of time 😭😭 What I did: I got started on background design, and partially implemented a background. I actually had a pretty different idea in mind compared to what I have now: the rest of the planet visible, stretching into the horizon, with mountains and volcanoes etc etc. scattered along its surface. After spending a while implementing that, I realized it a) didn’t look right, since everything was just following the player around at normal cam speed, and b) I didn’t like the idea anymore to begin with. So after scrapping all those changes, I started researching how to add a scrolling effect so it would look more natural. I found out how to implement a parallax scroll effect, which basicallymeans that objects in the background move along slower than objects closer to the front of the screen. I also restructured my scenes.h file which contains all background-related stuff, and made a couple of other small changes and fixes with certain levels. I know I don’t have much to show for it, but that’s mainly because I spent a lot of time tweaking certain elements and just undoing backgrounds I ended up not liking 😭🥀 Challenges: Deciding what to do visuals-wise cost me some time bcuz I kept going back on my old ideas, but restructuring scenes.h was the hardest part since after deciding what to do for visuals, I had to base the logic in scenes.h off that. Also it took me a while to decide how to add in a parallax scroll system. Plans for next time: Work on more background stuff. right now I’ve set up a lot of background elements’ structs and whatnot, but I’ve only redrawn the stars and added a rough brightening/dimming effect. Also Im gonna have to start thinking about what I’m going to add on each of the sub-menus accessible from the main menu (credits, handbook, and settings). K bye guys"}, {"post_id": 56961, "ts": "2026-08-29T00:22:59Z", "hours": 9.99, "text": "Unnamed Platformer - Devlog 19 The UI is coming along pretty nicely! Pt. 2 What I did: I believe I’ve fully created everything UI- and menu-wise, aside from 3 additional menus (credits, a ‘handbook’ that contains info about stuff, and a settings page) that are currently blank. I created a hovering effect for buttons that makes it so when you hover over a button, the button goes downward slightly and the shadow moves to match. Aside from that, I polished up/tweaked some minor details, and the only things I’ll add menu wise are probably those 3 sub-menus on the main menu and a universal backwards-nav button. The biggest thing (time-wise) was figuring out how to make the code more readable and actually making it more readable. I created two new functions for making text and button objects which made my life a lot easier, also the button-hover code took quite a few lines so I put that into a function too. Aside from that, I made a couple fixes here and there to make it more efficient memory wise. And even then, I ended up breaking stuff which took me a while to fix, such as the issue with unpausing ur game in the vid. Challenges: Probably efficiency stuff, since deciding how to do it + implementation took a while and had a couple of bugs due to me not accounting for stuff. For example: my hover function would change states on its own, but since sometimes you don’t need to directly change state or you need to do other things too, I made it into a boolean that each individual case takes and does its own thing with. Plans for next time: Start on background stuff probably, I don’t want to do anymore UI stuff for now. I have a fewideas in mind for my background visuals, but I hope they won’t be too hard/impossible to implement. K bye guys"}, {"post_id": 55174, "ts": "2026-08-26T17:32:12Z", "hours": 9.9275, "text": "Unnamed Platformer - Devlog 18 The UI is coming along pretty nicely! What I did: Designed a full level select menu (there are a couple more things left to add), add a heads up display for the current level, and add proper mouse input and extra details to buttons such as shadows (havent implemented shadows for everything, I’ll explain why) and changing color when hovering. Even though it doesn’t sound like much, it took me a surprisingly long time because my text wasn’t centering…What I didn’t realize is that sf::Text creates invisible offsets for some reason, so when I used getGlobalBounds() it would return that offset too and mess up the centering. I ended up doing some research and realized I had to use the local bounds (i.e. untransformed) when centering. Challenges: Ig the biggest ‘challenge’ was centering buttons with text, because at first I actually tried to manually fine tune coordinates and whatnot. But then I found out I had to use localbounds and blah blah. Another thing is, I spent a lot of time fine tuning sizes, colors, shadow darknesses and depths, etc. which took a lot of my time. Also no ai used this time either, although I did spend a lot of time researching why my text wouldn’t center itself. Plans for next time: I’ll just polish up existing menus, and work on background elements. Also I want to add a kind of handbook accessible from the main menu that tells you what stuff does, different powerups, etc. But most importantly, I’m gonna try to find out how to make shadow creation more efficient. For every text/button, I need a shadow. That means I have to add it as a member in the class, copy the actual object, change the color and offset it, then draw it too. Since I have so many objects that make shadows (all of them in the end, ideally), I’m probably going to make a shadow-making function for readability. Other than that I’ll just play the game and test levels a bunch, which I’ve already been doing a lot to make sure everything is as it should be. K bye guys P.S. there’s also still a couple bugs ( UI-related or otherwise) that I have to fix as well"}, {"post_id": 53440, "ts": "2026-08-24T00:04:55Z", "hours": 9.9042, "text": "Unnamed Platformer - Devlog 17 It’s actually no longer “Unnamed Platformer”, it’s “Worlds of Blockman”, I might change that later idk What I did: I designed level 30, playtested every level extensively and tweaked some levels, and made a basic main menu, level hud and pause menu. And it took me ~10 hours. Well, that’s not all I did. I also changed up the colors of the square to differentiate it from spikes and buttons, and I added a visual indicator for the triangle’s teleport. When you tp the triangle fades to a darker shade of green, and when it gets off cooldown (3 secs) it fades back to its normal color and then you can tp again. Also, level design took quite a long time since I was kind of making it up as I went along, and the whole game states implementation wasn’t too hard in itself, but I ran into errors with loading my font. I added the .ttf file to my assets folder and wrote the correct file name in font.loadFromFile() and whatnot, but turns out I didn’t have the actual font downloaded in the build folder or my project. So after a bit less than an hour I added it in and it fixed the issue. also I spent a bit of time deciding how the different menus would actually look which ate up some time. Challenges: ngl the font-loading thing was kind of the only hard part 😭most other stuff was solved relatively quickly and easily AI used, if any: None, also most likely no AI will be used in the future since the future just holds visual stuff which should not be hard enough to merit the help of AI. Plans for next time: Level select menu, add more stuff to main menu, also make it so the current level shows in the background when you go to the pause menu. also add mouse inputs so you can use those instead of kb inputs in the menu, and start on some more vfx and sfx. I’m also really tired"}, {"post_id": 51378, "ts": "2026-08-21T01:20:51Z", "hours": 9.9719, "text": "Unnamed Platformer - Devlog 16 Actually didn’t get a lot done over the last few days, let me explain. What I did: The biggest and only new feature I added was a major adjustment to black holes. Earlier they were just 2 tile x 2 tile circles that killed you upon touching. I’ve reworked them to how they’re supposed to be: 6 px x 6 px black circles, with a surrounding 6 tile x 6 tile ring. now if you enter the ring, you lose the ability to move normally (you can still jump tho) get pulled toward the black center, which kills you if you touch it Which is how it’s supposed to be (nevermind the astrophysical inaccuracy lmao). This took me 2 hours 😭 and then I designed levels 26 and 27. I also re-added the old texture system I implemented and then took down earlier cuz it was making things look hella grainy, but only for environment tiles cuz there’s no big changes visually compared to redrawing them every frame. Unfortunately it doesn’t seem to be doing much in terms of efficiency. I also designed levels 28 and 29 (ss of level 29 attached), and playtested every level from 1 to 28 and adjusted each one to remove any unwanted ways you can cheese a level, as well as to just make some of them less punishing for small mistakes. I also (FINALLY) designed level 6. I added extra sections and polished up some elements that were making the level impossible if you didn’t play it perfectly. I did 2 other things as well: I made it so blocks can’t be pushed by any character other than the square (before you could just push blocks w/ anything) and I reduced horizontal movespeed in zero-g. There’s still a lot more I have to do, mainly ui/menu stuff and visual polish. Challenges: Black hole physics took me a while since my first few implementations were completely wrong, and then I locked in nd figured out how to make it pull correctly. Also, level design is proving to be surprisingly challenging, I rly didn’t think it would take this long, but what with conceptualizing + creating + playtesting each level, especially the later ones where I want to make them more complex and difficult, it eats up a lot of time per level. Even going back through older levels and tweaking them can take a while, cuz you gotta track down all the problematic sections and figure out how to fix them. I also have a humble 18 more days till school starts so I gotta lock in🙏 AI used, if any: None, level design is hard but its not THAT hard Plans for next time: Finish level 30, playtest levels 29 and 30, and hopefully get started on + finish a main menu and level select menu. Im so behind on my schedule it aint even funny so wish me luck"}, {"post_id": 49286, "ts": "2026-08-18T00:22:13Z", "hours": 10.0053, "text": "Unnamed Platformer - Devlog 15 Actually got a lot done over the last few days ig What I did: first off, I reset my old changes and made it so env tiles layer over obstacles. At first I tried to assign an individual character to each combination (spike in water, block in zero-gravity, etc etc) but that didn’t work since I couldn’t get them to lay over each other. So what I did is I split my statictilelist into two: statictilelist now held all non-moving entities like spikes, ground, etc. while envtilelist held all my environment tiles. Then I changed my map loading function to take two map strings: one assigned tiles based on entities and the other pass assigned them based on environment. And now I can lay environments over things without breaking my game! Yippee! I also fixed an issue where blocks could clip through obstacles in zero-g when you moved them upward. The issue was blocks unconditionally being mtv-moved when the player was below them, so the player forced them through anything. I added an extra check before mtv-moving and made obstacle detection variables global to fix it. I also ran into an issue where spikes would incorrectly kill you even if you were not touching them, just near: the issue was that I wasn’t running SAT collision, just going straight to death logic if the initial AABB check turned out true (I run an AABB check first because running SAT for everything makes the game super laggy). both of these lowkey took me a while 😭 As for level design I reworked level 6 (still can’t play it) and level 17 (finished), and I designed levels 18-25 (I attached a video of level 24). Also in the vid I switched shapes randomly, that’s just because I had different keybinds earlier and it was js muscle memory kicking in. Challenges: Aside from a bunch of small bugs, the biggest challenges were the issue where spikes would kill you even if you weren’t touching them and the issue with blocks being pushed up forever in zerog. Even then, for both issues it was still easy to fix since it was easy to diagnose and a few lines per fix, even if it took me a while to find those few lines 🥀🥀 However, there’s still an issue where blocks sink slightly upon spawning in zero-g. This makes it impossible to play level 6, so I’ll have to look into/rework/do something to zero-g logic because I really want to keep its existing level mechanic. AI used, if any: None 🔥 Plans for next time: Finish levels 26-30, finish level 6, and test all the levels to make sure they’re not too hard/impossible/possible to cheese. Aside from that, I’ll most likely bring back the texture thing I implemented last time cuz it did actually make the game run a bit smoother, but I’ll only do it for environment tiles. K bye guys"}, {"post_id": 46621, "ts": "2026-08-14T00:27:19Z", "hours": 10.0767, "text": "Unnamed Platformer - Devlog 14 I’m genuinely so done What I did: I designed levels 5 and 7-16 (ss of a few levels should be attached idk which they are). I have a cool idea in mind for level 6 but my current code makes it hard to implement, and I also have a cool idea in mind for level 17 but my code made it hard to implement. So I changed everything up like an idiot. My 17th level features a massive pool, but that requires me to draw 1000+ water tiles. Since I redraw tiles every frame, it causes a big load on the computer. So I had the brilliant idea of creating an sf::RenderTexture . spoiler it’s not so brilliant. That led to a massive chain reaction where there were a bunch of nullptr issues at first, which I spent about 40 minutes on before actually getting the game to run. Then everything was super grainy due to aliasing issues caused by drawing everything to a RenderTexture, PLUS since I was drawing everything at the start of the frame and not updating it, stuff like buttons and doors would never update. SO, my dumb ahh moved half my static/environment tiles to dynamictilelist , reserved for strictly blocks which are the only tiles that can change position, and I did this cuz these would draw every frame and they didn’t have the same grainy look as the ones drawn to a texture. the result is probably self explanatory. That caused SO MANY ISSUES that I can’t even begin to describe them all, so after 50 minutes I undid 50 minutes worth of changes, added some spaghetti code to make it a bit more presentable, and call it a day. Challenges: Level design was fun, and easy. I did that for all of yesterday and the first half-ish of today. The vain attempt at making my code more efficient by changing how static tiles were drawn and then going on to deeply regret it and consider undoing it all the next day, was not. Also I probably shouldn’t have bothered trying seeing as I was pretty tired anyway, but ig my stupidity/ambition/idek led me to try. I’m genuinely too tired to bother elaborating, but it goes somewhat like this: I started on the texture-caching thing -> I ran into nullptr errors -> I got those out of the way -> I ran into issues with rendering and updating -> out of frustration I undid all my progress and started anew -> I decided to implement anti-aliasing -> I will probably(definitely) reset my code to where I had been right before I decided to do this stupid implementation AI used, if any: none. If I had I would’ve probably been done with this bs by now. Plans for next time: Realistically I’ll likely just undo all the changes I made to drawing processes, find out how to draw environment tiles underneath other entities/obstacles (which will be useful for many of my levels with spikes or the like in environments), and…thats it. Also, for level design, I want to have all preliminary designs down by the end of this Sunday (3 more days), and then I can playtest and refine later. I wanna cry P.S. the level with the white room is level 6 and it’s currently unfinished lmao"}, {"post_id": 44761, "ts": "2026-08-10T19:13:08Z", "hours": 9.9139, "text": "Unnamed Platformer - Devlog 13 No motivation… What I did: I solved the issue of vertically stacked blocks clipping through each other and through the player, which was a pretty big chunk of my time since I went through like 10 different approaches and changed up a bunch of stuff along the way. I ended up taking out the SAT collision function I had built and just plugging mtvCheck() (which checks the mtv( )) and the movement logic straight into the collision loops instead. I had to reorder a good chunk of logic too since a lot of the clipping was coming from stuff resolving in the wrong order relative to other stuff. Also did some cleanup: deleted the grounded member off the block class since entity already has one and I was just using two variables for the same thing like an idiot. I added an R keybind so I can restart instantly instead of walking into a spike every time I want to reset (useful for testing + as an actual game feature). I also made the player’s rotation reset on spawn so you don’t respawn tilted at some weird angle from your last death and shrunk the spike hitbox down a bit from 20x20 to 18x18 because I was dying to one-pixel overlaps that looked like it shouldn’t have counted and that are pretty frustrating to deal with. Also did a bunch of level design. I’ve only done levels 1 through 4 so I lowkey gotta lock in. Challenges: The stacked block thing took forever because the symptoms kept changing depending on how many blocks were stacked, which direction they were pushed from, whether the player was involved, etc etc, so it never felt like I was chasing ONE bug, more like four bugs wearing a trenchcoat. Eventually I just started brute-force testing every combo I could think of (2 stacked, 3 stacked, stacked + pushed, stacked + player jumping into it) until I ran out of ways to break it. Also I ran into some issues when designing levels: blockonhead , which makes it so you cannot jump if a block is on your head, was triggering if any block was lined up above your head, even if it was like on a platform way above you. I managed to fix that, and other than that + the block issue there wasn’t too many big obstacles this time. AI used, if any: none, since I’m not using it at all for game design and didn’t need to use it to solve block clipping issues since I just brute forced a bunch of possible solutions. Plans for next time: More level design…I’ll try to get most of the levels done by next devlog. K bye guys"}, {"post_id": 37384, "ts": "2026-07-30T02:06:51Z", "hours": 9.8561, "text": "Unnamed Platformer - Devlog 12 Man* Realizes True Meaning of ‘If it ain’t broke, don’t fix it’ What I did: First I ported pushable blocks to SAT collision so they use the same system as the player and it’s not split between two systems. Well. That broke blocks. so I spent 2 hours or so cross referencing my old versions and adding and deleting changes till it started working again. After that, I made sure blocks moved properly in zero-g. (they didn’t so I had to fix that too) Aside from that, I made a bunch of miscellaneous changes, such as fixing level progression bugs and altering player constants, but most importantly making sure blocks worked properly. Somewhere along the line I was investigating how stacked blocks interacted. I noticed they were clipping through the ground because of collision checks happening after the position of blocks was updated, and after some thought I tried adding another collision check pass to my main game loop. It worked like a charm! I added two extra checks for safety and it stopped working like a charm. The issue is my checkCollisions function is hella inefficient. 500+ lines of searching through every character in the tilemap (36x64, plus an extra column for new lines making it 36x65=2340) 6 times (!!!) Not only that, in some cases (block/player collision detection) I was nesting full passes within full passes, which caused insane lag, especially with my SAT collision which does a lot of math each frame. So I decided I wanted it to be more efficient (spoiler: it’s not efficient yet). I split my old tilelist into static tiles and dynamic tiles…and instantly regretted it. Challenges: Basically when I split tilelist into two separate vectors ( statictilelist which is everything except for blocks + dynamictilelist which is just blocks since nothing else moves lmao), I think I accidentally deleted a lot of existing logic that was the duct tape to my spaghetti code**. Aside from that, when I passed through tilelist it always passed through every tile, but with my new logic I had to decide which one to use. my stupid ahh didnt realize that there might be a chance I have to pass through both of them though 😭 well guess what there were a lot more gaps in my logic. All of these combined into the logic I had spent the last few hours working so hard to perfect, falling apart in 5 seconds. Similar to the whole block to SAT thing I worked out most of the issues just by adding, tweaking, and removing a bunch of checks as well as looking back at my old logic to figure out what I forgot. Among these general changes I also added a new grounded member to the block class, and tried to get it to register if it’s on top of a player. Unfortunately it didn’t work. It’s ok I’ll brute force my way to the root of the problem tomorrow. (Btw this doesn’t even cover the issues I faced prior to this😭 ✌️ ) AI used, if any: Now that the core elements of the game (physics) are out of the way, I’ve pretty much been grinding through bugs myself since it’s just existing logic and I’m not really adding much that’s new or unfamiliar. Honestly, I think it’s gonna stay this way because I don’t intend to use AI to design the game, I was using it more to help solve physics issues and the like. Plans for next time: I’ll try to hopefully fix the new block clipping issues. then idek anymore. Maybe i shouldn’t have tried to build the engine from scratch. K bye guys *I’m not actually over 18 **Tuff line?"}, {"post_id": 35959, "ts": "2026-07-27T19:01:15Z", "hours": 9.8747, "text": "Unnamed Platformer - Devlog 11 Rotation is finally working! Mostly. Anyway I have to post now cuz of the 10 hour limit per devlog. What I did: I fully implemented rolling and rotation physics across all player shapes! Shapes now physically rotate based on movement speed, tip over cliff edges, and smoothly snap back to a flat face when you stop moving. I also added a feature where shapes automatically realign when entering water or zero-G. To make everything smooth and frame-rate independent, I overhauled the settling and snapping math using fmod for shortest-path rotation and wrap-around handling. Challenges: Getting the angle snapping and tipping logic to work was the biggest hurdle. Non-square shapes were getting locked out of tipping due to floating-point issues, which I fixed with an epsilon tolerance check. There are still a couple of bugs that I’ll tackle later, notably the fact that shapes sometimes spin an extra time upon settling. but the core system is more or less functional now. AI used, if any: I managed to work out the math myself but I needed to ask AI with help debugging. Plans for next time: I’ll probably work on some visual effects for the next couple days + fine-tune and debug my physics a bit more. K bye guys"}, {"post_id": 33845, "ts": "2026-07-24T02:43:36Z", "hours": 7.1331, "text": "Unnamed Platformer - Devlog 10 I’m tired 😭 What I did: I ported the rest of my entities over to SAT collision. Every tile that can be collided with now uses SAT. I refactored some of my functions to handle the new logic properly across the board, and got rid of the old standalone AABB collision code for ground tiles. I also decided to make pushable blocks hybrid for simplicity: aside from general environment collisions which use SAT, I didn’t change much of the old AABB code. I also added an O(1) center/radius projection for circles to fix random micro-stutters, and updated drawdebug() so it stops drawing every vertex and instead renders one dynamic vector targeting the nearest tile vertex. (Circles in SFML are actually 30-sided polygons, so earlier the collision checks were looking at 15 different axes + all those axes were being drawn in the debug overlay.) Challenges: Thankfully most of the porting to SAT stuff was easy, I only had a couple of minor setbacks here and there. However, the harder part was getting the circle center-to-vertex collision logic down. I had to find out how to do it + add completely new logic to my function + add checks in my collision code to determine if the shape was a circle + rewrite my drawdebug() code. It took a while and a lot of my sanity but I got it done in the end AI used, if any: Used AI to help debug the updated circle collision detection system + its separate debug overlay code. Plans for next time: I’m going to work on rolling physics for real. I hope it goes well 👍 K bye guys"}, {"post_id": 32739, "ts": "2026-07-22T02:37:49Z", "hours": 9.0553, "text": "Unnamed Platformer - Devlog 9 I was “busy” watching the World Cup bronze/final matches over the weekend. No way we got a 10 goal third place game while everyone started throwing hands at the end of the final😭 What I did: I finally got started on SAT collision like I said I would, and it’s actually working! Mostly. I built all the fundamentals so far: vertex extraction, edge normal calculation, projection ranges, minimum translation vector (MTV) calculation, etc etc. I hooked it into checkCollisions for ground tiles, and the MTV push resolution actually stops shapes from clipping through geometry now, and it’s also sign-corrected and whatnot so it always pushes the right direction. I also made a debug overlay that draws vertices and axis normals directly in the game window, which saved my sanity countless times and looks pretty cool too. On top of collision math I had to go back and fix 3 out of my 5 characters’ movement code because switching to SAT caused bugs in features that worked just fine under the old AABB system, aside from all the general bugs I had to deal with. The hexagon’s double jump stopped working entirely, circle’s acceleration started randomly resetting mid-sprint, and octagon’s wall jump turned into an absolute mess (more on that below). The main thing was that my old flags for checking wall collisions were set with assumptions that crumble once you switch from checking 4 fixed direction to a bunch of axes. Challenges: Oh boy… The wall jump bug was hella frustrating: after switching to SAT, the octagon would do exactly one wall jump and then just slide down the second, no matter how many times I hit jump. It took me forever to figure out it was a chain of three separate bugs stacked on top of each other: wall contact flags getting cleared before the function ever read them, my walljumped flag never resetting between wall touches so it permanently locked my horizontal movement, and then once THAT was fixed, SAT was re-zeroing my wall-jump velocity on the same frame it fired because the player was technically still overlapping the wall geometry. So I fixed those and immediately got a NEW bug where wall jumping turned into a pogo stick that spam-bounced me up the wall, because a vertical MTV was getting misread as “landed on the ground,” which reset the wall jump lock and let it refire every single frame. Also spent quite a bit of time before realizing this one line I had, if (grounded) velocity.y = 0 , worked fine with AABB but not so much with SAT’s own grounding logic, since my SAT function sets grounded = true when it sees downward velocity, and that line was zeroing velocity before SAT checked it. Removed it and a lot of my bugs disappeared. AI used, if any: SAT math I mostly figured out myself, after reading through a ton of Stack Overflow threads, articles, watching a lot of YT videos, etc. on my own time. I did use AI to clarify/debug a couple of parts though. However, I ended up needing it a lot more for debugging the problems that stemmed from it, i.e. the octagon, hexagon and circle issues. Plans for next time: SAT works for ground tiles but I’ve still got all my other entities on the old AABB system so I gotta port those over. Although, probably the biggest thing is trying to make my code more efficient because sometimes the game randomly slows down/freezes and makes random clips occur. If this isn’t lag (which it might not be, I could just be stupid) I’ll still have to look into whats happening. Then, once ground collision is 100% finished: rolling physics, aka the reason I made this change in the first place. Gonna have to look into the math/physics behind that, but it should be pretty easy since I already got this down. Once this is done, the shapes should be tipping and rolling around instead of just sliding around like ice cubes. We’ll see how that goes. K bye guys"}, {"post_id": 30455, "ts": "2026-07-18T00:46:19Z", "hours": 6.8525, "text": "Unnamed Platformer - Devlog 8 Bro idk What I did: I finally wrapped up the character roster by implementing and debugging the last two shapes: the hexagon and the octagon. The biggest milestone was completely overhauling and fixing the wall jump implementation for the octagon (which took me like 1.5 hrs out of which 50 minutes worth of changes were discarded). I ended up shifting all the wall-jump physics directly into the jump event handler, rather than splitting the logic between two different functions (my jump and updatepos functions). This allowed me to make it so I can properly maintain and destroy momentum for wall bounces On top of physics stuff, I built the level progression system. When you touch the exit tile, the game increases your level index and loads the next stage. It’s finally starting to feel like a real game! Although, not really, since every level after the second is the exact same weird ahh testing level cuz I needed to make sure my system worked. Challenges: The real nightmare was the octagon’s wall jump. I spent about 50 minutes writing changes because the physics wouldn’t cooperate, only to discard them because I got too confused 🥀I had half of the wall jump math in jump() and the other half in updatepos() and it was making the normal movement code immediately overwrite/neutralize the walljump code the very next frame. Another thing was making it so you couldnt just hold down the w or up key and automatically bounce up forever. I had to add an input debounce check so you have to release+re-tap the key to jump again. Everything else was honestly smooth sailing and any other bugs took maybe <15 mins to solve. AI used, if any: I didn’t use much AI, since the two big features I added were pretty easy to implement/debug, but I did ask it to help me a bit with wall jump logic since I was pretty fried. Plans for next time: Now that the physics is working, I’ve decided I want to get rid of it all. Sliding shapes feel hella unnatural (also the hitboxes are pretty weird), so I’ve decided on making the shapes roll around/have accurate hitboxes using SAT (Separating Axis Theorem) vector math. I asked Gemini how long it would take and it literally told me to avoid it if I can 😭 so we’ll see how many hairs I lose over the course of trying to implement SAT. It’ll probably be all I do from now until around the start of August when I’ll be going on vacation K bye guys"}, {"post_id": 29243, "ts": "2026-07-16T00:59:37Z", "hours": 6.4681, "text": "Unnamed Platformer - Devlog 7 I typed words into a code editor and made shapes move around What I did: I finally took on the shape-switching system and got it working! I had to completely change how the player class worked, so I made it into a pure virtual class to handle polymorphism (which lets me switch between different shapes) and replaced the old static player setup with a dynamic shape-switching state w/ unique pointers. For shapes so far I implemented the circle with rolling physics and friction, and the triangle which can teleport forward a short distance. Also, keeping source code in header files was causing circular include errors, so I reorganized all the player class code into a brand new players.cpp file. And finally I made it so falling below the screen kills the player, which is a pretty small feature but still. Pretty much what was happening was that I needed to access my tilesettings.h file in my players.h class for movement-related checks, but tilesettings.h also needed players.h for hitbox/collision stuff. So I had to take out my code from my player header file and move it to player.cpp , which was lowkey a nightmare since I ran into a bunch of compiler and linker errors that took me an hour to fix😭 Anyway, Gemini helped rescue me (since my Claude 5-hour limit somehow ended after the first question I asked it today), so thanks Gemini. Challenges: Pretty chill today, since today was more designing and testing new features that were easy to implement; however the real nightmare was splitting my files. Moving code to players.cpp broke everything with a bunch of “multiple definition” linker errors. I didn’t define my global variables as inline at first, but since they were getting defined across many files I had mark them as inline. Also, the triangle’s teleport mechanic let you phase into solid tiles at first, so I made a position prediction system using swept AABB bounds. In fact, creating this swept check was the feature that needed me to call tilesettings.h in players.h in the first place, which led to my cortisol spiking when the compiler stopped working for an hour AI used, if any: Used Gemini to help me figure out why the compiler+linker were throwing errors, and some basic debugging in my other features. Plans for next time: I’m gonna design my other two shapes now (octagon and hexagon), then start making this into an actual game with multiple levels, progressing to the next level when you reach the finish, etc etc. Also, I feel like the sliding movement is kinda unnatural, but idk if I’m going to change it because I already have a whole system down and starting from scratch would be a chore. Anyway, I’ll think about it. K bye guys"}, {"post_id": 28035, "ts": "2026-07-14T01:42:05Z", "hours": 4.6406, "text": "Unnamed Platformer - Devlog 6 Guess what? More block physics issues! I’m gonna lose my mind! What I did: Implemented logic with the buttons and doors; now, being on a button opens a corresponding door. Also fixed EVEN MORE BUGS with block pushing logic. I also resolved block-block vertical clipping and horizontal stacking bugs. I replaced the ground collision function I had made with a manual check for blocks landing on other blocks; groundCollide (that function) was not accounting for if a block landed on top of the player. This fixes vertical clipping through players and blocks and unintentional behavior with horizontally stacked blocks. Additionally, I added a system to make sure you can’t get crushed by a door too. When I first discovered that could happen, I implemented a half baked system, but it didn’t work since it pretty much made the block/player fall through the door even if the button hadn’t been pressed prior. I replaced the old block-crush prevention logic with a new system. Now the button class has another variable, presscheck , which acts like sticky keys (idk how else to put it) even after you’re not on the button. It checks for if a player or block is within the closed door’s hitbox and if so props the door open until they leave, but it can only register that after you push the button. Challenges: Buttons not changing color; color change logic was in my constructor and not the draw function so it never updated. Other than that, general implementation was also tricky to plan out because I had to decide how they were gonna work (how buttons would be linked to doors; decided on an ID system) and then how to implement that (using dynamic casts just as my button class uses). And then the block clipping glitch was another nightmare, though it did take me less than an hour which is nice. Also, it took me a while to think of how I would figure out how to make doors not close on players/blocks, but I thought up a solution pretty quickly which is nice 👍 AI used, if any: Used Claude to help me figure out the part that stops the block from falling through the player (I was genuinely™ too exhausted with dealing with bugs to try to solve it myself 😭😭) + used Gemini and a bit of Claude for general debugging. Plans for next time: I’ll polish up some visual stuff, but I think I’ll leave block-related bugs alone for now. As you can see there are some clipping issues still with the door, but idk if I want to tackle those right now. Either way my main focus for next time (and like all of the next week or two) will be getting the shape-switching system down. I’ll also try to create some map layouts that force the player to utilize block placement on buttons to navigate doors, because it would be a shame for me to have spent all my sanity on a feature only like 5 levels use. K bye guys P.S. Last time, when I said I spent all weekend working on button-related stuff, I meant the pushable blocks too (since those can activate the buttons)"}, {"post_id": 27428, "ts": "2026-07-12T23:59:57Z", "hours": 5.0344, "text": "Unnamed Platformer - Devlog 5 I pretty much spent the last weekend working entirely on button-related stuff. Turns out there were a lot of bugs and other physics-related issues I had to address. Anyway I think they’re all good now. What I did: Day 1: I fixed a bug where nested loops using the same name (pos) caused only the first pushable block to register collisions. I also implemented a side-detection fix so the player doesn’t accidentally push blocks when standing on top of them + added a border/outline to pushable blocks for visual clarity. I also started work on button and door tile classes. Day 2: I made it so you can push blocks vertically in zero-gravity. A really big fix was a global physics bug. I had been using a gravity called blockgravity for block physics, but since it was a global variable, one block’s position dictated all the other’s physics. E.g. one block in a zero-g tile meant everything else was now unable to fall. I moved blockgravity into the block class and now a block entering a zero-g zone floats without shutting off gravity for every other block on the map. I also decided on two new features: a button that can be stood upon/have a block placed on it, and a door that opens when its button is pushed. I added each one’s sprite and loaded them into my map. Also, I made another big change to my plans: having spend so much time on block physics, I’ve decided they’ll become a core feature of the game and not just a small gimmick of the triangle shape. Challenges: The hardest problem (by miles) was the block push collision. the issue turned out to be one loop variable shadowing another, which meant only the first block in the list was ever processed. Another tricky bug was zerogactive being reset before the block push loop ran, meaning zero-g vertical pushing never triggered. Ironically I ended up removing the zero-g check because if you’re going to push a block vertically, you’re not going to be on solid ground anyway. Also I accidentally mismatched curly brackets so that made life a lot harder. Also, I faced a bunch of other bugs while trying to polish up collision. Imma be honest, about an hour or so from this devlog was useless cuz it was me trying to implement a solution, confusing myself, and just discarding all my changes😭💔 Also, I spent like 20 minutes trying to get the button looking good (it’s supposed to be an octagon, but the sides are uneven). AI used, if any: I used Claude for debugging my physics code, as well as helping me figure out why the upwards/downwards block push wasn’t working. Plans for next time: I’m going to try and begin implementing the 5 player shapes and their power-ups. I’ll start with the circle probably, since it seems the simplest (just get faster over time). Also, I’m going to make it so that each button actually is linked to a door, since right now they’re just visuals. K bye guys"}, {"post_id": 26274, "ts": "2026-07-10T23:35:39Z", "hours": 8.5728, "text": "Unnamed Platformer - Devlog 4 I hate AABB with a passion. I spent 8.5 hours over 2 days (hardest lock in yet 🔥) on 2 features and Im pretty sure there are still bugs in each. What I did: On day 1 I added collision detection for pretty much all my objects, added some custom physics (e.g. water and zero g now have custom physics), and implemented AABB collision. Since I got it working yesterday(mostly), I deleted the initial ground class I had for testing SFML and most features, as well as any related functions like the check ground function in the player class. On day 2 I spent 4 hours trying to get the block to push. It took me a while cuz I initially tried to just copy the groundcollide() function and tweak whatever I needed to. However that didn’t work, so after hitting up Stack Overflow + Claude I realized I had to change up a LOT of my pre existing code. I added a master entity class for anything that is affected by physics (all players + the block + more features in the future probably) then added more functions and commands in my checkCollisions function in order to get my block mechanic mostly working. I also ended up adding many more features to my block class(velocity, gravity, and a grounded check) since it has to react to physics and the environment. Overall the introduction of an entity class that everything else inherits from was a big help in getting the game to work properly. Challenges: my game crashed when I attempted to put the check collision function in main.cpp; then, implementing water and zero-g was a lot of trial and error not only to find physics that felt fluid but also because there were a lot of bugs in the logic as well as bugs that stopped the game from running at all. Also, it took me a while to wrap my head around AABB collision; I literally had to draw it out on a piece of paper and ask Claude to grasp the concept 😭 During bug fixes, I ended up breaking a bunch of stuff/realizing a bunch of stuff was still broken and spending a bunch of time fixing it. For example, while trying to fix collision, I ended up discovering a bug in my water/zero-g physics, and then while trying to fix that I broke my spring logic too. And creating the logic for pushing the block is a whole other can of worms. It took me 4 hours of implementing different strategies and adding different functions only to have a half baked block-pushing function. 😭 It does kind of work, but you can only push one block: any other blocks act like normal ground tiles. AI used, if any: I asked Claude for help on how to tackle block pushing logic, as well as helping me understand AABB collision. Plans for next time: I’m going to try and hopefully get all the block-pushing logic done without any issues, then fix up any collision-based bugs and work on implementing the rest of my player shapes. K bye guys"}, {"post_id": 25091, "ts": "2026-07-09T02:23:55Z", "hours": 4.3644, "text": "Unnamed Platformer - Devlog 3 My game is kind of coming together! It’ll still be many weeks, but I did something! What I did: finished my tile map parser (I decided to use a unique pointer to parse through each tile type and draw the according one, after a bit of thought). I also started working on collision detection. I created a basic checkCollisions function and added getGlobalBounds to every tile class. Before I did that though I had to do some research on Axis-Aligned Bounding Box collision, and how to implement it in SFML. I’m still far from done, but that’s tomorrow’s problem. Challenges: implementing the map drawing functions (couldn’t figure out how to get the draw functions in the classes to match up with the main class), and after that I was having a lot of trouble with the pointer logic I had implemented (had to use std::move, also there were errors in my file importing structure); then after I got that to work, and implemented the parser into main.cpp, it ended up causing my entire program to crash when I ran build 😭Ended up asking Claude for help for how to fix it; it turned out to be how I had formatted my levels and my level-parsing loop for assigning tile types to tilemap characters. Then lava, water, and zero-g block weren’t drawing properly either. After spending like an hour trying to decode why, I realized sf::Color’s transparency had to be an 8-bit integer rather than a decimal between 0 and 1. Also my doublespike was not drawing properly, so I made it 2 separate convexShape’s rather than 1. Apparently you can’t have mere points holding a single convexShape together, which kind of sucks. AI used, if any: Like I mentioned, I asked Claude for help on how to fix my level loading feature (it ended up being like 3 minute details) and also used it when debugging my initial collision functions (I ended up replacing <10 lines total by its suggestion). Plans for next time: I’m going to try to finish collision. That’s my entire goal, since I still don’t know entirely how I’m gonna deal with every collision possible and it might end up taking me a long time depending on the number of mistakes I make/bugs that pop up. K bye guys (btw the music in the background is because I was listening to music while I was working on this)"}, {"post_id": 23883, "ts": "2026-07-07T02:36:17Z", "hours": 3.9897, "text": "Unnamed Platformer - Devlog 2 I was a little busy yesterday but we’re back on track now. What I did: I think I got a solid amount done today and for a bit of time yesterday: I added a camera feature that scrolls with the player, created the tile map and tile types, and designed the first part of the tile map parser; also changed the background slightly and researched more on building tilemap loaders in SFML (YouTube videos + looking at Github repos and articles). Challenges: For a zero-gravity section I’m thinking of adding, I wanted to put thin gray stripes in those sections. I couldn’t figure out how to do that, so I just decided to depict it as a translucent white block. Also determining the coordinates of the spring pad in the game took a while too. Overall, my other challenges were mostly small bugs and didnt stand out too much. AI used, if any: Used Claude for debugging the switch case for my tile map parser. Also, not AI, but my camera system was more or less entirely designed using a YouTube video that I’ll credit in my readme later. Plans for next time: I want to finish my tile map parser and get an actual level loaded. I’m also going to start deciding what the UI will look like for the main menu, level selects, and pause menu. K bye guys"}, {"post_id": 22443, "ts": "2026-07-04T22:13:21Z", "hours": 3.4311, "text": "Unnamed Platformer - Devlog 1 It’s finally time for me to lock in. This is gonna be a big project to which I hope to add a lot of content, and I’m hoping I can accumulate a lot of good hours from this project. What I did: I set up SFML (the library I’m using to code this game), set up the required files, watched a lot of YouTube videos to get more familiar with SFML, and coded a basic thing where you control a square and jump around. Challenges: This is like my second time using SFML (I used it once for a small project a while ago), so I’m not that familiar with it. No worries though, as it’s nothing a bunch of YouTube videos can’t fix. Also, today was kind of a refresher for my barely existent SFML skills. AI used, if any: I used Claude for learning how to set up SFML and asking it for help on how to fix my jump button not working. (I was missing two characters. : \\ ) Plans for next time: I’ll try to add actual platforms, maybe working obstacles as well. I’ll focus on adding a menu some other time, and actual styling will come much later so the game is gonna look ahh for now. All my devlogs will pretty much follow the format of this one(accomplishments, challenges, plans, additional notes) so that I can lazily copy-paste the same template when I don’t feel like writing a whole new devlog each devlog will feel connected/cohesive and make it easier for readers to follow along on my journey."}]...
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Title: Stardancer (formerly Unnamed Platformer) by Title: Stardancer (formerly Unnamed Platformer) by @zahran | Stardance
Devlogs:
Unnamed Platformer - Devlog 1 It’s finally time for me to lock in. This is gonna be a big project to which I hope to add a lot of content, and I’m hoping I can accumulate a lot of good hours from this project. What I did: I set up SFML (the library I’m using to code this game), set up the required files, watched a lot of YouTube videos to get more familiar with SFML, and coded a basic thing where you control a square and jump around. Challenges: This is like my second time using SFML (I used it once for a small project a while ago), so I’m not that familiar with it. No worries though, as it’s nothing a bunch of YouTube videos can’t fix. Also, today was kind of a refresher for my barely existent SFML skills. AI used, if any: I used Claude for learning how to set up SFML and asking it for help on how to fix my jump button not working. (I was missing two characters. : \ ) Plans for next time: I’ll try to add actual platforms, maybe working obstacles as well. I’ll focus on adding a menu some other time, and actual styling will come much later so the game is gonna look ahh for now. All my devlogs will pretty much follow the format of this one(accomplishments, challenges, plans, additional notes) so that I can lazily copy-paste the same template when I don’t feel like writing a whole new devlog each devlog will feel connected/cohesive and make it easier for readers to follow along on my journey.
Unnamed Platformer - Devlog 2 I was a little busy yesterday but we’re back on track now. What I did: I think I got a solid amount done today and for a bit of time yesterday: I added a camera feature that scrolls with the player, created the tile map and tile types, and designed the first part of the tile map parser; also changed the background slightly and researched more on building tilemap loaders in SFML (YouTube videos + looking at Github repos and articles). Challenges: For a zero-gravity section I’m thinking of adding, I wanted to put thin gray stripes in those sections. I couldn’t figure out how to do that, so I just decided to depict it as a translucent white block. Also determining the coordinates of the spring pad in the game took a while too. Overall, my other challenges were mostly small bugs and didnt stand out too much. AI used, if any: Used Claude for debugging the switch case for my tile map parser. Also, not AI, but my camera system was more or less entirely designed using a YouTube video that I’ll credit in my readme later. Plans for next time: I want to finish my tile map parser and get an actual level loaded. I’m also going to start deciding what the UI will look like for the main menu, level selects, and pause menu. K bye guys
Unnamed Platformer - Devlog 3 My game is kind of coming together! It’ll still be many weeks, but I did something! What I did: finished my tile map parser (I decided to use a unique pointer to parse through each tile type and draw the according one, after a bit of thought). I also started working on collision detection. I created a basic checkCollisions function and added getGlobalBounds to every tile class. Before I did that though I had to do some research on Axis-Aligned Bounding Box collision, and how to implement it in SFML. I’m still far from done, but that’s tomorrow’s problem. Challenges: implementing the map drawing functions (couldn’t figure out how to get the draw functions in the classes to match up with the main class), and after that I was having a lot of trouble with the pointer logic I had implemented (had to use std::move, also there were errors in my file importing structure); then after I got that to work, and implemented the parser into main.cpp, it ended up causing my entire program to crash when I ran build 😭Ended up asking Claude for help for how to fix it; it turned out to be how I had formatted my levels and my level-parsing loop for assigning tile types to tilemap characters. Then lava, water, and zero-g block weren’t drawing properly either. After spending like an hour trying to decode why, I realized sf::Color’s transparency had to be an 8-bit integer rather than a decimal between 0 and 1. Also my doublespike was not drawing properly, so I made it 2 separate convexShape’s rather than 1. Apparently you can’t have mere points holding a single convexShape together, which kind of sucks. AI used, if any: Like I mentioned, I asked Claude for help on how to fix my level loading feature (it ended up being like 3 minute details) and also used it when debugging my initial collision functions (I ended up replacing <10 lines total by its suggestion). Plans for next time: I’m going to try to finish collision. That’s my entire goal, since I still don’t know entirely how I’m gonna deal with every collision possible and it might end up taking me a long time depending on the number of mistakes I make/bugs that pop up. K bye guys (btw the music in the background is because I was listening to music while I was working on this)
Unnamed Platformer - Devlog 4 I hate AABB with a passion. I spent 8.5 hours over 2 days (hardest lock in yet 🔥) on 2 features and Im pretty sure there are still bugs in each. What I did: On day 1 I added collision detection for pretty much all my objects, added some custom physics (e.g. water and zero g now have custom physics), and implemented AABB collision. Since I got it working yesterday(mostly), I deleted the initial ground class I had for testing SFML and most features, as well as any related functions like the check ground function in the player class. On day 2 I spent 4 hours trying to get the block to push. It took me a while cuz I initially tried to just copy the groundcollide() function and tweak whatever I needed to. However that didn’t work, so after hitting up Stack Overflow + Claude I realized I had to change up a LOT of my pre existing code. I added a master entity class for anything that is affected by physics (all players + the block + more features in the future probably) then added more functions and commands in my checkCollisions function in order to get my block mechanic mostly working. I also ended up adding many more features to my block class(velocity, gravity, and a grounded check) since it has to react to physics and the environment. Overall the introduction of an entity class that everything else inherits from was a big help in getting the game to work properly. Challenges: my game crashed when I attempted to put the check collision function in main.cpp; then, implementing water and zero-g was a lot of trial and error not only to find physics that felt fluid but also because there were a lot of bugs in the logic as well as bugs that stopped the game from running at all. Also, it took me a while to wrap my head around AABB collision; I literally had to draw it out on a piece of paper and ask Claude to grasp the concept 😭 During bug fixes, I ended up breaking a bunch of stuff/realizing a bunch of stuff was still broken and spending a bunch of time fixing it. For example, while trying to fix collision, I ended up discovering a bug in my water/zero-g physics, and then while trying to fix that I broke my spring logic too. And creating the logic for pushing the block is a whole other can of worms. It took me 4 hours of implementing different strategies and adding different functions only to have a half baked block-pushing function. 😭 It does kind of work, but you can only push one block: any other blocks act like normal ground tiles. AI used, if any: I asked Claude for help on how to tackle block pushing logic, as well as helping me understand AABB collision. Plans for next time: I’m going to try and hopefully get all the block-pushing logic done without any issues, then fix up any collision-based bugs and work on implementing the rest of my player shapes. K bye guys
Unnamed Platformer - Devlog 5 I pretty much spent the last weekend working entirely on button-related stuff. Turns out there were a lot of bugs and other physics-related issues I had to address. Anyway I think they’re all good now. What I did: Day 1: I fixed a bug where nested loops using the same name (pos) caused only the first pushable block to register collisions. I also implemented a side-detection fix so the player doesn’t accidentally push blocks when standing on top of them + added a border/outline to pushable blocks for visual clarity. I also started work on button and door tile classes. Day 2: I made it so you can push blocks vertically in zero-gravity. A really big fix was a global physics bug. I had been using a gravity called blockgravity for block physics, but since it was a global variable, one block’s position dictated all the other’s physics. E.g. one block in a zero-g tile meant everything else was now unable to fall. I moved blockgravity into the block class and now a block entering a zero-g zone floats without shutting off gravity for every other block on the map. I also decided on two new features: a button that can be stood upon/have a block placed on it, and a door that opens when its button is pushed. I added each one’s sprite and loaded them into my map. Also, I made another big change to my plans: having spend so much time on block physics, I’ve decided they’ll become a core feature of the game and not just a small gimmick of the triangle shape. Challenges: The hardest problem (by miles) was the block push collision. the issue turned out to be one loop variable shadowing another, which meant only the first block in the list was ever processed. Another tricky bug was zerogactive being reset before the block push loop ran, meaning zero-g vertical pushing never triggered. Ironically I ended up removing the zero-g check because if you’re going to push a block vertically, you’re not going to be on solid ground anyway. Also I accidentally mismatched curly brackets so that made life a lot harder. Also, I faced a bunch of other bugs while trying to polish up collision. Imma be honest, about an hour or so from this devlog was useless cuz it was me trying to implement a solution, confusing myself, and just discarding all my changes😭💔 Also, I spent like 20 minutes trying to get the button looking good (it’s supposed to be an octagon, but the sides are uneven). AI used, if any: I used Claude for debugging my physics code, as well as helping me figure out why the upwards/downwards block push wasn’t working. Plans for next time: I’m going to try and begin implementing the 5 player shapes and their power-ups. I’ll start with the circle probably, since it seems the simplest (just get faster over time). Also, I’m going to make it so that each button actually is linked to a door, since right now they’re just visuals. K bye guys
Unnamed Platformer - Devlog 6 Guess what? More block physics issues! I’m gonna lose my mind! What I did: Implemented logic with the buttons and doors; now, being on a button opens a corresponding door. Also fixed EVEN MORE BUGS with block pushing logic. I also resolved block-block vertical clipping and horizontal stacking bugs. I replaced the ground collision function I had made with a manual check for blocks landing on other blocks; groundCollide (that function) was not accounting for if a block landed on top of the player. This fixes vertical clipping through players and blocks and unintentional behavior with horizontally stacked blocks. Additionally, I added a system to make sure you can’t get crushed by a door too. When I first discovered that could happen, I implemented a half baked system, but it didn’t work since it pretty much made the block/player fall through the door even if the button hadn’t been pressed prior. I replaced the old block-crush prevention logic with a new system. Now the button class has another variable, presscheck , which acts like sticky keys (idk how else to put it) even after you’re not on the button. It checks for if a player or block is within the closed door’s hitbox and if so props the door open until they leave, but it can only register that after you push the button. Challenges: Buttons not changing color; color change logic was in my constructor and not the draw function so it never updated. Other than that, general implementation was also tricky to plan out because I had to decide how they were gonna work (how buttons would be linked to doors; decided on an ID system) and then how to implement that (using dynamic casts just as my button class uses). And then the block clipping glitch was another nightmare, though it did take me less than an hour which is nice. Also, it took me a while to think of how I would figure out how to make doors not close on players/blocks, but I thought up a solution pretty quickly which is nice 👍 AI used, if any: Used Claude to help me figure out the part that stops the block from falling through the player (I was genuinely™ too exhausted with dealing with bugs to try to solve it myself 😭😭) + used Gemini and a bit of Claude for general debugging. Plans for next time: I’ll polish up some visual stuff, but I think I’ll leave block-related bugs alone for now. As you can see there are some clipping issues still with the door, but idk if I want to tackle those right now. Either way my main focus for next time (and like all of the next week or two) will be getting the shape-switching system down. I’ll also try to create some map layouts that force the player to utilize block placement on buttons to navigate doors, because it would be a shame for me to have spent all my sanity on a feature only like 5 levels use. K bye guys P.S. Last time, when I said I spent all weekend working on button-related stuff, I meant the pushable blocks too (since those can activate the buttons)
Unnamed Platformer - Devlog 7 I typed words into a code editor and made shapes move around What I did: I finally took on the shape-switching system and got it working! I had to completely change how the player class worked, so I made it into a pure virtual class to handle polymorphism (which lets me switch between different shapes) and replaced the old static player setup with a dynamic shape-switching state w/ unique pointers. For shapes so far I implemented the circle with rolling physics and friction, and the triangle which can teleport forward a short distance. Also, keeping source code in header files was causing circular include errors, so I reorganized all the player class code into a brand new players.cpp file. And finally I made it so falling below the screen kills the player, which is a pretty small feature but still. Pretty much what was happening was that I needed to access my tilesettings.h file in my players.h class for movement-related checks, but tilesettings.h also needed players.h for hitbox/collision stuff. So I had to take out my code from my player header file and move it to player.cpp , which was lowkey a nightmare since I ran into a bunch of compiler and linker errors that took me an hour to fix😭 Anyway, Gemini helped rescue me (since my Claude 5-hour limit somehow ended after the first question I asked it today), so thanks Gemini. Challenges: Pretty chill today, since today was more designing and testing new features that were easy to implement; however the real nightmare was splitting my files. Moving code to players.cpp broke everything with a bunch of “multiple definition” linker errors. I didn’t define my global variables as inline at first, but since they were getting defined across many files I had mark them as inline. Also, the triangle’s teleport mechanic let you phase into solid tiles at first, so I made a position prediction system using swept AABB bounds. In fact, creating this swept check was the feature that needed me to call tilesettings.h in players.h in the first place, which led to my cortisol spiking when the compiler stopped working for an hour AI used, if any: Used Gemini to help me figure out why the compiler+linker were throwing errors, and some basic debugging in my other features. Plans for next time: I’m gonna design my other two shapes now (octagon and hexagon), then start making this into an actual game with multiple levels, progressing to the next level when you reach the finish, etc etc. Also, I feel like the sliding movement is kinda unnatural, but idk if I’m going to change it because I already have a whole system down and starting from scratch would be a chore. Anyway, I’ll think about it. K bye guys
Unnamed Platformer - Devlog 8 Bro idk What I did: I finally wrapped up the character roster by implementing and debugging the last two shapes: the hexagon and the octagon. The biggest milestone was completely overhauling and fixing the wall jump implementation for the octagon (which took me like 1.5 hrs out of which 50 minutes worth of changes were discarded). I ended up shifting all the wall-jump physics directly into the jump event handler, rather than splitting the logic between two different functions (my jump and updatepos functions). This allowed me to make it so I can properly maintain and destroy momentum for wall bounces On top of physics stuff, I built the level progression system. When you touch the exit tile, the game increases your level index and loads the next stage. It’s finally starting to feel like a real game! Although, not really, since every level after the second is the exact same weird ahh testing level cuz I needed to make sure my system worked. Challenges: The real nightmare was the octagon’s wall jump. I spent about 50 minutes writing changes because the physics wouldn’t cooperate, only to discard them because I got too confused 🥀I had half of the wall jump math in jump() and the other half in updatepos() and it was making the normal movement code immediately overwrite/neutralize the walljump code the very next frame. Another thing was making it so you couldnt just hold down the w or up key and automatically bounce up forever. I had to add an input debounce check so you have to release+re-tap the key to jump again. Everything else was honestly smooth sailing and any other bugs took maybe <15 mins to solve. AI used, if any: I didn’t use much AI, since the two big features I added were pretty easy to implement/debug, but I did ask it to help me a bit with wall jump logic since I was pretty fried. Plans for next time: Now that the physics is working, I’ve decided I want to get rid of it all. Sliding shapes feel hella unnatural (also the hitboxes are pretty weird), so I’ve decided on making the shapes roll around/have accurate hitboxes using SAT (Separating Axis Theorem) vector math. I asked Gemini how long it would take and it literally told me to avoid it if I can 😭 so we’ll see how many hairs I lose over the course of trying to implement SAT. It’ll probably be all I do from now until around the start of August when I’ll be going on vacation K bye guys
Unnamed Platformer - Devlog 9 I was “busy” watching the World Cup bronze/final matches over the weekend. No way we got a 10 goal third place game while everyone started throwing hands at the end of the final😭 What I did: I finally got started on SAT collision like I said I would, and it’s actually working! Mostly. I built all the fundamentals so far: vertex extraction, edge normal calculation, projection ranges, minimum translation vector (MTV) calculation, etc etc. I hooked it into checkCollisions for ground tiles, and the MTV push resolution actually stops shapes from clipping through geometry now, and it’s also sign-corrected and whatnot so it always pushes the right direction. I also made a debug overlay that draws vertices and axis normals directly in the game window, which saved my sanity countless times and looks pretty cool too. On top of collision math I had to go back and fix 3 out of my 5 characters’ movement code because switching to SAT caused bugs in features that worked just fine under the old AABB system, aside from all the general bugs I had to deal with. The hexagon’s double jump stopped working entirely, circle’s acceleration started randomly resetting mid-sprint, and octagon’s wall jump turned into an absolute mess (more on that below). The main thing was that my old flags for checking wall collisions were set with assumptions that crumble once you switch from checking 4 fixed direction to a bunch of axes. Challenges: Oh boy… The wall jump bug was hella frustrating: after switching to SAT, the octagon would do exactly one wall jump and then just slide down the second, no matter how many times I hit jump. It took me forever to figure out it was a chain of three separate bugs stacked on top of each other: wall contact flags getting cleared before the function ever read them, my walljumped flag never resetting between wall touches so it permanently locked my horizontal movement, and then once THAT was fixed, SAT was re-zeroing my wall-jump velocity on the same frame it fired because the player was technically still overlapping the wall geometry. So I fixed those and immediately got a NEW bug where wall jumping turned into a pogo stick that spam-bounced me up the wall, because a vertical MTV was getting misread as “landed on the ground,” which reset the wall jump lock and let it refire every single frame. Also spent quite a bit of time before realizing this one line I had, if (grounded) velocity.y = 0 , worked fine with AABB but not so much with SAT’s own grounding logic, since my SAT function sets grounded = true when it sees downward velocity, and that line was zeroing velocity before SAT checked it. Removed it and a lot of my bugs disappeared. AI used, if any: SAT math I mostly figured out myself, after reading through a ton of Stack Overflow threads, articles, watching a lot of YT videos, etc. on my own time. I did use AI to clarify/debug a couple of parts though. However, I ended up needing it a lot more for debugging the problems that stemmed from it, i.e. the octagon, hexagon and circle issues. Plans for next time: SAT works for ground tiles but I’ve still got all my other entities on the old AABB system so I gotta port those over. Although, probably the biggest thing is trying to make my code more efficient because sometimes the game randomly slows down/freezes and makes random clips occur. If this isn’t lag (which it might not be, I could just be stupid) I’ll still have to look into whats happening. Then, once ground collision is 100% finished: rolling physics, aka the reason I made this change in the first place. Gonna have to look into the math/physics behind that, but it should be pretty easy since I already got this down. Once this is done, the shapes should be tipping and rolling around instead of just sliding around like ice cubes. We’ll see how that goes. K bye guys
Unnamed Platformer - Devlog 10 I’m tired 😭 What I did: I ported the rest of my entities over to SAT collision. Every tile that can be collided with now uses SAT. I refactored some of my functions to handle the new logic properly across the board, and got rid of the old standalone AABB collision code for ground tiles. I also decided to make pushable blocks hybrid for simplicity: aside from general environment collisions which use SAT, I didn’t change much of the old AABB code. I also added an O(1) center/radius projection for circles to fix random micro-stutters, and updated drawdebug() so it stops drawing every vertex and instead renders one dynamic vector targeting the nearest tile vertex. (Circles in SFML are actually 30-sided polygons, so earlier the collision checks were looking at 15 different axes + all those axes were being drawn in the debug overlay.) Challenges: Thankfully most of the porting to SAT stuff was easy, I only had a couple of minor setbacks here and there. However, the harder part was getting the circle center-to-vertex collision logic down. I had to find out how to do it + add completely new logic to my function + add checks in my collision code to determine if the shape was a circle + rewrite my drawdebug() code. It took a while and a lot of my sanity but I got it done in the end AI used, if any: Used AI to help debug the updated circle collision detection system + its separate debug overlay code. Plans for next time: I’m going to work on rolling physics for real. I hope it goes well 👍 K bye guys
Unnamed Platformer - Devlog 11 Rotation is finally working! Mostly. Anyway I have to post now cuz of the 10 hour limit per devlog. What I did: I fully implemented rolling and rotation physics across all player shapes! Shapes now physically rotate based on movement speed, tip over cliff edges, and smoothly snap back to a flat face when you stop moving. I also added a feature where shapes automatically realign when entering water or zero-G. To make everything smooth and frame-rate independent, I overhauled the settling and snapping math using fmod for shortest-path rotation and wrap-around handling. Challenges: Getting the angle snapping and tipping logic to work was the biggest hurdle. Non-square shapes were getting locked out of tipping due to floating-point issues, which I fixed with an epsilon tolerance check. There are still a couple of bugs that I’ll tackle later, notably the fact that shapes sometimes spin an extra time upon settling. but the core system is more or less functional now. AI used, if any: I managed to work out the math myself but I needed to ask AI with help debugging. Plans for next time: I’ll probably work on some visual effects for the next couple days + fine-tune and debug my physics a bit more. K bye guys
Unnamed Platformer - Devlog 12 Man* Realizes True Meaning of ‘If it ain’t broke, don’t fix it’ What I did: First I ported pushable blocks to SAT collision so they use the same system as the player and it’s not split between two systems. Well. That broke blocks. so I spent 2 hours or so cross referencing my old versions and adding and deleting changes till it started working again. After that, I made sure blocks moved properly in zero-g. (they didn’t so I had to fix that too) Aside from that, I made a bunch of miscellaneous changes, such as fixing level progression bugs and altering player constants, but most importantly making sure blocks worked properly. Somewhere along the line I was investigating how stacked blocks interacted. I noticed they were clipping through the ground because of collision checks happening after the position of blocks was updated, and after some thought I tried adding another collision check pass to my main game loop. It worked like a charm! I added two extra checks for safety and it stopped working like a charm. The issue is my checkCollisions function is hella inefficient. 500+ lines of searching through every character in the tilemap (36x64, plus an extra column for new lines making it 36x65=2340) 6 times (!!!) Not only that, in some cases (block/player collision detection) I was nesting full passes within full passes, which caused insane lag, especially with my SAT collision which does a lot of math each frame. So I decided I wanted it to be more efficient (spoiler: it’s not efficient yet). I split my old tilelist into static tiles and dynamic tiles…and instantly regretted it. Challenges: Basically when I split tilelist into two separate vectors ( statictilelist which is everything except for blocks + dynamictilelist which is just blocks since nothing else moves lmao), I think I accidentally deleted a lot of existing logic that was the duct tape to my spaghetti code**. Aside from that, when I passed through tilelist it always passed through every tile, but with my new logic I had to decide which one to use. my stupid ahh didnt realize that there might be a chance I have to pass through both of them though 😭 well guess what there were a lot more gaps in my logic. All of these combined into the logic I had spent the last few hours working so hard to perfect, falling apart in 5 seconds. Similar to the whole block to SAT thing I worked out most of the issues just by adding, tweaking, and removing a bunch of checks as well as looking back at my old logic to figure out what I forgot. Among these general changes I also added a new grounded member to the block class, and tried to get it to register if it’s on top of a player. Unfortunately it didn’t work. It’s ok I’ll brute force my way to the root of the problem tomorrow. (Btw this doesn’t even cover the issues I faced prior to this😭 ✌️ ) AI used, if any: Now that the core elements of the game (physics) are out of the way, I’ve pretty much been grinding through bugs myself since it’s just existing logic and I’m not really adding much that’s new or unfamiliar. Honestly, I think it’s gonna stay this way because I don’t intend to use AI to design the game, I was using it more to help solve physics issues and the like. Plans for next time: I’ll try to hopefully fix the new block clipping issues. then idek anymore. Maybe i shouldn’t have tried to build the engine from scratch. K bye guys *I’m not actually over 18 **Tuff line?
Unnamed Platformer - Devlog 13 No motivation… What I did: I solved the issue of vertically stacked blocks clipping through each other and through the player, which was a pretty big chunk of my time since I went through like 10 different approaches and changed up a bunch of stuff along the way. I ended up taking out the SAT collision function I had built and just plugging mtvCheck() (which checks the mtv( )) and the movement logic straight into the collision loops instead. I had to reorder a good chunk of logic too since a lot of the clipping was coming from stuff resolving in the wrong order relative to other stuff. Also did some cleanup: deleted the grounded member off the block class since entity already has one and I was just using two variables for the same thing like an idiot. I added an R keybind so I can restart instantly instead of walking into a spike every time I want to reset (useful for testing + as an actual game feature). I also made the player’s rotation reset on spawn so you don’t respawn tilted at some weird angle from your last death and shrunk the spike hitbox down a bit from 20x20 to 18x18 because I was dying to one-pixel overlaps that looked like it shouldn’t have counted and that are pretty frustrating to deal with. Also did a bunch of level design. I’ve only done levels 1 through 4 so I lowkey gotta lock in. Challenges: The stacked block thing took forever because the symptoms kept changing depending on how many blocks were stacked, which direction they were pushed from, whether the player was involved, etc etc, so it never felt like I was chasing ONE bug, more like four bugs wearing a trenchcoat. Eventually I just started brute-force testing every combo I could think of (2 stacked, 3 stacked, stacked + pushed, stacked + player jumping into it) until I ran out of ways to break it. Also I ran into some issues when designing levels: blockonhead , which makes it so you cannot jump if a block is on your head, was triggering if any block was lined up above your head, even if it was like on a platform way above you. I managed to fix that, and other than that + the block issue there wasn’t too many big obstacles this time. AI used, if any: none, since I’m not using it at all for game design and didn’t need to use it to solve block clipping issues since I just brute forced a bunch of possible solutions. Plans for next time: More level design…I’ll try to get most of the levels done by next devlog. K bye guys
Unnamed Platformer - Devlog 14 I’m genuinely so done What I did: I designed levels 5 and 7-16 (ss of a few levels should be attached idk which they are). I have a cool idea in mind for level 6 but my current code makes it hard to implement, and I also have a cool idea in mind for level 17 but my code made it hard to implement. So I changed everything up like an idiot. My 17th level features a massive pool, but that requires me to draw 1000+ water tiles. Since I redraw tiles every frame, it causes a big load on the computer. So I had the brilliant idea of creating an sf::RenderTexture . spoiler it’s not so brilliant. That led to a massive chain reaction where there were a bunch of nullptr issues at first, which I spent about 40 minutes on before actually getting the game to run. Then everything was super grainy due to aliasing issues caused by drawing everything to a RenderTexture, PLUS since I was drawing everything at the start of the frame and not updating it, stuff like buttons and doors would never update. SO, my dumb ahh moved half my static/environment tiles to dynamictilelist , reserved for strictly blocks which are the only tiles that can change position, and I did this cuz these would draw every frame and they didn’t have the same grainy look as the ones drawn to a texture. the result is probably self explanatory. That caused SO MANY ISSUES that I can’t even begin to describe them all, so after 50 minutes I undid 50 minutes worth of changes, added some spaghetti code to make it a bit more presentable, and call it a day. Challenges: Level design was fun, and easy. I did that for all of yesterday and the first half-ish of today. The vain attempt at making my code more efficient by changing how static tiles were drawn and then going on to deeply regret it and consider undoing it all the next day, was not. Also I probably shouldn’t have bothered trying seeing as I was pretty tired anyway, but ig my stupidity/ambition/idek led me to try. I’m genuinely too tired to bother elaborating, but it goes somewhat like this: I started on the texture-caching thing -> I ran into nullptr errors -> I got those out of the way -> I ran into issues with rendering and updating -> out of frustration I undid all my progress and started anew -> I decided to implement anti-aliasing -> I will probably(definitely) reset my code to where I had been right before I decided to do this stupid implementation AI used, if any: none. If I had I would’ve probably been done with this bs by now. Plans for next time: Realistically I’ll likely just undo all the changes I made to drawing processes, find out how to draw environment tiles underneath other entities/obstacles (which will be useful for many of my levels with spikes or the like in environments), and…thats it. Also, for level design, I want to have all preliminary designs down by the end of this Sunday (3 more days), and then I can playtest and refine later. I wanna cry P.S. the level with the white room is level 6 and it’s currently unfinished lmao
Unnamed Platformer - Devlog 15 Actually got a lot done over the last few days ig What I did: first off, I reset my old changes and made it so env tiles layer over obstacles. At first I tried to assign an individual character to each combination (spike in water, block in zero-gravity, etc etc) but that didn’t work since I couldn’t get them to lay over each other. So what I did is I split my statictilelist into two: statictilelist now held all non-moving entities like spikes, ground, etc. while envtilelist held all my environment tiles. Then I changed my map loading function to take two map strings: one assigned tiles based on entities and the other pass assigned them based on environment. And now I can lay environments over things without breaking my game! Yippee! I also fixed an issue where blocks could clip through obstacles in zero-g when you moved them upward. The issue was blocks unconditionally being mtv-moved when the player was below them, so the player forced them through anything. I added an extra check before mtv-moving and made obstacle detection variables global to fix it. I also ran into an issue where spikes would incorrectly kill you even if you were not touching them, just near: the issue was that I wasn’t running SAT collision, just going straight to death logic if the initial AABB check turned out true (I run an AABB check first because running SAT for everything makes the game super laggy). both of these lowkey took me a while 😭 As for level design I reworked level 6 (still can’t play it) and level 17 (finished), and I designed levels 18-25 (I attached a video of level 24). Also in the vid I switched shapes randomly, that’s just because I had different keybinds earlier and it was js muscle memory kicking in. Challenges: Aside from a bunch of small bugs, the biggest challenges were the issue where spikes would kill you even if you weren’t touching them and the issue with blocks being pushed up forever in zerog. Even then, for both issues it was still easy to fix since it was easy to diagnose and a few lines per fix, even if it took me a while to find those few lines 🥀🥀 However, there’s still an issue where blocks sink slightly upon spawning in zero-g. This makes it impossible to play level 6, so I’ll have to look into/rework/do something to zero-g logic because I really want to keep its existing level mechanic. AI used, if any: None 🔥 Plans for next time: Finish levels 26-30, finish level 6, and test all the levels to make sure they’re not too hard/impossible/possible to cheese. Aside from that, I’ll most likely bring back the texture thing I implemented last time cuz it did actually make the game run a bit smoother, but I’ll only do it for environment tiles. K bye guys
Unnamed Platformer - Devlog 16 Actually didn’t get a lot done over the last few days, let me explain. What I did: The biggest and only new feature I added was a major adjustment to black holes. Earlier they were just 2 tile x 2 tile circles that killed you upon touching. I’ve reworked them to how they’re supposed to be: 6 px x 6 px black circles, with a surrounding 6 tile x 6 tile ring. now if you enter the ring, you lose the ability to move normally (you can still jump tho) get pulled toward the black center, which kills you if you touch it Which is how it’s supposed to be (nevermind the astrophysical inaccuracy lmao). This took me 2 hours 😭 and then I designed levels 26 and 27. I also re-added the old texture system I implemented and then took down earlier cuz it was making things look hella grainy, but only for environment tiles cuz there’s no big changes visually compared to redrawing them every frame. Unfortunately it doesn’t seem to be doing much in terms of efficiency. I also designed levels 28 and 29 (ss of level 29 attached), and playtested every level from 1 to 28 and adjusted each one to remove any unwanted ways you can cheese a level, as well as to just make some of them less punishing for small mistakes. I also (FINALLY) designed level 6. I added extra sections and polished up some elements that were making the level impossible if you didn’t play it perfectly. I did 2 other things as well: I made it so blocks can’t be pushed by any character other than the square (before you could just push blocks w/ anything) and I reduced horizontal movespeed in zero-g. There’s still a lot more I have to do, mainly ui/menu stuff and visual polish. Challenges: Black hole physics took me a while since my first few implementations were completely wrong, and then I locked in nd figured out how to make it pull correctly. Also, level design is proving to be surprisingly challenging, I rly didn’t think it would take this long, but what with conceptualizing + creating + playtesting each level, especially the later ones where I want to make them more complex and difficult, it eats up a lot of time per level. Even going back through older levels and tweaking them can take a while, cuz you gotta track down all the problematic sections and figure out how to fix them. I also have a humble 18 more days till school starts so I gotta lock in🙏 AI used, if any: None, level design is hard but its not THAT hard Plans for next time: Finish level 30, playtest levels 29 and 30, and hopefully get started on + finish a main menu and level select menu. Im so behind on my schedule it aint even funny so wish me luck
Unnamed Platformer - Devlog 17 It’s actually no longer “Unnamed Platformer”, it’s “Worlds of Blockman”, I might change that later idk What I did: I designed level 30, playtested every level extensively and tweaked some levels, and made a basic main menu, level hud and pause menu. And it took me ~10 hours. Well, that’s not all I did. I also changed up the colors of the square to differentiate it from spikes and buttons, and I added a visual indicator for the triangle’s teleport. When you tp the triangle fades to a darker shade of green, and when it gets off cooldown (3 secs) it fades back to its normal color and then you can tp again. Also, level design took quite a long time since I was kind of making it up as I went along, and the whole game states implementation wasn’t too hard in itself, but I ran into errors with loading my font. I added the .ttf file to my assets folder and wrote the correct file name in font.loadFromFile() and whatnot, but turns out I didn’t have the actual font downloaded in the build folder or my project. So after a bit less than an hour I added it in and it fixed the issue. also I spent a bit of time deciding how the different menus would actually look which ate up some time. Challenges: ngl the font-loading thing was kind of the only hard part 😭most other stuff was solved relatively quickly and easily AI used, if any: None, also most likely no AI will be used in the future since the future just holds visual stuff which should not be hard enough to merit the help of AI. Plans for next time: Level select menu, add more stuff to main menu, also make it so the current level shows in the background when you go to the pause menu. also add mouse inputs so you can use those instead of kb inputs in the menu, and start on some more vfx and sfx. I’m also really tired
Unnamed Platformer - Devlog 18 The UI is coming along pretty nicely! What I did: Designed a full level select menu (there are a couple more things left to add), add a heads up display for the current level, and add proper mouse input and extra details to buttons such as shadows (havent implemented shadows for everything, I’ll explain why) and changing color when hovering. Even though it doesn’t sound like much, it took me a surprisingly long time because my text wasn’t centering…What I didn’t realize is that sf::Text creates invisible offsets for some reason, so when I used getGlobalBounds() it would return that offset too and mess up the centering. I ended up doing some research and realized I had to use the local bounds (i.e. untransformed) when centering. Challenges: Ig the biggest ‘challenge’ was centering buttons with text, because at first I actually tried to manually fine tune coordinates and whatnot. But then I found out I had to use localbounds and blah blah. Another thing is, I spent a lot of time fine tuning sizes, colors, shadow darknesses and depths, etc. which took a lot of my time. Also no ai used this time either, although I did spend a lot of time researching why my text wouldn’t center itself. Plans for next time: I’ll just polish up existing menus, and work on background elements. Also I want to add a kind of handbook accessible from the main menu that tells you what stuff does, different powerups, etc. But most importantly, I’m gonna try to find out how to make shadow creation more efficient. For every text/button, I need a shadow. That means I have to add it as a member in the class, copy the actual object, change the color and offset it, then draw it too. Since I have so many objects that make shadows (all of them in the end, ideally), I’m probably going to make a shadow-making function for readability. Other than that I’ll just play the game and test levels a bunch, which I’ve already been doing a lot to make sure everything is as it should be. K bye guys P.S. there’s also still a couple bugs ( UI-related or otherwise) that I have to fix as well
Unnamed Platformer - Devlog 19 The UI is coming along pretty nicely! Pt. 2 What I did: I believe I’ve fully created everything UI- and menu-wise, aside from 3 additional menus (credits, a ‘handbook’ that contains info about stuff, and a settings page) that are currently blank. I created a hovering effect for buttons that makes it so when you hover over a button, the button goes downward slightly and the shadow moves to match. Aside from that, I polished up/tweaked some minor details, and the only things I’ll add menu wise are probably those 3 sub-menus on the main menu and a universal backwards-nav button. The biggest thing (time-wise) was figuring out how to make the code more readable and actually making it more readable. I created two new functions for making text and button objects which made my life a lot easier, also the button-hover code took quite a few lines so I put that into a function too. Aside from that, I made a couple fixes here and there to make it more efficient memory wise. And even then, I ended up breaking stuff which took me a while to fix, such as the issue with unpausing ur game in the vid. Challenges: Probably efficiency stuff, since deciding how to do it + implementation took a while and had a couple of bugs due to me not accounting for stuff. For example: my hover function would change states on its own, but since sometimes you don’t need to directly change state or you need to do other things too, I made it into a boolean that each individual case takes and does its own thing with. Plans for next time: Start on background stuff probably, I don’t want to do anymore UI stuff for now. I have a fewideas in mind for my background visuals, but I hope they won’t be too hard/impossible to implement. K bye guys
Unnamed Platformer - Devlog 20 Background design is a hell of a lot harder than I thought it would be…also I lost track of time 😭😭 What I did: I got started on background design, and partially implemented a background. I actually had a pretty different idea in mind compared to what I have now: the rest of the planet visible, stretching into the horizon, with mountains and volcanoes etc etc. scattered along its surface. After spending a while implementing that, I realized it a) didn’t look right, since everything was just following the player around at normal cam speed, and b) I didn’t like the idea anymore to begin with. So after scrapping all those changes, I started researching how to add a scrolling effect so it would look more natural. I found out how to implement a parallax scroll effect, which basicallymeans that objects in the background move along slower than objects closer to the front of the screen. I also restructured my scenes.h file which contains all background-related stuff, and made a couple of other small changes and fixes with certain levels. I know I don’t have much to show for it, but that’s mainly because I spent a lot of time tweaking certain elements and just undoing backgrounds I ended up not liking 😭🥀 Challenges: Deciding what to do visuals-wise cost me some time bcuz I kept going back on my old ideas, but restructuring scenes.h was the hardest part since after deciding what to do for visuals, I had to base the logic in scenes.h off that. Also it took me a while to decide how to add in a parallax scroll system. Plans for next time: Work on more background stuff. right now I’ve set up a lot of background elements’ structs and whatnot, but I’ve only redrawn the stars and added a rough brightening/dimming effect. Also Im gonna have to start thinking about what I’m going to add on each of the sub-menus accessible from the main menu (credits, handbook, and settings). K bye guys
Unnamed Platformer - Devlog 21 Background design is a bit easier now that I have a plan…also I did not lose track of time 👍 What I did: I added in every single sky element I want to have: comets, planets, black holes, stars, floating rocks, and a moon. I think I might tweak some elements later down the line (specifically the moon(adding craters) and black holes(I’ll think of some extra effects) ), but for now I’m fairly satisfied with how far I’ve come. Looking at the game now gives me a sense of pride at seeing everything finally come together after so long 🥹✌️ Challenges: Making comets was a bit of a hassle, because I had to decide how to do it (which took me some time for brainstorming + more time cuz of discarded changes + even more minutes of brainstorming), and implement it. It’s pretty complex cuz there’s a cooldown on each comet, then you have to set the spawn point and angle/speed, calculate the trail’s points, draw them, draw the head too etc etc…so it was pretty tedious, but comets are the most rewarding visually imo out of all the features. Other than that, I spent a bit of time per other feature figuring out how to implement each of them, but none of them were as complex as the comet. Plans for next time: Finish up any bugs or other issues in sky-related stuff, then I’ll try to make a visible horizon again and see if I’ve changed my mind since last time. Either that or I’ll start working more on smaller vfx, specially trying to find out how to make a particle effect. K bye guys
Unnamed Platformer - Devlog 22 School starts tomorrow ✌️so i decided to make a shorter devlog…also I’m so tired What I did: Honestly you can’t really tell that I did much at first glance. I was mainly playtesting a lot and polishing stuff up, and making sure all the background stuff was fine. For now I dont think I’ll return to background stuff for a while. Although I did manage to add a particle effect for the black holes (both the ones in the background as well as the actual obstacles). I was also experimenting with a horizon for a bit, but then I decided I don’t want it and scrapped a good chunk of time worth of changes. Challenges: Deciding how to add in particles was a bit challenging, specially the math part. But other than that it was a pretty chill 7 hours. Plans for next time: Hopefully finish menus, then: work on vfx, polish up all the menus, tackle any big issues with levels or physics, and finally work on bringing my game onto itch.io! not all in one go, though. K bye guys
Unnamed Platformer - Devlog 23 Hey guys. What I did: I did a lot of playtesting/bug hunting as usual, but I was mainly creating the entire handbook menu. Which took surprisingly long, cuz of designing the menu + figuring out how to include all the different tile icons + creating descriptions + making stuff functional + formatting + colors + bugs + you get the idea. Anyway I’m pretty happy with how it looks so far, I doubt I’ll make any major changes in the future. Also I did find a couple of bugs while testing, but i didn’t really do anything about them, I want to completely create all the core functions before tackling any small bugs/issues. Challenges: There were a few bugs and I went through a few designs for the menu, but overall everything was hella light so I wouldn’t say there were any real challenges. Plans for next time: Create credits menu, then work on adding vfx, add settings menu (thinking of adding volume + keybind toggles), polish up all the menus…and then I’ll see where to go from there. I’m pretty worried cuz now that school’s started (im in gr11 now) I’m probably gonna have a good amount of schoolwork, clubs, etc. that I’ll also have to make time for…so wish me luck ig. K bye guys
Unnamed Platformer - Devlog 24 The game is finally coming together… 🥹🔥 What I did: All the menus in the game are completed! Ngl, credits was really easy ofc, but I was deciding how I should go about doing it, still didnt take too long tho. Then settings was a lot harder 😭 volume adjustment was quite easy, but the real problem came with creating the keybind section, since I had already coded hard inputs all throughout my code. So I pretty much had to add a new system + helper func in vars.h, then replace every instance of isKeyPressed with that system+helper, then code the menu in the ui file (Which took forever cuz of bugs with msg updating + event handling + key updates + etc.). Well, it’s (mostly) done now, which is good. And ofc I was also testing the game for general bugs too. Challenges: The keybind menu took me a hella long time to get done…thats about it, aside from some other tiny bugs. Plans for next time: add vfx, polish up every single one of the menus…and then I’ll see where to go from there. Hopefully I can finish most of my stuff by the start of next week. K bye guys
Unnamed Platformer - Devlog 25 I’m so tired omg What I did: Bunch of miscellaneous stuff: Added basic vfx: so far we only have a click sound, I’ll add more later but it took me a while to figure out how to get SFML’s audio system working since I also had to find out why my audio files weren’t loading in either. Added coins to every level: added new tile type for coin, added a coin into each level, added effects, etc. Fix bugs/gameplay issues such as the triangle being unable to teleport after a restart/new level, rearrange some levels to fit coin placements, find out some new bugs and try (and fail) to fix them, so decide to deal with them another day. Add simple death animation to the player. Make it so levels must be completed in progressive order (e.g. you start at level 1, cannot progress till you have completed), also add different colors to boxes on level select menu (check vid) Probably a few more things related to general playtesting but i can’t remember Challenges: Making level buttons in the levelmenu was kind of frustrating not only because of the selection aspect but also getting them to visually render in the proper colors. Honestly though, now the main challenge is dealing with my own fatigue, especially since I’ve been joining more clubs and getting more homework, so hopefully I can clutch up over the final few days cuz I highkey need that framework 13 🥺✌️ Plans for next time: I added a list of bugs I want to tackle/stuff I want to add: //BUGS!!!!! //cant close window while in settings menu //rotation bugs //levels 13, 17, 26, 4, 8, look into //as well as other levels but these ones I can remember //TO ADD!!!!! //speedrun timer //death count //updating handbook (notif icon, hidden objects) //more sfx (death especially) K bye guys
Unnamed Platformer - Devlog 26 Stardance extension + fatigue = holy procrastination 😂✌️ What I did: More random stuff: Level timer that stores each level’s personal best, displays a live timer in the level, and lets you access your PR for each level from level select menu Fixed issue where you couldn’t close game while in settings menu Death count (it just tracks deaths over every single level, accessed from level select menu, manual restarts count as death too) and coin count as well Adjusted some levels a bit Added a feature to handbook where items you haven’t come across yet are blacked out and have hidden descs, and add notification to handbook when you unlock these items Update README a little bit cause I was feeling lazy and didn’t want to do anything else Fix some bugs concerning rotation and tipping, as well as making it so you do not rotate when passing thru a 1 tile high gap (this is specially an issue with the square where it can feel a bit janky otherwise) I will note that some of these were multifaceted changes that took quite a bit of effort and iterations, but I couldn’t be bothered explaining everything I did here. And more playtesting too. Challenges: Probably the handbook feature…it was the longest one out of all of them. Plans for next time: I want to be done with pretty much everything related to the actual game by next devlog, so I can focus on the README and finally shipping! K bye guys
Unnamed Platformer - Devlog 27 WE’RE FINALLY HERE! What I did: I did a lot of final polish and testing before getting the game ready for release. Initially I was going to use Emscripten to port my game over to web assembly (inspired by this video: https://www.youtube.com/watch?v=1kiwpAIU454 ) but I soon realized that it was much more complex than it looked, and kind of took away from the spirit of being entirely made out of C++ and SFML. So, I decided to simply publish an executable rather than port the game over to web. I set up the release build and whatnot (which took a while because of cmake config issues and whatnot) but I finally got a release build working n it feels great! I ported to itch.io, now I just gotta finish up the itch page and readme, as well as record a walkthrough video for macOS and Linux users as I couldn’t figure out how to configure the game for either. Challenges: The whole odyssey of deciding how to port my game over was a slight hassle, but nothing too bad. Also, while recording my walkthrough vid, I ended up discovering A LOT of hidden bugs, so I managed to pick all those off and there shouldn’t be any left…hopefully. Plans for next time: Ship! This devlog will be my last for this project, and for this challenge. Aside from being done with everything, I accidentally created a completely new project according to Hackatime when I was renaming the file folder, executable, etc. from “WorldofBlockman” (my placeholder name) to Stardancer so everything would be more consistent with my final title. so any work I do on my project won’t count towards heartbeats and thus I can’t post another devlog (15 minutes minimum/devlog). Still, it’s been such an amazing journey, I learned so much and I made this game that I’m super proud of 🥹 even though this game gave me hell sometimes, I have virtually no regrets about any of it. This has been my biggest project ever, and many more to come in the future hopefully. K…bye guys.
Ships:
For HackClub Stardance, I created Stardancer , a 30-level platformer featuring a unique mechanic: mid-level shapeshifting to unlock new abilities and powers! I used C++ and SFML (the Simple and Fast Multimedia Library) to code this game. During the development of this game, I ran into a couple of technical challenges. Collision was among the biggest; I had initially decided on AABB (Axis-Aligned Bounding Box) collision, but after implementing that I realized that it led to erroneous collision interactions, misalignments, and more issues. So, I switched to SAT (Separating Axis Theorem) collision instead. This, combined with general collision response logic, made coding collision one of the hardest endeavours of this project. There were many other challenges throughout development, however none are too disruptive to the experience of the final game. I’m still extremely proud of myself and this project for many reasons: This is the largest project I’ve ever made; Despite many challenges, bugs, and pieces of complex logic to work through, I made a fully functional and complete game; I managed to make this with no external engines; I was able to use my C++ and new SFML skills to create something I can proudly say I made! IMPORTANT NOTE FOR REVIEWERS!! PLEASE READ!!! A complete playthrough of the game takes a large amount of time due to how levels are structured: to play a level, you must beat the level before it, which poses an issue for one of the shapes which is only unlocked in the last set. I realize most reviewers do not have the time required to play through the full game and gain a complete understanding of its features. For this reason, I strongly urge reviewers to skim through/watch my full walkthrough video linked in my README, as well as check out the “Credits Easter Egg” section in that video. Playing through all 30 levels sequentially takes time, but you can unlock every level directly from the Credits screen so you can test all shape powers hands-on right away! This way, a reviewer will be able to understand the scope and gameplay of the game in a short amount of time. With that being said, I truly hope you enjoy my game....
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FOU by @SHREX | Stardance
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SHREX
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71.0
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1016
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:24Z", "hours": 50.0, "multiplier": 13.35, "payout": 664, "blessing": "neutral", "text": "FOU is my first serious programming project, and honestly, I never thought it would come this far. It started as a small Python CLI because I wanted an easy way to track crypto prices without opening an exchange every time. Slowly, I added live prices, coin validation, saving, and my own backend. And now, with v2.5, I’ve finally turned it into a proper desktop app! FOU now has three themes — FOU DEFAULT, THE FOOL, and VOID , each with its own companion and six different reactions. The hardest part was definitely building the GUI, especially getting the characters, decorative frames, and layouts to work properly when resizing the window. I spent way too much time fixing tiny details 😭 I also tried to work on almost every piece of feedback from my previous ships. A lot of people said my README and devlogs weren’t clear enough, so this time I’ve added better explanations, installation instructions, a full demo video, and more details about how I built everything. 💜 Please read this before testing! ⏳ First-time loading: Adding your first coin or loading saved prices might take around 60 seconds because my free hosted backend sometimes goes to sleep. Please give it a little time! 🛡️ Windows: I’ve tested the released app on two Windows laptops, and it worked fine. However, the executable is still unsigned, so Windows might show a security warning. I’ve already applied for code signing. Please don’t disable your security settings just to test it. 🐧 Linux and macOS: Both builds completed successfully, but I couldn’t test them on real Linux or Mac computers. So please treat them as experimental. If something doesn’t work, I’d really appreciate it if you could watch the demo video before rating, rather than judging FOU only by an untested build. 🐛 Bugs: Some recent tests found a few rare issues with saving and unexpected API responses. I’ve started fixing them, but those fixes aren’t in this release yet. If you find anything, please let me know! 🚀 How to try it Download the ZIP for your OS from the GitHub Release. On Windows, extract everything and open FOU.exe . Try adding BTC, ETH, or SOL, refreshing prices, saving your portfolio, and switching themes. FOU isn’t a wallet or trading app. It’s just a watchlist for coins you’re interested in. Release: https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0 README + Demo Video: https://github.com/FOU-SHREX/FOU I’m still learning Python, and this project taught me so much about coding, APIs, GUI development, and fixing things that randomly stop working. I also used ChatGPT, and AI image tools to help with coding, debugging, and artwork throughout development. I’m really happy with how far FOU has come, even though it’s still not perfect. Thanks to everyone who gave feedback on my earlier versions and helped me improve it. I hope you enjoy trying FOU! 💜 Please give feedback and good rating <(_ _)>", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}, {"ship_num": 2, "ts": "2026-09-22T14:25:57Z", "hours": 20.0, "multiplier": 17.33, "payout": 346, "blessing": "neutral", "text": "FOU is my first serious programming project and I made most of it while I was still learning Python. The idea actually came from a small problem I had myself. There were a lot of crypto coins I wanted to keep an eye on, but I didn’t want to open an exchange or search each coin again and again just to check the price. So I thought, why not make a small program where I can add the coins I care about once and then just open it whenever I want to check them. That’s how FOU started. V1.1 was very simple. It was just a CLI watchlist where you could add, remove, save and load coin symbols. While making V2 I learned a lot more and slowly upgraded it with live prices, valid coin checking, adding multiple coins, better save handling, error handling and builds for Windows, Linux and macOS. One of the hardest parts for me was learning how APIs and backend stuff work. I didn’t want to put the CoinGecko API key inside the app, so I built my own FastAPI backend and deployed it. I also learned caching, rate limiting, GitHub Actions, PyInstaller and a lot of testing while doing this. I also worked on the feedback from my V1.1 ship. A lot of people said the README and devlogs were not explaining the project enough, and some people didn’t even understand what a crypto watchlist was or thought it was related to wallets. So for V2 I added a beginner guide, clearer explanation of what FOU does, why I made it, better installation steps and I’m also adding better screenshots and more detailed devlogs. FOU does not connect to wallets, trade crypto or use real money. It is just a simple personal watchlist to track coins you are interested in. To test it, download the build for your OS from the V2 release, open FOU, add coins like BTC, ETH or SOL, type DONE, then open View Portfolio to see the live prices. Save it, close the app, reopen it and your watchlist should still be there. I’m still a beginner and this project is mainly how I’m learning by actually building something, so feedback really helps me improve it. If you try it and like what I made, I’d really appreciate a good rating and an honest review. And if something feels confusing or broken, please tell me that too so I can work on it in the next update.", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}, {"ship_num": 3, "ts": "2026-09-02T16:11:07Z", "hours": 1.0, "multiplier": 4.25, "payout": 6, "blessing": "neutral", "text": "I made FOU V1.1, a Python command-line cryptocurrency watchlist where users can add, view, remove, save, and reload coin symbols. The most challenging part was making the save system reliable both when running the Python file and when running the packaged Windows .exe . I also learned how to handle missing or corrupted save files and how to package the project with PyInstaller. I’m most proud that I took a simple Python project and turned it into a working standalone Windows release that other people can actually download and run. I also improved the code structure, added better error handling, and learned more about Git, GitHub releases, and project shipping. People should know that FOU V1.1 is still a watchlist-style project, not a full live crypto tracker yet. V2 is planned to add live prices and coin validation.", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}]...
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[{"post_id": 79151, "ts": "202 [{"post_id": 79151, "ts": "2026-10-12T20:29:06Z", "hours": 4.8217, "text": "DEVLOG- 35: About to ship this here is important thing please read this if you encounter with and security issue please click run anyway as I applied for the authorized ownership but that will take weeks to fulfill so please co-operate and Linux and windows user if you want you can skip as i don’t have any system to test them, Thank you all for this journey will make more and be better if you rating me please rate me good. <(_ _)><(_ _)>"}, {"post_id": 78470, "ts": "2026-10-10T21:32:57Z", "hours": 2.5167, "text": "DEVLOG- 34: Here is the look of second theme the name is THE FOOL and the companion name is Mr. FOOL , the border around the portfolio takes so much time and effort of mine like in the end i need to use codex for calculation part as i learn MATH but the calculation is quiet complex so uses that, Appart from this I think i had done most of the work on feedback : 1st Feedback : Make a UI -> Now my project is shifted from cli to gui and have a proper UI 2nd Feedback : Timestap -> Added that in portfolio frame you can see the time its feacting the prices 3rd Feedback : Help -> Addded a help button at the bottom and that will open a youtube video that explain everything from how to use and what is for what! 4th Feedback : Nothing - > so everything is done so far ╰( °▽° )╯╰( °▽° )╯ BTW, working on the third theme too maybe ship tomorrow so don’t forget to try and Rate good my project ."}, {"post_id": 78181, "ts": "2026-10-09T21:53:47Z", "hours": 3.5731, "text": "DEVLOG- 33: Worked on so many things today, like adding the overall background in the second theme and living the frames that hiding that giving each frame its own border frame as per theme, created cards icon for change theme option using DRAW and also create local saving icon to use. i really think i cover most of the feedback as majorities of feedback were about UI which is done mostly and one feedback was about help option so I created a help button at the right bottom which will have a go through video of FOU explain everything if u needed help! will reveled the final look of second theme so stay tuned. - - () - -"}, {"post_id": 77929, "ts": "2026-10-08T20:20:52Z", "hours": 2.1711, "text": "DEVLOG- 32: After struggling and finding the result of the problem i learned math module and ceil and after learning this its so complicated for me that i need to take help from chat_gpt for the calculation part and then i got the desire result but still raise a another issue like the border of companion frame is not retracking its placement so I think i need to fix that next stay tuned ! ಥ_ಥ ┑( ̄Д  ̄)┍"}, {"post_id": 77643, "ts": "2026-10-07T18:38:28Z", "hours": 2.0833, "text": "DEVLOG - 31: Working on a same problem from yesterday but it didn’t fixed yet learned the new concepts and apply them but nothing happened will keep trying until crack that so stay tuned, if you can help please comment me the problem is i want a png border file to get perfectly fix around my portfolio and that file is not fitting perfectly so if anybody know i am using python only and making UI using coustomTkinter."}, {"post_id": 77375, "ts": "2026-10-06T18:17:46Z", "hours": 3.3803, "text": "DEVLOG - 30: Currently working on the second theme and just fixed done the companion frame and part like the emotion part and struggling in the frame of portfolio so i need to learn and understand some more concepts to fix that stay tuned! ( ̄┰ ̄*) ಥ_ಥ"}, {"post_id": 77134, "ts": "2026-10-05T19:03:05Z", "hours": 2.1525, "text": "DEVLOG- 29: Today I finally completed the FOU default theme UI and this is the locked result done some refinement today as remove button draw the prefect remove button icon and the companion sizing and placement the header of companion given a companion a 3D look ) and make companion fame fits to it as the upcoming theme will use that logic stay tuned may ship this this sunday or monday!)"}, {"post_id": 76822, "ts": "2026-10-04T18:27:03Z", "hours": 4.2847, "text": "DEVLOG- 28: So this is my default theme look today i fixed the style like the text fonts and placement and size worked on the activity section like the tick part take a lot just learned the image draw in python and use that to make the search icon clock and tick and loading so it take a while what do you think about this theme there will be more i give you a hint the second is from anime which is so mysterious! (⊙ (⊙ ⊙)_⊙) ( ̄┰ ̄ )( ̄┰ ̄ )"}, {"post_id": 76487, "ts": "2026-10-03T18:48:30Z", "hours": 4.4256, "text": "DEVLOG- 27: Today I fixed the major issue i am facing the image sizing part like when minimize and maximize done some calculation learn new concepts and do some compromise and apart from that added the logo section so the displayed coin will display there logo too and added the help button later when this finish will create a youtube video to guide it threw. The UI is taking the target set shape need some refinement and clarity the the default theme is done yes there will be more then one theme. ^0^ ^0^╰( °▽° )╯╰( °▽° )╯"}, {"post_id": 76239, "ts": "2026-10-02T20:22:19Z", "hours": 3.3644, "text": "DEVLOG- 26: Today I am working on the companion part of my GUI and from the morning working on the correct size fitting of the .png still didn’t get that like when minimize and maximize the size is getting larger and cropped or smaller then the frame and never fits if anybody know how to fix that issue do comment i am using CustomTkinter for this GUI. <(_ _)><(_ _)>o(TヘTo)o(TヘTo)"}, {"post_id": 75986, "ts": "2026-10-01T20:57:10Z", "hours": 2.2486, "text": "DEVLOG- 25: Today I worked on the enhancing the UI and making the default theme till now done the background part and color and border part screen size issue clear and ore UI fixed now working on the complete look and will update when the FOU Theme done."}, {"post_id": 75670, "ts": "2026-09-30T18:12:55Z", "hours": 3.1133, "text": "DEVLOG- 24: Today worked on the left side panels and activity tracer part and done both the part currently generating images as introducing the companion in the GUI with is image based for now but For V3 will change that too motion one. (❁´◡ ❁)(❁´◡ ❁)"}, {"post_id": 75298, "ts": "2026-09-29T17:46:30Z", "hours": 1.5606, "text": "DEVLOG- 23: ADDED some color and themes too, this V2.1 will have 6 theme to choose and currently working on the 2 of them then others right now leaning color change and multiple theme changer in CustomTkinter and apply them here. So far Done the border and background and button stuff will work on coin selection now see you soon."}, {"post_id": 74949, "ts": "2026-09-28T17:31:46Z", "hours": 1.7661, "text": "DEVLOG-22: Today i worked on adding functions to the buttons and handling the possible errors that could happened till now done the view_portfolio , remove_coin, add_coin part with there respective button now work on selection of coin and coin preview as a 3D image if possible. (〃 ̄︶ ̄)人( ̄︶ ̄〃)"}, {"post_id": 74476, "ts": "2026-09-27T13:48:46Z", "hours": 3.055, "text": "DEVLOG- 21: Currently working on the GUI structure and just done timeout error handling with this as a base structure the whole UI will be amazing and will take a while I am new to coustomTkinter so I need to learn first."}, {"post_id": 74143, "ts": "2026-09-26T19:20:12Z", "hours": 1.9086, "text": "DEVLOG-20: Done the refactor with the main.py and build some core functions so the same function will be used buy both CLI and GUI and now working on GUI skeleton stucture will update when finish do comment and like please."}, {"post_id": 73939, "ts": "2026-09-26T11:28:10Z", "hours": 1.1467, "text": "DEVLOG-19: Done with the test_GUI learned the major concepts and basics too no moving forward to work on actual FOU. (~ ̄▽ ̄)~(~ ̄▽ ̄)~"}, {"post_id": 73475, "ts": "2026-09-25T06:14:15Z", "hours": 1.5586, "text": "DEVLOG-18: Guys currently working on GUI and testing it while learning so this will take time i think. Do share some UI layouts ideas to put that."}, {"post_id": 73218, "ts": "2026-09-24T16:50:55Z", "hours": 0.5897, "text": "DEVLOG-17: Thanks everyone for reviews working on the reviews and fixed some issue too, currenty working on GUI as many suggest a good UI ,testing the GUI and learning it too will ship the V2.1 with GUI and fixed things as per feedback. THANKS EVERYONE! DO SUGGEST ME SOME GUI THEMES FOR UI."}, {"post_id": 71370, "ts": "2026-09-20T18:26:30Z", "hours": 1.005, "text": "DEVLOG-16: Guys, Finally the V2 is done and live check my github and try & test and do give the feedback and reviews its been a great journey I learned a lot while making this do like and follow. I can’t ship it right now my previous ship is still pending its been more then 2 week about 3 week still pending if anyone could help do reply please that’s it thanks for connecting. V3 will be delayed bcz of college stuff but will work on the feedback for sure. ☆ : .。. o(≧▽≦)o .。.: ☆☆ : .。. o(≧▽≦)o .。.: ☆ here is the whole story: FOU started as my first serious Python project and was originally just a simple CLI watchlist where you could add, remove, save and reload coin symbols. V1.1 made that version more stable and usable with better structure, save handling and a standalone Windows build. V2 is the biggest jump so far. I added live prices, coin validation, multiple-coin adding, better formatting, safer save-file handling, and a hosted FastAPI backend so the CoinGecko API key stays off the client. I also added caching, rate limiting, network error handling, and cross-platform builds for Windows, Linux and macOS using GitHub Actions. The V1.1 reviews also showed me that the project explanation was still too technical for beginners. Some people didn’t understand what a crypto watchlist was or thought it involved wallets. So I’m improving that too: clearer README beginner guide screenshots better devlogs simpler explanation of what FOU does and why I built it FOU is still a learning project and my first serious one, so a big part of this has been learning by building. Next I’m focusing on V2 feedback and polish before moving toward V3."}, {"post_id": 70741, "ts": "2026-09-19T17:59:07Z", "hours": 0.7525, "text": "DEVLOG-15: Don’t know why still pending if anyone seeing from the team please check my project the V2 is done and i want to ship that if the V1.1 will stay pending i will not able to ship it please team stardance help. BTW done the package part and multiple OS support too and testing there is still work needed but will finish tomorrow."}, {"post_id": 69844, "ts": "2026-09-17T21:52:56Z", "hours": 0.5375, "text": "DEVLOG-14: Done making the backend now some refactors and packages left to build and then V2 is done. if any shipwrights watching this please review my project so i can ship V2. BTW anyone wants to team up on the new programm by hack club “Third space” please comment on this devlog."}, {"post_id": 68760, "ts": "2026-09-15T18:12:26Z", "hours": 2.0439, "text": "DEVLOG-13: Currently working on Backend Error handling like time limit and request limits and after that will do the final cleanup and touch ups and then work on the package part will release the V2 for all os its currenty limited to window’s but V2 will be for linux and mac too. ^0^"}, {"post_id": 68214, "ts": "2026-09-14T18:21:46Z", "hours": 1.1408, "text": "DEVLOG- 12: Today Done some what robusting and will final this didn’t work much today cause of college but will wrap this V2 in 2 days hopely its going to be best thanks. For me learning backend then Appling it was a headache task but done it and learn about it more. try project and give ideas like what i can add in this next and reviews."}, {"post_id": 67588, "ts": "2026-09-13T18:52:15Z", "hours": 1.9956, "text": "DEVLOG-11: Guy Today worked on the Backend created the backend and test it its working and now the sunday feels worth drop the API robustness before but now work on that hope is that it will finished in 3-4 days. will update when API & Network Robustness done. ☆ : .。. o(≧▽≦)o .。.: ☆"}, {"post_id": 66486, "ts": "2026-09-12T10:16:00Z", "hours": 1.9486, "text": "DEVLOG- 10: Today I Done the view_portfolio part and now it shows the current_price of the coin and also a better UI is there to as I ass separator and anchor too add short part too where the coins with high market rank will appear at the top. Now work on the API handling will update soon. ( /ω\ )"}, {"post_id": 65507, "ts": "2026-09-10T18:18:00Z", "hours": 2.4475, "text": "DEVLOG-9: Today worked on the view_portfolio and add the almost every features, testing it now for a while and fixing the bugs and errors here GLM is useful as it test the code and returning the exact error that I am fixing hopply finish the view part tomorrow and move to something next. btw I take off from college for this still learning and then implementing it make it long (~ ̄▽ ̄)~ . will go college tomorrow hopply this will end. Please do follow me and like my log as i am working hard and who gonna like my log i will like there all log. (〃 ̄︶ ̄)人( ̄︶ ̄〃)"}, {"post_id": 64954, "ts": "2026-09-09T18:07:02Z", "hours": 1.3367, "text": "DEVLOG-8: Finally Fixed the add function part and API errors it take a lot of time and learnings to do so now starts working on view_portfolio function hopefully it get done quickly ( /ω\ )."}, {"post_id": 64386, "ts": "2026-09-08T18:26:31Z", "hours": 1.1236, "text": "DEVLOG-7: Work on the add function still handling API and debugging the problems as per my first project this is going to be crazy and lately getting busy as I had join a college for my BBA degree and classes are long ಥ_ಥಥ_ಥ"}, {"post_id": 63720, "ts": "2026-09-07T17:33:31Z", "hours": 1.8575, "text": "DEVLOG-6: Guys working the the API debugging part and it’s frustrating ಥ_ಥ since its keep failing and i had tried all the things asking AI for diagnosis, btw this hard work will be paid of once it’s made cause its gonna add the exciting components.(❁´◡`❁)"}, {"post_id": 62830, "ts": "2026-09-06T11:12:36Z", "hours": 1.7642, "text": "DEVLOG-5: Guys just completed the API function and working on the sorting , price reflecting , listing , and ranking so the V2 will be a considerable hit ╰( °▽° )╯"}, {"post_id": 62153, "ts": "2026-09-05T12:27:18Z", "hours": 0.9586, "text": "DEVLOG-4: Testing API and learning concepts its really time consuming guys please follow and share your reviews"}, {"post_id": 61750, "ts": "2026-09-04T20:10:07Z", "hours": 0.2939, "text": "DEVLOG-3: The Work on the V2 is going on write now the things are complicated for me cause as a learner and a beginner I have to learn before implementation so this will take the time I don’t know why my ship1 is not rated yet if anybody knows please comment. Do try my project and give feedbacks"}, {"post_id": 61487, "ts": "2026-09-04T13:03:38Z", "hours": 0.4081, "text": "DEVLOG-2: Complete the refactor part and now working on the V2 main comp. the API part will update soon"}, {"post_id": 61327, "ts": "2026-09-04T05:44:52Z", "hours": 0.3233, "text": "DEVLOG-1: Started Working on V2 before major updates just refactoring the code as per feedback adding loops in ADD and REMOVE feature and also making package for macos and linux"}, {"post_id": 60297, "ts": "2026-09-02T15:56:41Z", "hours": 0.6444, "text": "Just completed the packaging part now my project is in .exe and going to ship it now"}, {"post_id": 60097, "ts": "2026-09-02T07:41:35Z", "hours": 0.3394, "text": "Devlog 2 -_- Working on the packaging part making it a .exe for you guys so u could try and share reviews and soon shipping it too"}, {"post_id": 57119, "ts": "2026-08-29T06:50:58Z", "hours": 0.4653, "text": "Devlog:1 -_- Today I refactor my FOU-V1 add the separate function for all the functions and ready to move on the V2 of it.Please try and give reviews"}]...
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Title: FOU by @SHREX | Stardance
Devlogs:
Devlog: Title: FOU by @SHREX | Stardance
Devlogs:
Devlog:1 -_- Today I refactor my FOU-V1 add the separate function for all the functions and ready to move on the V2 of it.Please try and give reviews
Devlog 2 -_- Working on the packaging part making it a .exe for you guys so u could try and share reviews and soon shipping it too
Just completed the packaging part now my project is in .exe and going to ship it now
DEVLOG-1: Started Working on V2 before major updates just refactoring the code as per feedback adding loops in ADD and REMOVE feature and also making package for macos and linux
DEVLOG-2: Complete the refactor part and now working on the V2 main comp. the API part will update soon
DEVLOG-3: The Work on the V2 is going on write now the things are complicated for me cause as a learner and a beginner I have to learn before implementation so this will take the time I don’t know why my ship1 is not rated yet if anybody knows please comment. Do try my project and give feedbacks
DEVLOG-4: Testing API and learning concepts its really time consuming guys please follow and share your reviews
DEVLOG-5: Guys just completed the API function and working on the sorting , price reflecting , listing , and ranking so the V2 will be a considerable hit ╰( °▽° )╯
DEVLOG-6: Guys working the the API debugging part and it’s frustrating ಥ_ಥ since its keep failing and i had tried all the things asking AI for diagnosis, btw this hard work will be paid of once it’s made cause its gonna add the exciting components.(❁´◡`❁)
DEVLOG-7: Work on the add function still handling API and debugging the problems as per my first project this is going to be crazy and lately getting busy as I had join a college for my BBA degree and classes are long ಥ_ಥಥ_ಥ
DEVLOG-8: Finally Fixed the add function part and API errors it take a lot of time and learnings to do so now starts working on view_portfolio function hopefully it get done quickly ( /ω\ ).
DEVLOG-9: Today worked on the view_portfolio and add the almost every features, testing it now for a while and fixing the bugs and errors here GLM is useful as it test the code and returning the exact error that I am fixing hopply finish the view part tomorrow and move to something next. btw I take off from college for this still learning and then implementing it make it long (~ ̄▽ ̄)~ . will go college tomorrow hopply this will end. Please do follow me and like my log as i am working hard and who gonna like my log i will like there all log. (〃 ̄︶ ̄)人( ̄︶ ̄〃)
DEVLOG- 10: Today I Done the view_portfolio part and now it shows the current_price of the coin and also a better UI is there to as I ass separator and anchor too add short part too where the coins with high market rank will appear at the top. Now work on the API handling will update soon. ( /ω\ )
DEVLOG-11: Guy Today worked on the Backend created the backend and test it its working and now the sunday feels worth drop the API robustness before but now work on that hope is that it will finished in 3-4 days. will update when API & Network Robustness done. ☆ : .。. o(≧▽≦)o .。.: ☆
DEVLOG- 12: Today Done some what robusting and will final this didn’t work much today cause of college but will wrap this V2 in 2 days hopely its going to be best thanks. For me learning backend then Appling it was a headache task but done it and learn about it more. try project and give ideas like what i can add in this next and reviews.
DEVLOG-13: Currently working on Backend Error handling like time limit and request limits and after that will do the final cleanup and touch ups and then work on the package part will release the V2 for all os its currenty limited to window’s but V2 will be for linux and mac too. ^0^
DEVLOG-14: Done making the backend now some refactors and packages left to build and then V2 is done. if any shipwrights watching this please review my project so i can ship V2. BTW anyone wants to team up on the new programm by hack club “Third space” please comment on this devlog.
DEVLOG-15: Don’t know why still pending if anyone seeing from the team please check my project the V2 is done and i want to ship that if the V1.1 will stay pending i will not able to ship it please team stardance help. BTW done the package part and multiple OS support too and testing there is still work needed but will finish tomorrow.
DEVLOG-16: Guys, Finally the V2 is done and live check my github and try & test and do give the feedback and reviews its been a great journey I learned a lot while making this do like and follow. I can’t ship it right now my previous ship is still pending its been more then 2 week about 3 week still pending if anyone could help do reply please that’s it thanks for connecting. V3 will be delayed bcz of college stuff but will work on the feedback for sure. ☆ : .。. o(≧▽≦)o .。.: ☆☆ : .。. o(≧▽≦)o .。.: ☆ here is the whole story: FOU started as my first serious Python project and was originally just a simple CLI watchlist where you could add, remove, save and reload coin symbols. V1.1 made that version more stable and usable with better structure, save handling and a standalone Windows build. V2 is the biggest jump so far. I added live prices, coin validation, multiple-coin adding, better formatting, safer save-file handling, and a hosted FastAPI backend so the CoinGecko API key stays off the client. I also added caching, rate limiting, network error handling, and cross-platform builds for Windows, Linux and macOS using GitHub Actions. The V1.1 reviews also showed me that the project explanation was still too technical for beginners. Some people didn’t understand what a crypto watchlist was or thought it involved wallets. So I’m improving that too: clearer README beginner guide screenshots better devlogs simpler explanation of what FOU does and why I built it FOU is still a learning project and my first serious one, so a big part of this has been learning by building. Next I’m focusing on V2 feedback and polish before moving toward V3.
DEVLOG-17: Thanks everyone for reviews working on the reviews and fixed some issue too, currenty working on GUI as many suggest a good UI ,testing the GUI and learning it too will ship the V2.1 with GUI and fixed things as per feedback. THANKS EVERYONE! DO SUGGEST ME SOME GUI THEMES FOR UI.
DEVLOG-18: Guys currently working on GUI and testing it while learning so this will take time i think. Do share some UI layouts ideas to put that.
DEVLOG-19: Done with the test_GUI learned the major concepts and basics too no moving forward to work on actual FOU. (~ ̄▽ ̄)~(~ ̄▽ ̄)~
DEVLOG-20: Done the refactor with the main.py and build some core functions so the same function will be used buy both CLI and GUI and now working on GUI skeleton stucture will update when finish do comment and like please.
DEVLOG- 21: Currently working on the GUI structure and just done timeout error handling with this as a base structure the whole UI will be amazing and will take a while I am new to coustomTkinter so I need to learn first.
DEVLOG-22: Today i worked on adding functions to the buttons and handling the possible errors that could happened till now done the view_portfolio , remove_coin, add_coin part with there respective button now work on selection of coin and coin preview as a 3D image if possible. (〃 ̄︶ ̄)人( ̄︶ ̄〃)
DEVLOG- 23: ADDED some color and themes too, this V2.1 will have 6 theme to choose and currently working on the 2 of them then others right now leaning color change and multiple theme changer in CustomTkinter and apply them here. So far Done the border and background and button stuff will work on coin selection now see you soon.
DEVLOG- 24: Today worked on the left side panels and activity tracer part and done both the part currently generating images as introducing the companion in the GUI with is image based for now but For V3 will change that too motion one. (❁´◡ ❁)(❁´◡ ❁)
DEVLOG- 25: Today I worked on the enhancing the UI and making the default theme till now done the background part and color and border part screen size issue clear and ore UI fixed now working on the complete look and will update when the FOU Theme done.
DEVLOG- 26: Today I am working on the companion part of my GUI and from the morning working on the correct size fitting of the .png still didn’t get that like when minimize and maximize the size is getting larger and cropped or smaller then the frame and never fits if anybody know how to fix that issue do comment i am using CustomTkinter for this GUI. <(_ _)><(_ _)>o(TヘTo)o(TヘTo)
DEVLOG- 27: Today I fixed the major issue i am facing the image sizing part like when minimize and maximize done some calculation learn new concepts and do some compromise and apart from that added the logo section so the displayed coin will display there logo too and added the help button later when this finish will create a youtube video to guide it threw. The UI is taking the target set shape need some refinement and clarity the the default theme is done yes there will be more then one theme. ^0^ ^0^╰( °▽° )╯╰( °▽° )╯
DEVLOG- 28: So this is my default theme look today i fixed the style like the text fonts and placement and size worked on the activity section like the tick part take a lot just learned the image draw in python and use that to make the search icon clock and tick and loading so it take a while what do you think about this theme there will be more i give you a hint the second is from anime which is so mysterious! (⊙ (⊙ ⊙)_⊙) ( ̄┰ ̄ )( ̄┰ ̄ )
DEVLOG- 29: Today I finally completed the FOU default theme UI and this is the locked result done some refinement today as remove button draw the prefect remove button icon and the companion sizing and placement the header of companion given a companion a 3D look ) and make companion fame fits to it as the upcoming theme will use that logic stay tuned may ship this this sunday or monday!)
DEVLOG - 30: Currently working on the second theme and just fixed done the companion frame and part like the emotion part and struggling in the frame of portfolio so i need to learn and understand some more concepts to fix that stay tuned! ( ̄┰ ̄*) ಥ_ಥ
DEVLOG - 31: Working on a same problem from yesterday but it didn’t fixed yet learned the new concepts and apply them but nothing happened will keep trying until crack that so stay tuned, if you can help please comment me the problem is i want a png border file to get perfectly fix around my portfolio and that file is not fitting perfectly so if anybody know i am using python only and making UI using coustomTkinter.
DEVLOG- 32: After struggling and finding the result of the problem i learned math module and ceil and after learning this its so complicated for me that i need to take help from chat_gpt for the calculation part and then i got the desire result but still raise a another issue like the border of companion frame is not retracking its placement so I think i need to fix that next stay tuned ! ಥ_ಥ ┑( ̄Д  ̄)┍
DEVLOG- 33: Worked on so many things today, like adding the overall background in the second theme and living the frames that hiding that giving each frame its own border frame as per theme, created cards icon for change theme option using DRAW and also create local saving icon to use. i really think i cover most of the feedback as majorities of feedback were about UI which is done mostly and one feedback was about help option so I created a help button at the right bottom which will have a go through video of FOU explain everything if u needed help! will reveled the final look of second theme so stay tuned. - - () - -
DEVLOG- 34: Here is the look of second theme the name is THE FOOL and the companion name is Mr. FOOL , the border around the portfolio takes so much time and effort of mine like in the end i need to use codex for calculation part as i learn MATH but the calculation is quiet complex so uses that, Appart from this I think i had done most of the work on feedback : 1st Feedback : Make a UI -> Now my project is shifted from cli to gui and have a proper UI 2nd Feedback : Timestap -> Added that in portfolio frame you can see the time its feacting the prices 3rd Feedback : Help -> Addded a help button at the bottom and that will open a youtube video that explain everything from how to use and what is for what! 4th Feedback : Nothing - > so everything is done so far ╰( °▽° )╯╰( °▽° )╯ BTW, working on the third theme too maybe ship tomorrow so don’t forget to try and Rate good my project .
DEVLOG- 35: About to ship this here is important thing please read this if you encounter with and security issue please click run anyway as I applied for the authorized ownership but that will take weeks to fulfill so please co-operate and Linux and windows user if you want you can skip as i don’t have any system to test them, Thank you all for this journey will make more and be better if you rating me please rate me good. <(_ _)><(_ _)>
Ships:
I made FOU V1.1, a Python command-line cryptocurrency watchlist where users can add, view, remove, save, and reload coin symbols. The most challenging part was making the save system reliable both when running the Python file and when running the packaged Windows .exe . I also learned how to handle missing or corrupted save files and how to package the project with PyInstaller. I’m most proud that I took a simple Python project and turned it into a working standalone Windows release that other people can actually download and run. I also improved the code structure, added better error handling, and learned more about Git, GitHub releases, and project shipping. People should know that FOU V1.1 is still a watchlist-style project, not a full live crypto tracker yet. V2 is planned to add live prices and coin validation.
FOU is my first serious programming project and I made most of it while I was still learning Python. The idea actually came from a small problem I had myself. There were a lot of crypto coins I wanted to keep an eye on, but I didn’t want to open an exchange or search each coin again and again just to check the price. So I thought, why not make a small program where I can add the coins I care about once and then just open it whenever I want to check them. That’s how FOU started. V1.1 was very simple. It was just a CLI watchlist where you could add, remove, save and load coin symbols. While making V2 I learned a lot more and slowly upgraded it with live prices, valid coin checking, adding multiple coins, better save handling, error handling and builds for Windows, Linux and macOS. One of the hardest parts for me was learning how APIs and backend stuff work. I didn’t want to put the CoinGecko API key inside the app, so I built my own FastAPI backend and deployed it. I also learned caching, rate limiting, GitHub Actions, PyInstaller and a lot of testing while doing this. I also worked on the feedback from my V1.1 ship. A lot of people said the README and devlogs were not explaining the project enough, and some people didn’t even understand what a crypto watchlist was or thought it was related to wallets. So for V2 I added a beginner guide, clearer explanation of what FOU does, why I made it, better installation steps and I’m also adding better screenshots and more detailed devlogs. FOU does not connect to wallets, trade crypto or use real money. It is just a simple personal watchlist to track coins you are interested in. To test it, download the build for your OS from the V2 release, open FOU, add coins like BTC, ETH or SOL, type DONE, then open View Portfolio to see the live prices. Save it, close the app, reopen it and your watchlist should still be there. I’m still a beginner and this project is mainly how I’m learning by actually building something, so feedback really helps me improve it. If you try it and like what I made, I’d really appreciate a good rating and an honest review. And if something feels confusing or broken, please tell me that too so I can work on it in the next update.
FOU is my first serious programming project, and honestly, I never thought it would come this far. It started as a small Python CLI because I wanted an easy way to track crypto prices without opening an exchange every time. Slowly, I added live prices, coin validation, saving, and my own backend. And now, with v2.5, I’ve finally turned it into a proper desktop app! FOU now has three themes — FOU DEFAULT, THE FOOL, and VOID , each with its own companion and six different reactions. The hardest part was definitely building the GUI, especially getting the characters, decorative frames, and layouts to work properly when resizing the window. I spent way too much time fixing tiny details 😭 I also tried to work on almost every piece of feedback from my previous ships. A lot of people said my README and devlogs weren’t clear enough, so this time I’ve added better explanations, installation instructions, a full demo video, and more details about how I built everything. 💜 Please read this before testing! ⏳ First-time loading: Adding your first coin or loading saved prices might take around 60 seconds because my free hosted backend sometimes goes to sleep. Please give it a little time! 🛡️ Windows: I’ve tested the released app on two Windows laptops, and it worked fine. However, the executable is still unsigned, so Windows might show a security warning. I’ve already applied for code signing. Please don’t disable your security settings just to test it. 🐧 Linux and macOS: Both builds completed successfully, but I couldn’t test them on real Linux or Mac computers. So please treat them as experimental. If something doesn’t work, I’d really appreciate it if you could watch the demo video before rating, rather than judging FOU only by an untested build. 🐛 Bugs: Some recent tests found a few rare issues with saving and unexpected API responses. I’ve started fixing them, but those fixes aren’t in this release yet. If you find anything, please let me know! 🚀 How to try it Download the ZIP for your OS from the GitHub Release. On Windows, extract everything and open FOU.exe . Try adding BTC, ETH, or SOL, refreshing prices, saving your portfolio, and switching themes. FOU isn’t a wallet or trading app. It’s just a watchlist for coins you’re interested in. Release: https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0 README + Demo Video: https://github.com/FOU-SHREX/FOU I’m still learning Python, and this project taught me so much about coding, APIs, GUI development, and fixing things that randomly stop working. I also used ChatGPT, and AI image tools to help with coding, debugging, and artwork throughout development. I’m really happy with how far FOU has come, even though it’s still not perfect. Thanks to everyone who gave feedback on my earlier versions and helped me improve it. I hope you enjoy trying FOU! 💜 Please give feedback and good rating <(_ _)>...
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clicker kingdom by @Sepkatt | Stardance
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Sepkatt
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4.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out.", "repo": "https://github.com/katarinawattum-lgtm/New-folder", "demo": "https://katarinawattum-lgtm.github.io/New-folder/"}]...
|
[{"post_id": 79150, "ts": "202 [{"post_id": 79150, "ts": "2026-10-12T20:28:07Z", "hours": 1.2403, "text": "Just finished a game made with HTML, CSS, and JS."}, {"post_id": 79088, "ts": "2026-10-12T16:58:35Z", "hours": 3.0461, "text": "Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive."}]...
|
Title: clicker kingdom by @Sepkatt | Stardance
De Title: clicker kingdom by @Sepkatt | Stardance
Devlogs:
Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive.
Just finished a game made with HTML, CSS, and JS.
Ships:
1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out....
|
1793155965.7279508
|
1793242365.7279508
|
|
68883
|
shadergame by @leila | Stardance
|
leila
|
0
|
10.33
|
0
|
[]
|
[{"post_id": 79146, "ts": "202 [{"post_id": 79146, "ts": "2026-10-12T20:18:54Z", "hours": 10.3292, "text": "so i may have mega super locked in and done 8 hours in two days but its supah dupah cool now!! i did everything from getting the raylib framework up and running (with a bit of claude to do RL backend stuff), to writing and reading information from specific pixels to getting a consistent map position and view rotation, and of course doing all the rendering! (which i wrote by myself without desmos ) below is how the game looks so far, which is VERY dark and pretty reliant on visual continuity to make actual sense, as well as what it would look like without the LiDAR effect"}]...
|
Title: shadergame by @leila | Stardance
Devlogs:
Title: shadergame by @leila | Stardance
Devlogs:
so i may have mega super locked in and done 8 hours in two days but its supah dupah cool now!! i did everything from getting the raylib framework up and running (with a bit of claude to do RL backend stuff), to writing and reading information from specific pixels to getting a consistent map position and view rotation, and of course doing all the rendering! (which i wrote by myself without desmos ) below is how the game looks so far, which is VERY dark and pretty reliant on visual continuity to make actual sense, as well as what it would look like without the LiDAR effect...
|
1793127101.043002
|
1793731901.043002
|
|
57893
|
Poopsweeper🐶💩 by @matyi | Stardance
|
matyi
|
1
|
25.0
|
180
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:30:22Z", "hours": 25.0, "multiplier": 7.3, "payout": 180, "blessing": "neutral", "text": "Hello guys! I am happy that I am finally able to ship Poopsweeper. I had worked a lot on this project and was heavily motivated at the start of it, but sadly I started slacking off in the last few days. However, I could push through it and finally finish the project. It was my most challenging idea so far, because of the logic of the whole game. Although most of the time I was really frustrated with it because I just couldn’t figure out how it had to work, I eventually got it to work. I had used AI for this project, but only for explaining stuff (more in the readme). When I showed my progress to my friends, they were all amazed by it and even started playing it in their free time. A funny memory I got from the project was when I was nearly finished with it, and I decided to show it to my I.T. teacher, Mr. John, who is a really interesting figure. He is funny-looking and acts funny, so most of the time we have a laugh about him. When he tried the game, he criticized the name of the project, saying that it’s inappropriate and that I should work on my naming. After he tried the game and failed, he just said “good”, which we then started laughing at because of the way he said it. I am really thankful to Stardance for getting me to do something and actually improve my skills and even rewarding me. Here is how the game works: the game is basically just a Minesweeper variant that has dog poop and bags instead of the traditional mines and flags. The idea came from my dog, Csoki. He is the reason why I was so motivated to finish this whole project. The whole game has about 1058 lines of code :) Website link: https://poop.matyi.top", "repo": "https://github.com/CSOKIIKA69/poopsweeper", "demo": "https://poop.matyi.top"}]...
|
[{"post_id": 79145, "ts": "202 [{"post_id": 79145, "ts": "2026-10-12T20:09:35Z", "hours": 8.315, "text": "FINALLY FINISHED HTML: Added efficiency to the results CSS: Made the main menu look a little better on bigger screens JS: Made timeSec global Added results display Adjusted 3BV display Fixed if statement Added exploreZero function Added tBV function The link is poop.matyi.top!"}, {"post_id": 74251, "ts": "2026-09-27T02:03:44Z", "hours": 7.8533, "text": "Poopsweeper Devlog #2 What I’ve done CSS: Changed class ‘bomb’ to ‘bombflag’ Changed the board’s and the cells’ colors HTML: Replaced the function on the click of the menu buttons Added restartGame function to button in board-header JS: Added flag, gameOver variable Disabled ContextMenu Cleaned up setDiff function Finished handleFlagCounter, function Added endGame function Added revealColor function Finished revealEmptyCell function Finished and cleaned up revealCell function Added placeFlag function Added mobile check Added restartGame function Cleaned up and finished createBoard function What is yet to be done Adding a leaderboard Adding the timer Adding a proper winning and losing system Adding CSS for PC Fixing the look of the counters Adding back buttons When clicking a cell that has all of its flags placed, it reveals the neighbours AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to improve on No Spoon-feeding (I don’t ask for code from the AI) Website preview - Please give me feedback If you are visiting on PC, press Ctrl + Shift + M to switch into responsive mode, allowing you to use the phone version of the website!"}, {"post_id": 63651, "ts": "2026-09-07T16:00:06Z", "hours": 8.5047, "text": "Poopsweeper Devlog #1 In the red squares are the screenshots of the mobile version, blue is of the PC What I’ve done so far Finished the look for mobile Finished with HTML Cleaned / cleaning up the .js file and the functions in it What is yet to be done Adding the logistics Adding a leaderboard Adding CSS for PC AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to imporve on No Spoon-feeding (I don’t ask for code from the AI) Website preview"}]...
|
Title: Poopsweeper🐶💩 by @matyi | Stardance
Devlog Title: Poopsweeper🐶💩 by @matyi | Stardance
Devlogs:
Poopsweeper Devlog #1 In the red squares are the screenshots of the mobile version, blue is of the PC What I’ve done so far Finished the look for mobile Finished with HTML Cleaned / cleaning up the .js file and the functions in it What is yet to be done Adding the logistics Adding a leaderboard Adding CSS for PC AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to imporve on No Spoon-feeding (I don’t ask for code from the AI) Website preview
Poopsweeper Devlog #2 What I’ve done CSS: Changed class ‘bomb’ to ‘bombflag’ Changed the board’s and the cells’ colors HTML: Replaced the function on the click of the menu buttons Added restartGame function to button in board-header JS: Added flag, gameOver variable Disabled ContextMenu Cleaned up setDiff function Finished handleFlagCounter, function Added endGame function Added revealColor function Finished revealEmptyCell function Finished and cleaned up revealCell function Added placeFlag function Added mobile check Added restartGame function Cleaned up and finished createBoard function What is yet to be done Adding a leaderboard Adding the timer Adding a proper winning and losing system Adding CSS for PC Fixing the look of the counters Adding back buttons When clicking a cell that has all of its flags placed, it reveals the neighbours AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to improve on No Spoon-feeding (I don’t ask for code from the AI) Website preview - Please give me feedback If you are visiting on PC, press Ctrl + Shift + M to switch into responsive mode, allowing you to use the phone version of the website!
FINALLY FINISHED HTML: Added efficiency to the results CSS: Made the main menu look a little better on bigger screens JS: Made timeSec global Added results display Adjusted 3BV display Fixed if statement Added exploreZero function Added tBV function The link is poop.matyi.top!
Ships:
Hello guys! I am happy that I am finally able to ship Poopsweeper. I had worked a lot on this project and was heavily motivated at the start of it, but sadly I started slacking off in the last few days. However, I could push through it and finally finish the project. It was my most challenging idea so far, because of the logic of the whole game. Although most of the time I was really frustrated with it because I just couldn’t figure out how it had to work, I eventually got it to work. I had used AI for this project, but only for explaining stuff (more in the readme). When I showed my progress to my friends, they were all amazed by it and even started playing it in their free time. A funny memory I got from the project was when I was nearly finished with it, and I decided to show it to my I.T. teacher, Mr. John, who is a really interesting figure. He is funny-looking and acts funny, so most of the time we have a laugh about him. When he tried the game, he criticized the name of the project, saying that it’s inappropriate and that I should work on my naming. After he tried the game and failed, he just said “good”, which we then started laughing at because of the way he said it. I am really thankful to Stardance for getting me to do something and actually improve my skills and even rewarding me. Here is how the game works: the game is basically just a Minesweeper variant that has dog poop and bags instead of the traditional mines and flags. The idea came from my dog, Csoki. He is the reason why I was so motivated to finish this whole project. The whole game has about 1058 lines of code :) Website link: https://poop.matyi.top...
|
1793199104.6055524
|
1793285504.6055524
|
|
35444
|
Pip-Boy OS by @DanieleM | Stardance
|
DanieleM
|
0
|
82.88
|
0
|
[]
|
[{"post_id": 79142, "ts": "202 [{"post_id": 79142, "ts": "2026-10-12T20:00:06Z", "hours": 4.5869, "text": "Add-ons! Add-ons!!! Today is my birthday, yayy! 🥳🥳 I wanted to ship the project today, as a gift for myself, but I have to wait just to be sure that everything is ready. For now enjoy this devlog: As no one commented on my last devlog ( https://stardance.hackclub.com/projects/35444/devlogs/64652 ) I decided to take matters in my own hands and add some useful elements to the Project: Firstly I added Input Repetition , now if you hold a button the input gets repeated, this makes scrolling and variables customization so much easier; 🛠️🛠️ My second add-on was a Rad tab in the Fallout 4 UI , as the game never had a Rad-Bar in the Pip-boy I chose to freestyle it, taking some inspiration from the old analogical geiger counters (also I made the “critical” area of the Rad-Bar dynamic: It changes to the complementary RGB color of the main theme, except for white). ☢️ The final element that I added was a Screensaver , it’s similar to the one from Bethesda’s Pip-boy, however mine has some cool details and it shows the temperature and weather, which is pretty cool!!! 🥶"}, {"post_id": 77309, "ts": "2026-10-06T14:30:36Z", "hours": 9.8914, "text": "🎉PIP-BOY OS IS COMPLETED!!!🎉 Ladies and Gentleman, after 70+ hours of coding, I have finally built the last 2 tabs and with that I completed the Version 1.0 of my project.🥳🥳 Now before I ship the software I want to make some changes to make the code more ‘fun’ and enjoyable. During the making of the last tabs I lost track of time and I let my creativity take over , so I already made the first add-on: a geiger counter emulation in the radiation tab☢️☢️ (however it still needs some polishing). I want to add more things, what should I add next? 🔧 Please let me know in the comments"}, {"post_id": 74798, "ts": "2026-09-28T09:01:22Z", "hours": 3.7883, "text": "✨✨ Upgrade to Customization ✨✨ I know I should work on the remaining ‘visual’ tabs of Fallout 4’s UI, however I found in the original files a tab called Settings , it could let the user change some variables while the code is running. I got really excited that I immediately started to work on it. The original code was good, however I had to completley rework the logic. Now you can personalize the UI while the OS is running! Since some elements of the code are loaded before the main loop (like the UI style and Maps) I made the code reset itself (by closing and re-opening) when these specific elements are modified.🔧"}, {"post_id": 73062, "ts": "2026-09-24T09:24:29Z", "hours": 2.1961, "text": "GUESS WHAT, IRL MAP! 🗺️🗺️ Before adding the last DATA elements I forgot to check a piece of the base code: the Real Life Map. To make it work I had to create a Geoapify API Key. It wasn’t that hard and the code worked; however the map was visually a total eyesore so I made it only in black and white ,then inverted its colors and in the end colored it with the selected color scheme. Now the IRL Map matches the Map Style from the games! ☆ : .。. o(≧▽≦)o .。.: ☆"}, {"post_id": 72801, "ts": "2026-09-23T19:16:58Z", "hours": 2.6019, "text": "Fallout New Vegas UI Completed!!!🎉🎉 Today I worked on the Notes tab as it’s the last tab that is present in both UIs. Now everything from the Fallout: New Vegas UI is done (the Local and Global Map are the same but let’s not focus on that🫠🫠). Now I’ll work on adding the missing Fallout 4 tabs in the DATA Menu (Workshop, Stats and ,maybe, Settings)🔧."}, {"post_id": 72355, "ts": "2026-09-22T18:58:09Z", "hours": 2.2489, "text": "📻 Radio Fallout New Vegas Done! 📻 After finishing the Quest tab I decided to work on something easier, so I made the Fallout New Vegas UI for the Radio tab 📻, I also made some small modifications in the footer and in the radio logic🔧. I also implemented the radios from the game, with all the original voicelines that I could find (I couldn’t find Mr. New Vegas’s voicelines, sorry😣). Also because I don’t want no lawsuit from bethesda I ain’t putting the .mp3 files in the github repo , I replaced them with some songs older than my grandma (so they are in the Public Domain)."}, {"post_id": 71931, "ts": "2026-09-21T20:05:25Z", "hours": 6.5219, "text": "Quest Tab Completed! So after completing the INV/ITEMS Menu I passed my weekend working on the Quest Tab, as the base code didn’t have almost any code for the DATA Menu I had to work more. The UIs aren’t a 100% replica of the ones from the games, but they are enough for now. Also, ✨✨ working clock ✨✨"}, {"post_id": 70202, "ts": "2026-09-18T18:09:22Z", "hours": 8.1931, "text": "THE PIP-BOY OS IS IN THE FINAL PHASE The last devlogs were buried by the algorithm so I’m trying a new style and a Catchier name . For what regards the project INV Menù completed, it took more than expected but who cares we are here. Now I only need to complete the DATA Menù and then I’ll patiently wait some more for the review and the hardware shipping."}, {"post_id": 64785, "ts": "2026-09-09T13:26:59Z", "hours": 9.8953, "text": "💲💲 Survival PC 3000: Software Devlog 5 💲💲 Hello, it’s been a month since my last Devlog, I’ve been really busy and I didn’t really did a lot softwarewise, because the hardware funding got rejected 4 times because I’m a dumbass.😅 However I managed to resend the funding request (hoping that someone will accept it) and work on the code. For now I’ve only completed the STATS menu (by adding the General tab to the Fallout: New Vegas UI, and the Perks tab for Fallout 4’s UI✨) and I’m very near to completing the INV/ITEMS menu , for now I’ve: Added a fallback for non-found images or 2D animations ; 🛠️ Made the tabs Dynamic , so that the 2 UI styles have the correct elements in the correct tabs;🔧🔧 Added some more 2D animations , for which I had to find some 3D models on sketchfab and animate them on blender, which was an extremely long and boring process.🫠 the only thing left to do now is creating the fallout new vegas UI, after that I can work on the DATA menu and complete the software. Also if you want to check out my code I finally put a working version for PC on my github repo . All the necessary info on how to start the code are in the README. See y’all soon; @DanieleM"}, {"post_id": 41253, "ts": "2026-08-05T11:06:28Z", "hours": 10.2122, "text": "☢️☢️Survival PC 3000: Software Devlog 4 ☢️☢️ Hello Stardancers, 10 hours have flown by and I’ve almost completed the STATS Menu. Here’s what’s new: Completed Status Subtabs : The EFF and RAD tabs are now exact copies of the original tabs from the Pip-Boy; the radiation counter’s arrow (underneath the line with the 0-1000 scale) is already dynamic and, once I get the hardware, it will work as a Real-time Geiger Counter, showing the data inputted by the Geiger Counter Module (the MIN and MAX values that the model can perceive will become the 0 and 1000 on the radiation counter); 🩻 Completed Perks, S.P.E.C.I.AL. and Skills : With all the images from the game (I’m already working on finding the in-game text); ✨✨✨ Working Map : Ladies and Gentlemen, the Map is now working! I still need to see if the IRL map works, but for now we have the maps from the Commonwealth and the Mojave with and without the markers; regarding the Radio Customization, by the next devlog it should be fully working; 📻 Submenu System Repaired : I easily repaired the submenu system by reworking the ‘tab_manager’ code with some slight modifications; 🔧 Booting sequence repaired : I repaired and implemented the booting sequence of the original code back in July, before the 3rd Devlog, however I forgot to add it there, my bad!😅 As for how I’ve repaired it I’ve simply recalled the code of the booting , aka boot.py, in the main code (main.py) and completely reworked the run() function of boot.py; For now that’s all, I’ll work on the realistic inputs when I’ll get the funding and the parts. Here’s a video of the current state of the project. See y’all soon @DanieleM"}, {"post_id": 38411, "ts": "2026-07-31T19:22:26Z", "hours": 10.7167, "text": "👍👍 Survival PC 3000: Software Devlog 3 👍👍 Hello Stardancers! These last days I’ve been working on the New Vegas/Fallout 3 UI of my project. For now this UI is still a WIP, here’s a quick rundown of what I have to do these next days: I need to create the Radiation(RAD) and Effects(EFF) tabs; The UI change implied a change in the menus and submenus (from the 5 main menus of the original code [ STATS/INV/DATA/MAP/RADIO ] to 3 [ STATS/ITEMS/DATA ], and the moving of RADIO and MAP in DATA) which partially broke the submenu’s system, so I’m currently trying to fix it;🔧 I still need to add the Map and Radio Customization (I’ve added the customization in Configure.py but I’ve yet to make the Customization work. I’ll work on it when worse problems stop appearing I promise);🥲 I still need to modify the code in order to make it work on the custom hardware of the Survival PC 3000 ; Yes, it’s a lot of things to do, however these last few days I’ve been mainly working on finding the assets from Fallout New Vegas, after rummaging through the Fallout Fandom Wiki I found a good 98% of all the images from the game 🎉. I also completed the Condition(CND) menu, which took a lot of time, especially the creation of the vault-boy,for whom I had to crop different images in order to get all the 7 parts (head/face/torso/arms/legs) and all their variations (5 for the face and 2 for the other 6 parts)🫠🫠. Here’s some funny images of the failed vault-boy setup and an image of the completed CND tab, can you guess which is which?🤭"}, {"post_id": 31771, "ts": "2026-07-20T12:45:53Z", "hours": 9.5517, "text": "💾 Survival PC 3000: Software Devlog 2 💾 Hello Stardancers! Today I have some good news and bad news: Good News: These last few days I poured my all into this project and now I can finally say that I fixed all the errors in the code! And I found a file in the original github folder, it’s a Secret Menu !!!🤯🤯 The original author( kelmes1 ), made a python file in order to easily configure and personalize the UI, it even has the Amber color from Fallout New Vegas🥲; Bad News: The errors that I mentioned before were caused by some modifications made by kelmes1, as I looked more into these errors I discovered that the code I’m modifying is a WIP and therefore lacks a ton of assets from the game;😢😢 For now I’m working on the implementation of the New Vegas style in the code, inserting the selection between the two styles in kelmes1’s Secret Menu. See you soon @DanieleM"}, {"post_id": 29551, "ts": "2026-07-16T15:45:10Z", "hours": 2.4711, "text": "🖥️ Survival PC 3000: Software Devlog 1 🖥️ Hello Stardancers! Now that the 3D model is somewhat finished (I forgor to add the Usb and HDMI holes and some support structures for the hardware that I’ll add when I have the pieces) I finally went to the software part. For now I just managed to compile the open-source code that I found online (after an hour of losing my mind🫠🫠) . However today I’m posting so as to let you know my plans for this project: Dual Style: I want to add the Orange New Vegas Style to this code, the user will be able to change between the Original (Fallout 4) and the NV style through a “Secret Menu”;☢️ Radio and Map Customization: I want to put in the “Secret Menu” a selection between the audio and map from the games and the real ones, so you will never lose your way whether you are in the Commonwealth, the Mojave or New York;🏙️ Authentic Inputs: I will try to make the buttons, knob and selection wheel work like in the games, in case this doesn’t work the screen will also be touch. See you soon, @DanieleM"}]...
|
Title: Pip-Boy OS by @DanieleM | Stardance
Devlog Title: Pip-Boy OS by @DanieleM | Stardance
Devlogs:
🖥️ Survival PC 3000: Software Devlog 1 🖥️ Hello Stardancers! Now that the 3D model is somewhat finished (I forgor to add the Usb and HDMI holes and some support structures for the hardware that I’ll add when I have the pieces) I finally went to the software part. For now I just managed to compile the open-source code that I found online (after an hour of losing my mind🫠🫠) . However today I’m posting so as to let you know my plans for this project: Dual Style: I want to add the Orange New Vegas Style to this code, the user will be able to change between the Original (Fallout 4) and the NV style through a “Secret Menu”;☢️ Radio and Map Customization: I want to put in the “Secret Menu” a selection between the audio and map from the games and the real ones, so you will never lose your way whether you are in the Commonwealth, the Mojave or New York;🏙️ Authentic Inputs: I will try to make the buttons, knob and selection wheel work like in the games, in case this doesn’t work the screen will also be touch. See you soon, @DanieleM
💾 Survival PC 3000: Software Devlog 2 💾 Hello Stardancers! Today I have some good news and bad news: Good News: These last few days I poured my all into this project and now I can finally say that I fixed all the errors in the code! And I found a file in the original github folder, it’s a Secret Menu !!!🤯🤯 The original author( kelmes1 ), made a python file in order to easily configure and personalize the UI, it even has the Amber color from Fallout New Vegas🥲; Bad News: The errors that I mentioned before were caused by some modifications made by kelmes1, as I looked more into these errors I discovered that the code I’m modifying is a WIP and therefore lacks a ton of assets from the game;😢😢 For now I’m working on the implementation of the New Vegas style in the code, inserting the selection between the two styles in kelmes1’s Secret Menu. See you soon @DanieleM
👍👍 Survival PC 3000: Software Devlog 3 👍👍 Hello Stardancers! These last days I’ve been working on the New Vegas/Fallout 3 UI of my project. For now this UI is still a WIP, here’s a quick rundown of what I have to do these next days: I need to create the Radiation(RAD) and Effects(EFF) tabs; The UI change implied a change in the menus and submenus (from the 5 main menus of the original code [ STATS/INV/DATA/MAP/RADIO ] to 3 [ STATS/ITEMS/DATA ], and the moving of RADIO and MAP in DATA) which partially broke the submenu’s system, so I’m currently trying to fix it;🔧 I still need to add the Map and Radio Customization (I’ve added the customization in Configure.py but I’ve yet to make the Customization work. I’ll work on it when worse problems stop appearing I promise);🥲 I still need to modify the code in order to make it work on the custom hardware of the Survival PC 3000 ; Yes, it’s a lot of things to do, however these last few days I’ve been mainly working on finding the assets from Fallout New Vegas, after rummaging through the Fallout Fandom Wiki I found a good 98% of all the images from the game 🎉. I also completed the Condition(CND) menu, which took a lot of time, especially the creation of the vault-boy,for whom I had to crop different images in order to get all the 7 parts (head/face/torso/arms/legs) and all their variations (5 for the face and 2 for the other 6 parts)🫠🫠. Here’s some funny images of the failed vault-boy setup and an image of the completed CND tab, can you guess which is which?🤭
☢️☢️Survival PC 3000: Software Devlog 4 ☢️☢️ Hello Stardancers, 10 hours have flown by and I’ve almost completed the STATS Menu. Here’s what’s new: Completed Status Subtabs : The EFF and RAD tabs are now exact copies of the original tabs from the Pip-Boy; the radiation counter’s arrow (underneath the line with the 0-1000 scale) is already dynamic and, once I get the hardware, it will work as a Real-time Geiger Counter, showing the data inputted by the Geiger Counter Module (the MIN and MAX values that the model can perceive will become the 0 and 1000 on the radiation counter); 🩻 Completed Perks, S.P.E.C.I.AL. and Skills : With all the images from the game (I’m already working on finding the in-game text); ✨✨✨ Working Map : Ladies and Gentlemen, the Map is now working! I still need to see if the IRL map works, but for now we have the maps from the Commonwealth and the Mojave with and without the markers; regarding the Radio Customization, by the next devlog it should be fully working; 📻 Submenu System Repaired : I easily repaired the submenu system by reworking the ‘tab_manager’ code with some slight modifications; 🔧 Booting sequence repaired : I repaired and implemented the booting sequence of the original code back in July, before the 3rd Devlog, however I forgot to add it there, my bad!😅 As for how I’ve repaired it I’ve simply recalled the code of the booting , aka boot.py, in the main code (main.py) and completely reworked the run() function of boot.py; For now that’s all, I’ll work on the realistic inputs when I’ll get the funding and the parts. Here’s a video of the current state of the project. See y’all soon @DanieleM
💲💲 Survival PC 3000: Software Devlog 5 💲💲 Hello, it’s been a month since my last Devlog, I’ve been really busy and I didn’t really did a lot softwarewise, because the hardware funding got rejected 4 times because I’m a dumbass.😅 However I managed to resend the funding request (hoping that someone will accept it) and work on the code. For now I’ve only completed the STATS menu (by adding the General tab to the Fallout: New Vegas UI, and the Perks tab for Fallout 4’s UI✨) and I’m very near to completing the INV/ITEMS menu , for now I’ve: Added a fallback for non-found images or 2D animations ; 🛠️ Made the tabs Dynamic , so that the 2 UI styles have the correct elements in the correct tabs;🔧🔧 Added some more 2D animations , for which I had to find some 3D models on sketchfab and animate them on blender, which was an extremely long and boring process.🫠 the only thing left to do now is creating the fallout new vegas UI, after that I can work on the DATA menu and complete the software. Also if you want to check out my code I finally put a working version for PC on my github repo . All the necessary info on how to start the code are in the README. See y’all soon; @DanieleM
THE PIP-BOY OS IS IN THE FINAL PHASE The last devlogs were buried by the algorithm so I’m trying a new style and a Catchier name . For what regards the project INV Menù completed, it took more than expected but who cares we are here. Now I only need to complete the DATA Menù and then I’ll patiently wait some more for the review and the hardware shipping.
Quest Tab Completed! So after completing the INV/ITEMS Menu I passed my weekend working on the Quest Tab, as the base code didn’t have almost any code for the DATA Menu I had to work more. The UIs aren’t a 100% replica of the ones from the games, but they are enough for now. Also, ✨✨ working clock ✨✨
📻 Radio Fallout New Vegas Done! 📻 After finishing the Quest tab I decided to work on something easier, so I made the Fallout New Vegas UI for the Radio tab 📻, I also made some small modifications in the footer and in the radio logic🔧. I also implemented the radios from the game, with all the original voicelines that I could find (I couldn’t find Mr. New Vegas’s voicelines, sorry😣). Also because I don’t want no lawsuit from bethesda I ain’t putting the .mp3 files in the github repo , I replaced them with some songs older than my grandma (so they are in the Public Domain).
Fallout New Vegas UI Completed!!!🎉🎉 Today I worked on the Notes tab as it’s the last tab that is present in both UIs. Now everything from the Fallout: New Vegas UI is done (the Local and Global Map are the same but let’s not focus on that🫠🫠). Now I’ll work on adding the missing Fallout 4 tabs in the DATA Menu (Workshop, Stats and ,maybe, Settings)🔧.
GUESS WHAT, IRL MAP! 🗺️🗺️ Before adding the last DATA elements I forgot to check a piece of the base code: the Real Life Map. To make it work I had to create a Geoapify API Key. It wasn’t that hard and the code worked; however the map was visually a total eyesore so I made it only in black and white ,then inverted its colors and in the end colored it with the selected color scheme. Now the IRL Map matches the Map Style from the games! ☆ : .。. o(≧▽≦)o .。.: ☆
✨✨ Upgrade to Customization ✨✨ I know I should work on the remaining ‘visual’ tabs of Fallout 4’s UI, however I found in the original files a tab called Settings , it could let the user change some variables while the code is running. I got really excited that I immediately started to work on it. The original code was good, however I had to completley rework the logic. Now you can personalize the UI while the OS is running! Since some elements of the code are loaded before the main loop (like the UI style and Maps) I made the code reset itself (by closing and re-opening) when these specific elements are modified.🔧
🎉PIP-BOY OS IS COMPLETED!!!🎉 Ladies and Gentleman, after 70+ hours of coding, I have finally built the last 2 tabs and with that I completed the Version 1.0 of my project.🥳🥳 Now before I ship the software I want to make some changes to make the code more ‘fun’ and enjoyable. During the making of the last tabs I lost track of time and I let my creativity take over , so I already made the first add-on: a geiger counter emulation in the radiation tab☢️☢️ (however it still needs some polishing). I want to add more things, what should I add next? 🔧 Please let me know in the comments
Add-ons! Add-ons!!! Today is my birthday, yayy! 🥳🥳 I wanted to ship the project today, as a gift for myself, but I have to wait just to be sure that everything is ready. For now enjoy this devlog: As no one commented on my last devlog ( https://stardance.hackclub.com/projects/35444/devlogs/64652 ) I decided to take matters in my own hands and add some useful elements to the Project: Firstly I added Input Repetition , now if you hold a button the input gets repeated, this makes scrolling and variables customization so much easier; 🛠️🛠️ My second add-on was a Rad tab in the Fallout 4 UI , as the game never had a Rad-Bar in the Pip-boy I chose to freestyle it, taking some inspiration from the old analogical geiger counters (also I made the “critical” area of the Rad-Bar dynamic: It changes to the complementary RGB color of the main theme, except for white). ☢️ The final element that I added was a Screensaver , it’s similar to the one from Bethesda’s Pip-boy, however mine has some cool details and it shows the temperature and weather, which is pretty cool!!! 🥶...
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1792677190.2691307
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1793281990.2691307
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68630
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Raspberry bay by @Cokolada | Stardance
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Cokolada
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0
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4.38
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0
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[]
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[{"post_id": 79139, "ts": "202 [{"post_id": 79139, "ts": "2026-10-12T19:52:42Z", "hours": 0.2833, "text": "Its working!!!!! I have modeled the caddy and the parts arrived today, gonna polish my git repo and going to ship. Edit i needed to remove the display because it dosent fit and when i tried making a pod that will hold it it was too bulky"}, {"post_id": 78755, "ts": "2026-10-11T14:42:52Z", "hours": 0.6667, "text": "i did some measurements before i model it in a free cad, some parts still didint arrived so im wating till monday but heres what i know by the shop: Raspberry pi zero 2w 65x30x5 mm 2x20 header female 52x5x5mm tp4056 28x17x? mm batt 40×30×8mm mt3608 36x 7x14 mm ic2 oled 0,91“ ???"}, {"post_id": 78339, "ts": "2026-10-10T14:30:04Z", "hours": 1.65, "text": "wiring (rev0.2) haiii guys i remaked the wiring for the raspberry bay because the old one was PURE FISH. sooooo yea now i need to make a prototype model of the bay so i could start putting components in it (they arrive in monday). Also i need to get my ender 3v2 up and running."}, {"post_id": 78142, "ts": "2026-10-09T19:22:46Z", "hours": 1.2, "text": "Wiring diagram for the raspberry bay (bad one) Hi, this is my first time using kicad. i know its not great, and the gpio and the i2c of the mini oled are missing. i tried to remane them but it didint work. EDIT…. tomorow i will start by trying to model out the original cd rom and then putting stuff in it."}, {"post_id": 77898, "ts": "2026-10-08T18:08:08Z", "hours": 0.5833, "text": "a Pi Zero 2 W hidden inside a ThinkPad’s optical drive bay The Ultrabay slot where the T60’s DVD drive used to live is dead weight on a modern FrankenPad. Raspberry Bay fills it with a Raspberry Pi Zero 2 W running headless Pi OS 64bit a second hidden Linux computer tucked inside the laptop, with its own battery so it runs whether the host is on or off. Today i started with sourcing some parts that i would need."}]...
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Title: Raspberry bay by @Cokolada | Stardance
Dev Title: Raspberry bay by @Cokolada | Stardance
Devlogs:
a Pi Zero 2 W hidden inside a ThinkPad’s optical drive bay The Ultrabay slot where the T60’s DVD drive used to live is dead weight on a modern FrankenPad. Raspberry Bay fills it with a Raspberry Pi Zero 2 W running headless Pi OS 64bit a second hidden Linux computer tucked inside the laptop, with its own battery so it runs whether the host is on or off. Today i started with sourcing some parts that i would need.
Wiring diagram for the raspberry bay (bad one) Hi, this is my first time using kicad. i know its not great, and the gpio and the i2c of the mini oled are missing. i tried to remane them but it didint work. EDIT…. tomorow i will start by trying to model out the original cd rom and then putting stuff in it.
wiring (rev0.2) haiii guys i remaked the wiring for the raspberry bay because the old one was PURE FISH. sooooo yea now i need to make a prototype model of the bay so i could start putting components in it (they arrive in monday). Also i need to get my ender 3v2 up and running.
i did some measurements before i model it in a free cad, some parts still didint arrived so im wating till monday but heres what i know by the shop: Raspberry pi zero 2w 65x30x5 mm 2x20 header female 52x5x5mm tp4056 28x17x? mm batt 40×30×8mm mt3608 36x 7x14 mm ic2 oled 0,91“ ???
Its working!!!!! I have modeled the caddy and the parts arrived today, gonna polish my git repo and going to ship. Edit i needed to remove the display because it dosent fit and when i tried making a pod that will hold it it was too bulky...
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1793123490.9739847
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1793728290.9739847
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69186
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Sair Site by @Sair | Stardance
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Sair
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1
|
3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:50:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions.", "repo": "https://github.com/Sairsides/Sairsite", "demo": "https://sairsides.github.io/Sairsite/"}]...
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[{"post_id": 79131, "ts": "202 [{"post_id": 79131, "ts": "2026-10-12T19:34:19Z", "hours": 2.1383, "text": "Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section."}, {"post_id": 78815, "ts": "2026-10-11T17:53:51Z", "hours": 0.5042, "text": "Devlog 2 Added CSS"}, {"post_id": 78784, "ts": "2026-10-11T16:25:45Z", "hours": 0.7739, "text": "Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts."}]...
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Title: Sair Site by @Sair | Stardance
Devlogs:
De Title: Sair Site by @Sair | Stardance
Devlogs:
Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts.
Devlog 2 Added CSS
Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section.
Ships:
I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions....
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1793155904.6870406
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1793242304.6870406
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54862
|
plane game by @kazuma | Stardance
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kazuma
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:53:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a plane game, it is my first programming project.", "repo": "https://github.com/kazuma-L/plane-game", "demo": "https://github.com/kazuma-L/plane-game/releases/tag/v0.1"}]...
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[{"post_id": 79120, "ts": "202 [{"post_id": 79120, "ts": "2026-10-12T18:52:09Z", "hours": 0.2811, "text": "I publish the first playable version, and wrote the readme"}, {"post_id": 78243, "ts": "2026-10-10T03:33:29Z", "hours": 0.8608, "text": "I finished it, i think it is pretty good as my first programming project"}, {"post_id": 63279, "ts": "2026-09-07T00:55:24Z", "hours": 1.9361, "text": "plane game project- devlog 2"}, {"post_id": 57789, "ts": "2026-08-30T02:44:28Z", "hours": 2.3081, "text": "plane game"}]...
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Title: plane game by @kazuma | Stardance
Devlogs: Title: plane game by @kazuma | Stardance
Devlogs:
plane game
plane game project- devlog 2
I finished it, i think it is pretty good as my first programming project
I publish the first playable version, and wrote the readme
Ships:
I made a plane game, it is my first programming project....
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1793202444.7015462
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1793288844.7015462
|
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36933
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Apolinum - arise! by @Fiskerz | Stardance
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Fiskerz
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1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:50:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file.", "repo": "https://github.com/Catmaster543/Apolinum-Arise-1.21.1", "demo": "https://www.curseforge.com/minecraft/mc-mods/apolinum-arise/"}]...
|
[{"post_id": 79118, "ts": "202 [{"post_id": 79118, "ts": "2026-10-12T18:49:47Z", "hours": 6.6783, "text": "Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this."}, {"post_id": 60859, "ts": "2026-09-03T14:17:54Z", "hours": 5.2222, "text": "Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)"}, {"post_id": 39656, "ts": "2026-08-02T19:39:32Z", "hours": 3.1769, "text": "Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 38888, "ts": "2026-08-01T13:40:09Z", "hours": 2.0658, "text": "Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 34737, "ts": "2026-07-25T18:17:51Z", "hours": 5.8508, "text": "Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 31832, "ts": "2026-07-20T15:03:54Z", "hours": 7.8119, "text": "Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!"}, {"post_id": 30762, "ts": "2026-07-18T16:40:32Z", "hours": 4.4644, "text": "New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat."}]...
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Title: Apolinum - arise! by @Fiskerz | Stardance
Title: Apolinum - arise! by @Fiskerz | Stardance
Devlogs:
New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat.
Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!
Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)
Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this.
Ships:
What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file....
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1793155963.623966
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524
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Car Game by @Mihai | Stardance
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Mihai
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2
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78.0
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1589
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:17:46Z", "hours": 27.0, "multiplier": 19.23, "payout": 622, "blessing": "neutral", "text": "So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}, {"ship_num": 2, "ts": "2026-09-10T19:52:13Z", "hours": 51.0, "multiplier": 15.73, "payout": 967, "blessing": "neutral", "text": "This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}]...
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[{"post_id": 79112, "ts": "202 [{"post_id": 79112, "ts": "2026-10-12T18:32:02Z", "hours": 5.6664, "text": "This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign."}, {"post_id": 78111, "ts": "2026-10-09T16:17:50Z", "hours": 1.0669, "text": "I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier."}, {"post_id": 77336, "ts": "2026-10-06T16:21:09Z", "hours": 3.9394, "text": "So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable."}, {"post_id": 76466, "ts": "2026-10-03T16:42:33Z", "hours": 2.4925, "text": "I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that."}, {"post_id": 76168, "ts": "2026-10-02T15:41:06Z", "hours": 2.1219, "text": "I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before."}, {"post_id": 74116, "ts": "2026-09-26T18:26:41Z", "hours": 2.6064, "text": "Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace."}, {"post_id": 72697, "ts": "2026-09-23T15:05:15Z", "hours": 2.4817, "text": "The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!"}, {"post_id": 70530, "ts": "2026-09-19T10:10:04Z", "hours": 2.7044, "text": "I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states."}, {"post_id": 69662, "ts": "2026-09-17T15:00:25Z", "hours": 1.1333, "text": "I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving."}, {"post_id": 69151, "ts": "2026-09-16T14:16:13Z", "hours": 1.1, "text": "I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!"}, {"post_id": 68725, "ts": "2026-09-15T17:01:11Z", "hours": 1.6053, "text": "So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship."}, {"post_id": 65510, "ts": "2026-09-10T18:18:48Z", "hours": 3.2097, "text": "BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!"}, {"post_id": 64889, "ts": "2026-09-09T16:28:26Z", "hours": 3.6897, "text": "I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!"}, {"post_id": 63721, "ts": "2026-09-07T17:33:37Z", "hours": 2.8544, "text": "Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis."}, {"post_id": 62131, "ts": "2026-09-05T11:51:23Z", "hours": 2.7356, "text": "The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music"}, {"post_id": 55154, "ts": "2026-08-26T17:03:03Z", "hours": 3.3333, "text": "I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game."}, {"post_id": 53725, "ts": "2026-08-24T12:09:21Z", "hours": 3.5356, "text": "Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details."}, {"post_id": 52464, "ts": "2026-08-22T16:17:32Z", "hours": 2.1669, "text": "The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe."}, {"post_id": 51776, "ts": "2026-08-21T16:47:51Z", "hours": 1.4, "text": "Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area"}, {"post_id": 51639, "ts": "2026-08-21T12:50:14Z", "hours": 5.0786, "text": "The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see."}, {"post_id": 49190, "ts": "2026-08-17T20:37:34Z", "hours": 3.1403, "text": "I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map."}, {"post_id": 47417, "ts": "2026-08-15T10:44:33Z", "hours": 5.6383, "text": "Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake."}, {"post_id": 45697, "ts": "2026-08-12T11:00:48Z", "hours": 3.2739, "text": "Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that."}, {"post_id": 45184, "ts": "2026-08-11T14:37:35Z", "hours": 6.5986, "text": "Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it."}, {"post_id": 3583, "ts": "2026-06-06T16:13:53Z", "hours": 4.5958, "text": "I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc."}]...
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Title: Car Game by @Mihai | Stardance
Devlogs:
I Title: Car Game by @Mihai | Stardance
Devlogs:
I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc.
Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it.
Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that.
Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake.
I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map.
The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see.
Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area
The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe.
Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details.
I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game.
The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music
Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis.
I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!
BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!
So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship.
I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!
I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving.
I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states.
The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!
Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace.
I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before.
I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that.
So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable.
I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier.
This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign.
Ships:
This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.
So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io...
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1793141389.420994
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1793227789.420994
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68673
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Site by @mihai980965 | Stardance
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mihai980965
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:36:33Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that tells me all my qualities and hobbies. The hardest thing was to make the scripts in java and make those boxes because I didn’t know at first and I had to look up for the informations. I used AI just for documentation, not for scripting. I’m proud that I took the project to the end and managed to make a pretty good code. At the end you will have a surprise.", "repo": "https://github.com/mihai980965/upgraded-journey", "demo": "https://mihai980965.github.io/upgraded-journey/"}]...
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[{"post_id": 79111, "ts": "202 [{"post_id": 79111, "ts": "2026-10-12T18:31:42Z", "hours": 10.2436, "text": "I am working on my first site ever"}]...
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Title: Site by @mihai980965 | Stardance
Devlogs:
Title: Site by @mihai980965 | Stardance
Devlogs:
I am working on my first site ever
Ships:
I made a website that tells me all my qualities and hobbies. The hardest thing was to make the scripts in java and make those boxes because I didn’t know at first and I had to look up for the informations. I used AI just for documentation, not for scripting. I’m proud that I took the project to the end and managed to make a pretty good code. At the end you will have a surprise....
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1793155863.3151221
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1793242263.3151221
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50574
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prête app by @253_Mathilde_IYKYK | Stardance
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253_Mathilde_IYKYK
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1
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75.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:35:10Z", "hours": 75.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "You do not need to install anything to rate. You do not need to be an android user. The README is full of information and screenshots that show the app in action. So first of all: This project is and was hugeeeee for me personally.I worked on it for about 51 days and made over 700 commits. I never really coded such big projects before stardance and I never coded an actual app in my life. All the graphics were made by me and I gave my best with storytelling (I wrote a devlog about every 2 hours). I really gave my best and poured my soul in here so I am really, really asking for GOOD feedback. That means giving actual tips, reporting bugs because there are ones not because you were too lazy to read the instructions. There are instructions in the README but I’ll also write them here for you. So what is prête: Prête is a PWA which means I coded everything in HTML, CSS and JS just like a website but transformed it into an app. If you want to do something like that → check the README. If you want to not install the app but still want to rate it → check the README. It is a get-ready-app that helps you to reduce stress for the future or to leave the house in a rush without stress. It tells you what to do and has things like weather (automatic location response),notifications,last index memory (only when closing completely!!) and much more. This is the first ever version of it and as you have read it was a long way but I am open to make it even longer! Bug report is open on github and I am also open to more ideas and wishes. The problem that I had: I always felt stressed while leaving,forgot stuff and startetd with a bad mood in the day or even in an event. I was always grumpy before even arriving. I just couldn’t remember everything and I felt really demotivated. I tried everything:apps that remind you with notifications, to do lists and post it. Nothing worked. I really sat down and thought about what you ACTUALLY needed. The installation: It is pretty simple: Scan the QR-code below or go to the Releases in the repo. Download the version which is marked with the green icon “Latest”. Download it and go to your files (there is a chance that your phone asks you before that if you want to install it ,if that happens just click yes). When you are in the file manager just click on it and then install. There may be a malware scan but then you are in. Open the app and click on the allow button when the app asks you to send notifications. Everything is pretty self-explanatory and Mira will tell you what to do but you never know: Choose the mode you want to use and do as Mira tells you. Please notice that the fast mode has no configuration and just gives you a task and a time. When you are using the actual mode follow the instructions and type in your times. After that choose a bag and then your bag stuff. You can scroll down on the bag stuff site to see more options. Now you should be on the clothing site: Select your outfit (scroll to the left in each row to show more clothing options). Click on the little cloud at the top to show the weather for today and next week. Click on it again to close it. Click on the little book to open the notes feature. Click in the pink area and start typing. To close the keyboard press ENTER and hit the save button. Click on the little book to close the notes feature. Continue your configuration and again: scroll down to show more options. You now reached the changing screen. Follow the instructions (close the app etc.). When you restarted the app just follow Mira. As you can see it is super simple. A superrrrrrr good explained version is in the README and for those who hate reading: there is a vd which you can watch instead!! Please report bugs on github and not in your rating (so I can fix them as fast as I can) and maybe star the repo. Thanks sooo much for staying with me through this long way and supporting me: @amateur_tech_guy @Makkonen @nokira @madzia @OrangeJuice", "repo": "https://github.com/253-Mathilde/Get-ready-app", "demo": "https://github.com/253-Mathilde/Get-ready-app/releases"}]...
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[{"post_id": 79110, "ts": "202 [{"post_id": 79110, "ts": "2026-10-12T18:18:16Z", "hours": 1.1128, "text": "Guys, it is time to ship (just worked a little bit more on the README) this is the last devlog for the first-ever version! Thank you all for staying through the whole process. I hope this app helps some people and is actually useful. Thanks soooooooooooooooooooooo much for these 52 days <3"}, {"post_id": 78435, "ts": "2026-10-10T19:58:49Z", "hours": 0.7103, "text": "So I will not lie—this was such a pain. But guys, the app sends notifications (with a custom icon), is signed, and is finally released on GitHub (discussion is already open for bug report), and the Google application is sent. The workflow is flowing as smoothly as hell, and the app is working in fullscreen with no mistakes in the UI. This took wayyyyyyy longer than these 40 minutes, but I am just happy that it works. I will not ship because the Google application is still in the queue. This application is important because without it you need to go to your settings and then turn off a feature, then install the app and scan it. So you know this is not a virus, but people won’t install it because I said, “Just trust me.” …..I am super proud and also upgraded the README(there will be an instructions part too, but I have to do school and want to get some sleep). Thanks for reading <3"}, {"post_id": 78287, "ts": "2026-10-10T09:32:34Z", "hours": 2.2506, "text": "I now offically can say: We got our first ever release on github (currently unsigned) and we may ship until monday. There are some small bugs I still have to fix but I am working as fast as I can and alone the fact that the github workflow works is just awesome. As you can see I upgraded the README and really gave my best. Ik I may change some pictures in the galerie and add another text but it is mainly finished. I think that we can actually pull that of!! We are now active for exactly 50 days,have 721 commits on github and over 500 deployments. I never builded an app and just feel sooo proud right now. For the apple version: There may be one in the future but I currently do not have an apple license so that won’t work. We’ll see about that then when I got my rating in and see how much people like this. Thanks for reading <3 and check it out in real life at https://github.com/253-Mathilde/Get-ready-app/blob/4bd1e18a9797cce640851d943a61a1cf5060b6c8/README.md and leave a star :)"}, {"post_id": 77913, "ts": "2026-10-08T18:53:59Z", "hours": 2.9261, "text": "Woahhhh guys, I now officially can say that the sites are done. We just need the .apk signed (should I also do an Apple version? Please tell me in the comments) and a README plus some graphics for, like, “presentation matters”. Just so you can get it: this project is now active for 48 days, and even though I love it and everything, it is really draining me. I coded the last sites and fixed the JS, so now we won’t have negative numbers. I went through all 20 HTML files for grammar, and I also went to the JS for the notification grammar. Any wishes, ideas or things you absolutely hate in the comments!! I still cannot believe that we are here, and thanks for reading <3 FOR ALL THE PEOPLE THAT ACTUALLY READ THIS AND STAYED FOR ALL THESE DAYS: I CANNOT THANK YOU ENOUGH!"}, {"post_id": 77398, "ts": "2026-10-06T19:58:16Z", "hours": 2.2125, "text": "So I worked a little bit, and now we only need 2 more screens and the README. Please ignore the drawing in the vd this is just to save my location because it stands in the weather application. As you can see, I made the dressing screen with the actual weather to dress like you needed, and I added a screen with a timer for your hair. I am currently working on the screen that tells you to brush your teeth, and then we will need the screen that helps you with your bag. And of course the finishing screen. I am working on the README while doing all of that, so yeah, school is killing me, but at least we have a break in 2 weeks. Thanks for reading and staying with this project <3"}, {"post_id": 76181, "ts": "2026-10-02T16:42:43Z", "hours": 2.4836, "text": "Sooooooo I finished the finishing site :) . This is where we are at now, and I think it is good? Kinda perfect too? A little bit unsure about that at the moment, so as always, feedback is welcome. I also started working on the fast mode (the button works, and I started working on the design). And yesssss, I know it looks pretty bad right now, but I hope you can see the vision because this also has a different colour theme because of the different stress levels (yes, the colours aren’t chosen randomly,colour theory is a REAL thing). Also, I’m pretty sure no one will read this because who is here after 42 days? But please start at GitHub and tell me if you want to get in the README, and when we are talking about the README. I also upgraded that, so now you know I made it. Here is the link: https://github.com/253-Mathilde/Get-ready-app , and thanks for reading <3"}, {"post_id": 75285, "ts": "2026-09-29T17:13:13Z", "hours": 2.0372, "text": "Okay, so I am giving my best on the finishing screen. Ik ik, the button is not correct, and there will be more things, but I wanted to know what you think of the vd before I continue working on it. Please leave a comment! Don’t forget to star ( https://github.com/253-Mathilde/Get-ready-app ) and thanks for reading <3"}, {"post_id": 74389, "ts": "2026-09-27T09:30:24Z", "hours": 2.1381, "text": "I cannot believe it. You need to wake me nowwww. The last site for the actual mode is finished (we only need the “winning screen” and, of course, the fast mode now). This literally means that we coded 13 sites. Each of these screens has its own code and stuff and the animation with the bag grabbing… In my opinion it looks great, and even the JS already works on both sites, and the heading changes on the one site (from “Grab your tote bag” to “Grab your backpack,” for example), and yeah, what can I say, I’ll try to do the finishing animation today (I have a lot of homework, so I would have started the fast mode, but yk). It is only the fast mode, one screen, and a README until we finish (sounds long, but it isn’t because this is about a week, and this project has gone for 37 days now, so yeah). It would really help if you starred on my project and appreciated my longgggggggggg working progress https://github.com/253-Mathilde/Get-ready-app . Also please leave feedback ! Thanks for reading <3."}, {"post_id": 74087, "ts": "2026-09-26T17:14:41Z", "hours": 1.2114, "text": "Okay so I upgraded my README because this now makes it possible to like read in your flow without searching 100 years fot that exact part. I also started working on the animation for the bag grabbing site but I don’t want to tell you too early because this animation is actually killing me (my WIFI stopped working about 10 times) but yeah what do we think about this upgrade in the README (there will be about 8 of these unfolding idk-how-to-call-them-things). As always please leave a star https://github.com/253-Mathilde/Get-ready-app .Thanks for reading<3"}, {"post_id": 73582, "ts": "2026-09-25T13:04:33Z", "hours": 1.4192, "text": "And boom the extra task site is finished. I am sooo overjoyed I mean look how it turned out and the JS is already working and these little checkboxes just look adorable. I also love the font just everything wowwww. We won’t talk about the JS because that was such a hustle but let’s just ignore that. We now have the dressing screen and the extra task screen. Next thing is the bag grabbing screen and then it is time for the stuff that goes in your bag. These are just 2 screens plus some pretty easy ones like finishing screen and stuff and these will be mostly html and css so now more local storageeeeeee. And yeah I almost forgot: I did add a little timer again and yeah I would love it if you could starr my project on https://253-mathilde.github.io/Get-ready-app/ and thank you for staying with me so long this project is now active for about 33 days and we are close to hitting over 500 commits and actions. Thanks for reading <3"}, {"post_id": 73275, "ts": "2026-09-24T18:39:15Z", "hours": 2.9233, "text": "Heyyy I actually have kinda a big update! (Sr for not being active had to do #sticky-ysws ) but now we offically have the changing site to the extra site,the custom charachter,thecustom heading,the custom paper and the super duper cool checkboxes. Styling them was pretty hard but I mean it was soooo worth it. I just love the little blue (idk the english word lolll) and everything. And yesss I’ll do the JS that they only show when you have as many extras and stuff and there will be custom text to your task. So it will be like a custom text writing thingy. Yk like you actually wrote a to-do list. ALso don’t tell me about the grammar I ‘ll change it okayyyyy. And now because you are a super true one and read until here you will go here: ( https://253-mathilde.github.io/Get-ready-app/ ) and star my repo!! Thank you sooo much for that. I’ll give my best and I hope you like the to-do note thingy idea! Thanks for reading <3"}, {"post_id": 71879, "ts": "2026-09-21T18:04:04Z", "hours": 2.0825, "text": "Yayyyy I finally did it and added a timer (it also changes the time proportional to the clothes you selected based on their time). And I also worked on my README wich is (as always) so much work but let’s do it! I also set up the next site which is super plain at the moment but at least the JS to that site works. I also setted up notification but they don’t work in the apk because my coverter does not support that. Any simple ideas (everything online I found was way to complicated and like I just want a simple notification). Buttt I may add a vibration when the timer is done so you notice it more. Any ideas in the comment and thanks for reading <3"}, {"post_id": 70618, "ts": "2026-09-19T13:55:22Z", "hours": 2.1961, "text": "Omggggg, I think I am obsessed! I mean, just look how cute this looks, with all the details and the working note thingy and the WORKING JS that gets everything out of local storage and in local storage, that moves the items to their places and even displays your note (or the little note from Mira if you forgot to write one). This was such a struggle, but I mean, it works. Now we only need a little timer at the top to remind you of the time (I try to do it tonight, but there’s a lot of school, yk), but when this is done, we have kind of the base for all the other sites. We are sooo behind schedule, but let’s just ignore that. Please give me feedback on what you think (it is super-duper okay if you dislike it; sometimes my taste is a little bit off). Btw, the numbers are negative because I skipped the preview questions. Thanks for reading <3"}, {"post_id": 70253, "ts": "2026-09-18T20:13:58Z", "hours": 2.2108, "text": "Well I am actually kinda dying but I mean the next site now has it’s own design ,an open closet (the clothes are coming soon they will be like the ones when you choose on a hanger yk) and I already started working on the JS for the note taking thingy ,now we need to display the note that we left ourselves (it is going to be in the green box) and we got the styling for the Next button for kinda the next sites. Btw do we think packing our back is the last thing to do (In my opinion yes but idk what do YOU normally do). I don’t think that I’ll do more today. Please help me with your opinion in the comments. Thanks for reading <3"}, {"post_id": 70138, "ts": "2026-09-18T15:23:36Z", "hours": 3.0231, "text": "Uhhh, the first actual mode site is finished (the animation is 100% made from me, tell me what you think). It is a pretty simple site that tells you to go to your wardrobe, and the site also has its own next button style. Pretty simple, but yk, I just love details. I also force myself to work as much as I can today because I don’t have school. Giving everything and thanks for reading <3"}, {"post_id": 69680, "ts": "2026-09-17T15:54:48Z", "hours": 2.4714, "text": "So I can finally work now (still sick, but at least I can type), so here we are. I made the so-called 0-screen that tells you your getting-ready-start time, and as you can see, it already works. That means my JS actually saves everything in local storage and gets it out of local storage! Super duper proud because I am normally so bad at JS. Hope you also like the design of the start button. I’ll work on the next site now (this is the hardest because once I get that site, all the others will work kind of the same)! Thanks for reading <3"}, {"post_id": 68138, "ts": "2026-09-14T16:05:02Z", "hours": 2.3517, "text": "Okay, so we are one day behind schedule, but that shouldn’t be such a big problem (had other coding stuff to do, not for any ysws). I made the extra time site where you can get extra time for eating, showering, doom scrolling, hair styling, makeup, teeth brushing, and cleaning, as well as a buffer where you can get 10 minutes to stay safe. I also made the super hard and complicated JS part that made me crash out that gets you back to the site that you were on when you close the app. Now it is time for the screens that tell you what to do! Thanks for reading <3"}, {"post_id": 66579, "ts": "2026-09-12T12:43:06Z", "hours": 1.8792, "text": "The clothes site is finished!!! I am so happy and also a little bit proud because this site has pretty cool mini features that are supposed to help you as much as you can. You now can select your outfit for the event, and while doing so, check the weather or leave your future self a note. The weather gets your location automatically and also shows for the next 6 days so you can actually plan for events that aren’t tomorrow. I also love that little cloud hidden feature, and I already started working on the last site for the normal mode: the extra time screen. Here you can choose extra time for stuff like brushing your teeth, doing your hair, or eating something. After this site we will do the screens that tell you what to do with a timer, etc. We are a little bit short on time, so I really have to lock in on the weekends because stardance is only 2 weeks (I know it is a little bit more, but I may be able to squeeze in a super small project). So the plan is to finish the screen this weekend with the extra time and to finish all the other screens until the upcoming Friday. That should make it possible to do the fast mode on the weekend (I probably will need longer for that, but yk). So yeah, that is basically the plan and thanks for reading <3"}, {"post_id": 66024, "ts": "2026-09-11T15:50:21Z", "hours": 1.8733, "text": "I really gave my best, guys, and I haven’t finished. But today I’ll just work on the README more because the styling of that was pretty tricky, and I really struggled with that moving cloud thing, but I think it is such a cute feature. I think I won’t do an edit and delete button, yk. Just resave it and then it updates. That’s enough because I am sick today, but that won’t keep us from working, and I give my best on the README now. Love the new stardance update, btw, and thanks fro reading <3"}, {"post_id": 65409, "ts": "2026-09-10T15:02:28Z", "hours": 1.4522, "text": "I made the JS for the clothing site! Now I only need to do the styling with CSS and the notes feature. The notes feature is for yourself (so you can help yourself with notes like the blue shirt from my sister, or so you can specify which piece you want to help yourself with in the next morning) I also need to improve some little details (pretty time-consuming, but I always love details, and I’ll keep adding them). I also made another APK for testing, and it looked sooo good on my phone. Thanks for reading <3"}, {"post_id": 64832, "ts": "2026-09-09T14:46:35Z", "hours": 2.8642, "text": "Finally the layout for this site is finished. It was quite a struggle and took super long for just 3 div containers, but I think it was so worth it. I know, I know the graphics for the clothes are not perfect, and we need more items, but I can change that later. Now the whole thing needs to work with the JS and such stuff. I still need to do some more sites with stuff to add, and then it’s time for the really hard part: getting everything out of local storage, building in a timer, showing your personal notes … We aren’t even there, but don’t demotivate ourselves now, and I’ll just keep working and giving my best (squeezing every bit of time I have in!) Thanks for reading <3"}, {"post_id": 63582, "ts": "2026-09-07T14:36:31Z", "hours": 3.1719, "text": "Ofc you expect something big now; I mean, 3 hours come onnnn. Nah nah, in 3 h I build a 15 px x 15 px square. Sureeee. My patience is actually killing me, but never mind. I added the weather application to my project (I mean that little gif next to the heading). When you click on it, it opens the weather for today and for the next 6 days (y’know, if you are planning your outfit, you need to know if it’s cold or warm…). That works with summary and such stuff. Never heard of it and don’t really get it, buttttt it works, and that thing made its way into my brain (but I’ll never work with it again). I’ll start working on the clothes now (yk graphics …). If you have any wishes for that, tell me, please! Right now it is the plan to add a feature where you can leave yourself a note to help you find that exact piece, a t-shirt, a sweater, a long shirt, a top, a skirt, shorts, jeans, a long skirt, a dress, high heels, sneakers, basic shoes, autumn boots and, ofc, winter boots. Thanks for reading <3"}, {"post_id": 62792, "ts": "2026-09-06T09:45:54Z", "hours": 2.0819, "text": "It was quite a struggle doing the JS and the whole styling (I added more items, and the whole layout was suuuuper bad when selecting an item). And when we are talking about selecting, it works!!! I made a selection mode and timed every item. I also added a local storage system on this and the site before. That system basically saves numbers, and at the end the app can read these numbers and tell you, when you planned your event, you wanted this jacket… Like, it doesn’t work, but that’s kind of the plan, and I also spent a lot of time on that (thanks to YT, I managed to do it, and to be patient, ~~that’s basically a lie). I also worked on the README more because I always write pretty long ones, but this will be longer (I really try to keep it short, but there is so much to explain). As already said, I added more items, but if you have more: Tell me and I’ll add it. Right now we have keys (5 min), money (5 min), a phone (1 min), a charger (3 min), writing stuff (5 min), a passport (7 min), lip balm (1 min), earphones (6 min), bubble gum (2 min), food (10 min), random bag stuff (yk stuff that is in every bag and kind of stays there) (2 min), books (8 min) and tech stuff (yk laptop or iPad) (7 min). The time for every item stands in the () and please tell me if you think that this is too much or if I should add more. Thanks for reading <3"}, {"post_id": 62288, "ts": "2026-09-05T16:15:50Z", "hours": 1.4372, "text": "So I kind of feel like flying because you can see the results so fast! I just made the next screen (not the JS, just the styling and the graphics, but I mean), and I think it looks sooo good (please tell me if I am wrong)! We now have keys, money, a phone, a charger, writing stuff, a passport, lip balm, earphones and chewing gum. Is there anything else I should add (something super duper important that needs to be in your bag)? Oh, and I also made it scrollable, and everything matches the pixel vibe! When you say that there are enough items, I’ll do the JS, and btw, I tried to make it for all kinds of events ( a passport for travel or writing stuff for college or school…). PLEASE GIVE ME FEEDBACK, and thanks for reading <3"}, {"post_id": 61757, "ts": "2026-09-04T20:18:13Z", "hours": 2.3014, "text": "I am sooooooo happy because now the selected and deselected mode AND the math work (it selects and then removes 5 minutes from your starting time, and when you deselect it, it adds 5 minutes). Btw, do we think 5 minutes for finding a bag is enough (not the stuff inside, just the empty bag, but I myself always need so long, especially in the morning), and I also changed the CSS so it looks good while selecting and while deselecting, and yeah, I may change the time if you say less or more, but then this screen is finished. Soooo happy because I always work with a lot of files, which is really confusing for me, yes, but so I only have short amounts of code and can debug really well! Thanks for reading <3."}, {"post_id": 60888, "ts": "2026-09-03T15:10:54Z", "hours": 1.2142, "text": "I made a banner for the README, and I started working on the next site. I am sooooo happy because you now can really see where we are going and what my vision is. The third site is static right now, and only the home button (and the next button if a next site would exist). I also want the elements to change colour when you click on them, but yeah, I think it looks pretty cool, and as always: I need feedback; write me on Slack or leave a comment! Thanks for reading <3"}, {"post_id": 59778, "ts": "2026-09-01T18:30:16Z", "hours": 1.4356, "text": "Okay, so I made a video for the README and promoting and stuff because presentation matters… (I genuinely can’t hear it anymore), but yeah, I also made the next site (it is completely white at the moment now, but like, it changes the site correctly, and my JS with all the sound effects works). I also researched a little on how to make push notifications, but everything seems a little complicated, but if it’s complicated, I still have to do it, but maybe it gets easier because everything is based on HTML, CSS and JS and just converted. Idk I have to do more research. If you know something: please leave a comment! Thanks for reading <3"}, {"post_id": 58364, "ts": "2026-08-30T19:22:25Z", "hours": 2.1006, "text": "Okay, so I fixed the sound (it took pretty long, but in the end it was just that the site loaded too fast). And I also changed the sources in the whole project, yk, so now everything works. That little piece of ../ is really annoying me because of all the GitHub stuff and the file structure, but I want to keep it structured so people can really understand my repo and yes, pretty productive day and we now can officially start working on the next sites where you choose your bag, your clothes, etc. Thanks for reading. <3"}, {"post_id": 58099, "ts": "2026-08-30T13:33:42Z", "hours": 2.5019, "text": "The math works!!!! It took me a lot of trying and thinking (yk, it has to be local storage because it is a new site with a new index but the same Java, so there is 0 room for mistakes), but now it tells you the time that you need to start. I also fixed the next button and started working on the sound effects. I also decided that I won’t do background music because I personally hate that in apps because if I get ready, I don’t want a loop of music; I want my playlist chosen by my mood. So it’ll be a sound when you click on the home button and a sound if you click on the next button (so you feel a little proud and have a happy moment and a motivation to do the next step). I will do the next screens now, and every time you select an item or whatever, it will subtract time for everything (brushing your teeth minus 3 minutes, putting on clothes 10 minutes …). So happy that it works, and hope you like the design with the next button. Thanks for reading <3"}, {"post_id": 57256, "ts": "2026-08-29T11:20:36Z", "hours": 1.7206, "text": "Ohh, okay, so first of all, I love the new Stardance streak update (here I come, but I am so said that I lost my over 40 days’ streak at the end of the holidays). And then, as you can see, I fixed the next button, and I started working on the JS, because now it is time for the fun part: the whole math, because yesss, that is a lot of math (yk, with the hours, the minutes, the planning, and the time calculated that you need to do this or that). I am giving my best, and unfortunately the whole thing is getting so big that my converter doesn’t take it any more, and I need a new one (any tips in the comments, please; I need one from a zip file to APK). Yeah, thanks for reading and let’s see how far I can get with the JS today <3"}, {"post_id": 55763, "ts": "2026-08-27T19:09:04Z", "hours": 3.4947, "text": "Okay, so this really took forever because of all these pages, and they are all in folders, and you need to get out of the folder, and you need to link it right, and the JS…long story short: it is annoying and testing me, but never mind. As you can see, I added a third screen (nope, the second one is not finished, but I needed it to program the next button). Tomorrow I will do some graphic stuff because right now the button is somehow gone and just a frame (I just converted it to an SVG). And yeah, basically if you have tips on how to do the whole thing with all the screens better (because you also need to pay attention to the app, yk, not everything that works in your browser works in the app). Thanks for reading <3"}, {"post_id": 54619, "ts": "2026-08-25T17:21:02Z", "hours": 1.2203, "text": "Okay, so nope, I’m not dead, just busy with school. And because I live in a country with a pretty hard school system, this really takes forever, but I know how it looks: I was lazy. Nope, I wrote a 3-site report about the plan and watched YouTube videos for my Java knowledge 24/7, and as you can see, I installed it, and I think the app icon looks great in real life. I just built the first screen with the input field for the arrival time and need some help: The font size is perfect for the number but not for the placeholder. I did write code for these two but somehow it doesn’t work input[type=“number”] { font-size: 30px; colour: #f5df3d; } input::placeholder { font-size: 60px; colour: #f5df3d; } It would be great if someone helped me. Hope you like the first app screen, and I am giving my best here to give this project all I have. I just got a superstar for my other project, Neverland OS, and I am so thankful and would like to say a big thank you to all the supporters. I hope this project also gets so much feedback, and I am giving my best (I have never built an app before). Thanks for reading <3, and I’m so happy that installing on my phone worked"}, {"post_id": 51154, "ts": "2026-08-20T17:26:24Z", "hours": 1.2733, "text": "Okay, so today I started working on the second screen and the like timer thing (on this screen you are going to tell the app what time you need to arrive), and then the app will tell you at the end (when everything is chosen (for example, what should be in my bag)) when to get up. Omg, that sounds so bad, but idk how to explain it any better. I also changed the font of the text on the home screen, and I downloaded the first-ever APK file for testing, so it doesn’t have a key at the moment. I will share a screen of how it looks on a real phone when I install that. A lot of research today, and school starts again in 3 days, so I have a lot of other stuff to do, but as always, I am giving Stardance every hour I have. Thanks for reading, and I hope you see the vision <3."}, {"post_id": 50597, "ts": "2026-08-19T20:13:49Z", "hours": 3.9386, "text": "Okay, so I really hate writing for such big amounts of time, but whatever. I changed the whole design and added a pre-loader and a home button. I also changed Mira and the text box at the bottom. Like, look at it yourself, I changed everything; my brainstorming stays the same, just the design is different because I think the other one was kinda ugly. I also made another site today for a YSWS where you get lights so Idk if it’s forbidden to share that here but that also took 6 hours (so you get why I am only making such small amounts of progress) https://253-mathilde.github.io/Ocean/ and yeah, thanks for reading <3 Ohh and always open for feedback to the new design"}, {"post_id": 49747, "ts": "2026-08-18T17:46:32Z", "hours": 2.0439, "text": "Okay, so as you can see, I started brainstorming. I draw every screen and then program every screen step by step so it doesn’t get confusing and debugging is easier with smaller amounts of code. As you can see, I also made the welcome or start screen (I started it; don’t worry, it isn’t finished) and made the screen change once you click on Mira (the starfruit), and I made it go back when you click on text on the second screen. I also figured everything out for the screen, yk, so that it will look good on a phone, and I am programming everything for the dimensions of an iPhone 12 Pro, so it shouldn’t change much on other phones. Hope you can see the vision with these pretty bad drawings and thanks for reading <3"}, {"post_id": 49443, "ts": "2026-08-18T09:04:32Z", "hours": 0.9714, "text": "First of all: I am so happy to finally use lapse because now everything counts. Okay, back to the project: ‘prête’ (meaning something like ‘ready’ but it sounds better) is an app that tells you what to do to get ready. It helps you to reduce stress, etc. I’ve never made an app before, so this is going to be so much work. I just made something like a figure and the app icon, and I also set up Hackatime in VS, so now everything works and I can just work. I already have so many ideas, so I need to sort my head and watch a million YouTube videos to start because I also have no experience with programming for a phone. Let’s do it. Thanks for reading <3"}]...
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Title: prête app by @253_Mathilde_IYKYK | Stardanc Title: prête app by @253_Mathilde_IYKYK | Stardance
Devlogs:
First of all: I am so happy to finally use lapse because now everything counts. Okay, back to the project: ‘prête’ (meaning something like ‘ready’ but it sounds better) is an app that tells you what to do to get ready. It helps you to reduce stress, etc. I’ve never made an app before, so this is going to be so much work. I just made something like a figure and the app icon, and I also set up Hackatime in VS, so now everything works and I can just work. I already have so many ideas, so I need to sort my head and watch a million YouTube videos to start because I also have no experience with programming for a phone. Let’s do it. Thanks for reading <3
Okay, so as you can see, I started brainstorming. I draw every screen and then program every screen step by step so it doesn’t get confusing and debugging is easier with smaller amounts of code. As you can see, I also made the welcome or start screen (I started it; don’t worry, it isn’t finished) and made the screen change once you click on Mira (the starfruit), and I made it go back when you click on text on the second screen. I also figured everything out for the screen, yk, so that it will look good on a phone, and I am programming everything for the dimensions of an iPhone 12 Pro, so it shouldn’t change much on other phones. Hope you can see the vision with these pretty bad drawings and thanks for reading <3
Okay, so I really hate writing for such big amounts of time, but whatever. I changed the whole design and added a pre-loader and a home button. I also changed Mira and the text box at the bottom. Like, look at it yourself, I changed everything; my brainstorming stays the same, just the design is different because I think the other one was kinda ugly. I also made another site today for a YSWS where you get lights so Idk if it’s forbidden to share that here but that also took 6 hours (so you get why I am only making such small amounts of progress) https://253-mathilde.github.io/Ocean/ and yeah, thanks for reading <3 Ohh and always open for feedback to the new design
Okay, so today I started working on the second screen and the like timer thing (on this screen you are going to tell the app what time you need to arrive), and then the app will tell you at the end (when everything is chosen (for example, what should be in my bag)) when to get up. Omg, that sounds so bad, but idk how to explain it any better. I also changed the font of the text on the home screen, and I downloaded the first-ever APK file for testing, so it doesn’t have a key at the moment. I will share a screen of how it looks on a real phone when I install that. A lot of research today, and school starts again in 3 days, so I have a lot of other stuff to do, but as always, I am giving Stardance every hour I have. Thanks for reading, and I hope you see the vision <3.
Okay, so nope, I’m not dead, just busy with school. And because I live in a country with a pretty hard school system, this really takes forever, but I know how it looks: I was lazy. Nope, I wrote a 3-site report about the plan and watched YouTube videos for my Java knowledge 24/7, and as you can see, I installed it, and I think the app icon looks great in real life. I just built the first screen with the input field for the arrival time and need some help: The font size is perfect for the number but not for the placeholder. I did write code for these two but somehow it doesn’t work input[type=“number”] { font-size: 30px; colour: #f5df3d; } input::placeholder { font-size: 60px; colour: #f5df3d; } It would be great if someone helped me. Hope you like the first app screen, and I am giving my best here to give this project all I have. I just got a superstar for my other project, Neverland OS, and I am so thankful and would like to say a big thank you to all the supporters. I hope this project also gets so much feedback, and I am giving my best (I have never built an app before). Thanks for reading <3, and I’m so happy that installing on my phone worked
Okay, so this really took forever because of all these pages, and they are all in folders, and you need to get out of the folder, and you need to link it right, and the JS…long story short: it is annoying and testing me, but never mind. As you can see, I added a third screen (nope, the second one is not finished, but I needed it to program the next button). Tomorrow I will do some graphic stuff because right now the button is somehow gone and just a frame (I just converted it to an SVG). And yeah, basically if you have tips on how to do the whole thing with all the screens better (because you also need to pay attention to the app, yk, not everything that works in your browser works in the app). Thanks for reading <3
Ohh, okay, so first of all, I love the new Stardance streak update (here I come, but I am so said that I lost my over 40 days’ streak at the end of the holidays). And then, as you can see, I fixed the next button, and I started working on the JS, because now it is time for the fun part: the whole math, because yesss, that is a lot of math (yk, with the hours, the minutes, the planning, and the time calculated that you need to do this or that). I am giving my best, and unfortunately the whole thing is getting so big that my converter doesn’t take it any more, and I need a new one (any tips in the comments, please; I need one from a zip file to APK). Yeah, thanks for reading and let’s see how far I can get with the JS today <3
The math works!!!! It took me a lot of trying and thinking (yk, it has to be local storage because it is a new site with a new index but the same Java, so there is 0 room for mistakes), but now it tells you the time that you need to start. I also fixed the next button and started working on the sound effects. I also decided that I won’t do background music because I personally hate that in apps because if I get ready, I don’t want a loop of music; I want my playlist chosen by my mood. So it’ll be a sound when you click on the home button and a sound if you click on the next button (so you feel a little proud and have a happy moment and a motivation to do the next step). I will do the next screens now, and every time you select an item or whatever, it will subtract time for everything (brushing your teeth minus 3 minutes, putting on clothes 10 minutes …). So happy that it works, and hope you like the design with the next button. Thanks for reading <3
Okay, so I fixed the sound (it took pretty long, but in the end it was just that the site loaded too fast). And I also changed the sources in the whole project, yk, so now everything works. That little piece of ../ is really annoying me because of all the GitHub stuff and the file structure, but I want to keep it structured so people can really understand my repo and yes, pretty productive day and we now can officially start working on the next sites where you choose your bag, your clothes, etc. Thanks for reading. <3
Okay, so I made a video for the README and promoting and stuff because presentation matters… (I genuinely can’t hear it anymore), but yeah, I also made the next site (it is completely white at the moment now, but like, it changes the site correctly, and my JS with all the sound effects works). I also researched a little on how to make push notifications, but everything seems a little complicated, but if it’s complicated, I still have to do it, but maybe it gets easier because everything is based on HTML, CSS and JS and just converted. Idk I have to do more research. If you know something: please leave a comment! Thanks for reading <3
I made a banner for the README, and I started working on the next site. I am sooooo happy because you now can really see where we are going and what my vision is. The third site is static right now, and only the home button (and the next button if a next site would exist). I also want the elements to change colour when you click on them, but yeah, I think it looks pretty cool, and as always: I need feedback; write me on Slack or leave a comment! Thanks for reading <3
I am sooooooo happy because now the selected and deselected mode AND the math work (it selects and then removes 5 minutes from your starting time, and when you deselect it, it adds 5 minutes). Btw, do we think 5 minutes for finding a bag is enough (not the stuff inside, just the empty bag, but I myself always need so long, especially in the morning), and I also changed the CSS so it looks good while selecting and while deselecting, and yeah, I may change the time if you say less or more, but then this screen is finished. Soooo happy because I always work with a lot of files, which is really confusing for me, yes, but so I only have short amounts of code and can debug really well! Thanks for reading <3.
So I kind of feel like flying because you can see the results so fast! I just made the next screen (not the JS, just the styling and the graphics, but I mean), and I think it looks sooo good (please tell me if I am wrong)! We now have keys, money, a phone, a charger, writing stuff, a passport, lip balm, earphones and chewing gum. Is there anything else I should add (something super duper important that needs to be in your bag)? Oh, and I also made it scrollable, and everything matches the pixel vibe! When you say that there are enough items, I’ll do the JS, and btw, I tried to make it for all kinds of events ( a passport for travel or writing stuff for college or school…). PLEASE GIVE ME FEEDBACK, and thanks for reading <3
It was quite a struggle doing the JS and the whole styling (I added more items, and the whole layout was suuuuper bad when selecting an item). And when we are talking about selecting, it works!!! I made a selection mode and timed every item. I also added a local storage system on this and the site before. That system basically saves numbers, and at the end the app can read these numbers and tell you, when you planned your event, you wanted this jacket… Like, it doesn’t work, but that’s kind of the plan, and I also spent a lot of time on that (thanks to YT, I managed to do it, and to be patient, ~~that’s basically a lie). I also worked on the README more because I always write pretty long ones, but this will be longer (I really try to keep it short, but there is so much to explain). As already said, I added more items, but if you have more: Tell me and I’ll add it. Right now we have keys (5 min), money (5 min), a phone (1 min), a charger (3 min), writing stuff (5 min), a passport (7 min), lip balm (1 min), earphones (6 min), bubble gum (2 min), food (10 min), random bag stuff (yk stuff that is in every bag and kind of stays there) (2 min), books (8 min) and tech stuff (yk laptop or iPad) (7 min). The time for every item stands in the () and please tell me if you think that this is too much or if I should add more. Thanks for reading <3
Ofc you expect something big now; I mean, 3 hours come onnnn. Nah nah, in 3 h I build a 15 px x 15 px square. Sureeee. My patience is actually killing me, but never mind. I added the weather application to my project (I mean that little gif next to the heading). When you click on it, it opens the weather for today and for the next 6 days (y’know, if you are planning your outfit, you need to know if it’s cold or warm…). That works with summary and such stuff. Never heard of it and don’t really get it, buttttt it works, and that thing made its way into my brain (but I’ll never work with it again). I’ll start working on the clothes now (yk graphics …). If you have any wishes for that, tell me, please! Right now it is the plan to add a feature where you can leave yourself a note to help you find that exact piece, a t-shirt, a sweater, a long shirt, a top, a skirt, shorts, jeans, a long skirt, a dress, high heels, sneakers, basic shoes, autumn boots and, ofc, winter boots. Thanks for reading <3
Finally the layout for this site is finished. It was quite a struggle and took super long for just 3 div containers, but I think it was so worth it. I know, I know the graphics for the clothes are not perfect, and we need more items, but I can change that later. Now the whole thing needs to work with the JS and such stuff. I still need to do some more sites with stuff to add, and then it’s time for the really hard part: getting everything out of local storage, building in a timer, showing your personal notes … We aren’t even there, but don’t demotivate ourselves now, and I’ll just keep working and giving my best (squeezing every bit of time I have in!) Thanks for reading <3
I made the JS for the clothing site! Now I only need to do the styling with CSS and the notes feature. The notes feature is for yourself (so you can help yourself with notes like the blue shirt from my sister, or so you can specify which piece you want to help yourself with in the next morning) I also need to improve some little details (pretty time-consuming, but I always love details, and I’ll keep adding them). I also made another APK for testing, and it looked sooo good on my phone. Thanks for reading <3
I really gave my best, guys, and I haven’t finished. But today I’ll just work on the README more because the styling of that was pretty tricky, and I really struggled with that moving cloud thing, but I think it is such a cute feature. I think I won’t do an edit and delete button, yk. Just resave it and then it updates. That’s enough because I am sick today, but that won’t keep us from working, and I give my best on the README now. Love the new stardance update, btw, and thanks fro reading <3
The clothes site is finished!!! I am so happy and also a little bit proud because this site has pretty cool mini features that are supposed to help you as much as you can. You now can select your outfit for the event, and while doing so, check the weather or leave your future self a note. The weather gets your location automatically and also shows for the next 6 days so you can actually plan for events that aren’t tomorrow. I also love that little cloud hidden feature, and I already started working on the last site for the normal mode: the extra time screen. Here you can choose extra time for stuff like brushing your teeth, doing your hair, or eating something. After this site we will do the screens that tell you what to do with a timer, etc. We are a little bit short on time, so I really have to lock in on the weekends because stardance is only 2 weeks (I know it is a little bit more, but I may be able to squeeze in a super small project). So the plan is to finish the screen this weekend with the extra time and to finish all the other screens until the upcoming Friday. That should make it possible to do the fast mode on the weekend (I probably will need longer for that, but yk). So yeah, that is basically the plan and thanks for reading <3
Okay, so we are one day behind schedule, but that shouldn’t be such a big problem (had other coding stuff to do, not for any ysws). I made the extra time site where you can get extra time for eating, showering, doom scrolling, hair styling, makeup, teeth brushing, and cleaning, as well as a buffer where you can get 10 minutes to stay safe. I also made the super hard and complicated JS part that made me crash out that gets you back to the site that you were on when you close the app. Now it is time for the screens that tell you what to do! Thanks for reading <3
So I can finally work now (still sick, but at least I can type), so here we are. I made the so-called 0-screen that tells you your getting-ready-start time, and as you can see, it already works. That means my JS actually saves everything in local storage and gets it out of local storage! Super duper proud because I am normally so bad at JS. Hope you also like the design of the start button. I’ll work on the next site now (this is the hardest because once I get that site, all the others will work kind of the same)! Thanks for reading <3
Uhhh, the first actual mode site is finished (the animation is 100% made from me, tell me what you think). It is a pretty simple site that tells you to go to your wardrobe, and the site also has its own next button style. Pretty simple, but yk, I just love details. I also force myself to work as much as I can today because I don’t have school. Giving everything and thanks for reading <3
Well I am actually kinda dying but I mean the next site now has it’s own design ,an open closet (the clothes are coming soon they will be like the ones when you choose on a hanger yk) and I already started working on the JS for the note taking thingy ,now we need to display the note that we left ourselves (it is going to be in the green box) and we got the styling for the Next button for kinda the next sites. Btw do we think packing our back is the last thing to do (In my opinion yes but idk what do YOU normally do). I don’t think that I’ll do more today. Please help me with your opinion in the comments. Thanks for reading <3
Omggggg, I think I am obsessed! I mean, just look how cute this looks, with all the details and the working note thingy and the WORKING JS that gets everything out of local storage and in local storage, that moves the items to their places and even displays your note (or the little note from Mira if you forgot to write one). This was such a struggle, but I mean, it works. Now we only need a little timer at the top to remind you of the time (I try to do it tonight, but there’s a lot of school, yk), but when this is done, we have kind of the base for all the other sites. We are sooo behind schedule, but let’s just ignore that. Please give me feedback on what you think (it is super-duper okay if you dislike it; sometimes my taste is a little bit off). Btw, the numbers are negative because I skipped the preview questions. Thanks for reading <3
Yayyyy I finally did it and added a timer (it also changes the time proportional to the clothes you selected based on their time). And I also worked on my README wich is (as always) so much work but let’s do it! I also set up the next site which is super plain at the moment but at least the JS to that site works. I also setted up notification but they don’t work in the apk because my coverter does not support that. Any simple ideas (everything online I found was way to complicated and like I just want a simple notification). Buttt I may add a vibration when the timer is done so you notice it more. Any ideas in the comment and thanks for reading <3
Heyyy I actually have kinda a big update! (Sr for not being active had to do #sticky-ysws ) but now we offically have the changing site to the extra site,the custom charachter,thecustom heading,the custom paper and the super duper cool checkboxes. Styling them was pretty hard but I mean it was soooo worth it. I just love the little blue (idk the english word lolll) and everything. And yesss I’ll do the JS that they only show when you have as many extras and stuff and there will be custom text to your task. So it will be like a custom text writing thingy. Yk like you actually wrote a to-do list. ALso don’t tell me about the grammar I ‘ll change it okayyyyy. And now because you are a super true one and read until here you will go here: ( https://253-mathilde.github.io/Get-ready-app/ ) and star my repo!! Thank you sooo much for that. I’ll give my best and I hope you like the to-do note thingy idea! Thanks for reading <3
And boom the extra task site is finished. I am sooo overjoyed I mean look how it turned out and the JS is already working and these little checkboxes just look adorable. I also love the font just everything wowwww. We won’t talk about the JS because that was such a hustle but let’s just ignore that. We now have the dressing screen and the extra task screen. Next thing is the bag grabbing screen and then it is time for the stuff that goes in your bag. These are just 2 screens plus some pretty easy ones like finishing screen and stuff and these will be mostly html and css so now more local storageeeeeee. And yeah I almost forgot: I did add a little timer again and yeah I would love it if you could starr my project on https://253-mathilde.github.io/Get-ready-app/ and thank you for staying with me so long this project is now active for about 33 days and we are close to hitting over 500 commits and actions. Thanks for reading <3
Okay so I upgraded my README because this now makes it possible to like read in your flow without searching 100 years fot that exact part. I also started working on the animation for the bag grabbing site but I don’t want to tell you too early because this animation is actually killing me (my WIFI stopped working about 10 times) but yeah what do we think about this upgrade in the README (there will be about 8 of these unfolding idk-how-to-call-them-things). As always please leave a star https://github.com/253-Mathilde/Get-ready-app .Thanks for reading<3
I cannot believe it. You need to wake me nowwww. The last site for the actual mode is finished (we only need the “winning screen” and, of course, the fast mode now). This literally means that we coded 13 sites. Each of these screens has its own code and stuff and the animation with the bag grabbing… In my opinion it looks great, and even the JS already works on both sites, and the heading changes on the one site (from “Grab your tote bag” to “Grab your backpack,” for example), and yeah, what can I say, I’ll try to do the finishing animation today (I have a lot of homework, so I would have started the fast mode, but yk). It is only the fast mode, one screen, and a README until we finish (sounds long, but it isn’t because this is about a week, and this project has gone for 37 days now, so yeah). It would really help if you starred on my project and appreciated my longgggggggggg working progress https://github.com/253-Mathilde/Get-ready-app . Also please leave feedback ! Thanks for reading <3.
Okay, so I am giving my best on the finishing screen. Ik ik, the button is not correct, and there will be more things, but I wanted to know what you think of the vd before I continue working on it. Please leave a comment! Don’t forget to star ( https://github.com/253-Mathilde/Get-ready-app ) and thanks for reading <3
Sooooooo I finished the finishing site :) . This is where we are at now, and I think it is good? Kinda perfect too? A little bit unsure about that at the moment, so as always, feedback is welcome. I also started working on the fast mode (the button works, and I started working on the design). And yesssss, I know it looks pretty bad right now, but I hope you can see the vision because this also has a different colour theme because of the different stress levels (yes, the colours aren’t chosen randomly,colour theory is a REAL thing). Also, I’m pretty sure no one will read this because who is here after 42 days? But please start at GitHub and tell me if you want to get in the README, and when we are talking about the README. I also upgraded that, so now you know I made it. Here is the link: https://github.com/253-Mathilde/Get-ready-app , and thanks for reading <3
So I worked a little bit, and now we only need 2 more screens and the README. Please ignore the drawing in the vd this is just to save my location because it stands in the weather application. As you can see, I made the dressing screen with the actual weather to dress like you needed, and I added a screen with a timer for your hair. I am currently working on the screen that tells you to brush your teeth, and then we will need the screen that helps you with your bag. And of course the finishing screen. I am working on the README while doing all of that, so yeah, school is killing me, but at least we have a break in 2 weeks. Thanks for reading and staying with this project <3
Woahhhh guys, I now officially can say that the sites are done. We just need the .apk signed (should I also do an Apple version? Please tell me in the comments) and a README plus some graphics for, like, “presentation matters”. Just so you can get it: this project is now active for 48 days, and even though I love it and everything, it is really draining me. I coded the last sites and fixed the JS, so now we won’t have negative numbers. I went through all 20 HTML files for grammar, and I also went to the JS for the notification grammar. Any wishes, ideas or things you absolutely hate in the comments!! I still cannot believe that we are here, and thanks for reading <3 FOR ALL THE PEOPLE THAT ACTUALLY READ THIS AND STAYED FOR ALL THESE DAYS: I CANNOT THANK YOU ENOUGH!
I now offically can say: We got our first ever release on github (currently unsigned) and we may ship until monday. There are some small bugs I still have to fix but I am working as fast as I can and alone the fact that the github workflow works is just awesome. As you can see I upgraded the README and really gave my best. Ik I may change some pictures in the galerie and add another text but it is mainly finished. I think that we can actually pull that of!! We are now active for exactly 50 days,have 721 commits on github and over 500 deployments. I never builded an app and just feel sooo proud right now. For the apple version: There may be one in the future but I currently do not have an apple license so that won’t work. We’ll see about that then when I got my rating in and see how much people like this. Thanks for reading <3 and check it out in real life at https://github.com/253-Mathilde/Get-ready-app/blob/4bd1e18a9797cce640851d943a61a1cf5060b6c8/README.md and leave a star :)
So I will not lie—this was such a pain. But guys, the app sends notifications (with a custom icon), is signed, and is finally released on GitHub (discussion is already open for bug report), and the Google application is sent. The workflow is flowing as smoothly as hell, and the app is working in fullscreen with no mistakes in the UI. This took wayyyyyyy longer than these 40 minutes, but I am just happy that it works. I will not ship because the Google application is still in the queue. This application is important because without it you need to go to your settings and then turn off a feature, then install the app and scan it. So you know this is not a virus, but people won’t install it because I said, “Just trust me.” …..I am super proud and also upgraded the README(there will be an instructions part too, but I have to do school and want to get some sleep). Thanks for reading <3
Guys, it is time to ship (just worked a little bit more on the README) this is the last devlog for the first-ever version! Thank you all for staying through the whole process. I hope this app helps some people and is actually useful. Thanks soooooooooooooooooooooo much for these 52 days <3
Ships:
You do not need to install anything to rate. You do not need to be an android user. The README is full of information and screenshots that show the app in action. So first of all: This project is and was hugeeeee for me personally.I worked on it for about 51 days and made over 700 commits. I never really coded such big projects before stardance and I never coded an actual app in my life. All the graphics were made by me and I gave my best with storytelling (I wrote a devlog about every 2 hours). I really gave my best and poured my soul in here so I am really, really asking for GOOD feedback. That means giving actual tips, reporting bugs because there are ones not because you were too lazy to read the instructions. There are instructions in the README but I’ll also write them here for you. So what is prête: Prête is a PWA which means I coded everything in HTML, CSS and JS just like a website but transformed it into an app. If you want to do something like that → check the README. If you want to not install the app but still want to rate it → check the README. It is a get-ready-app that helps you to reduce stress for the future or to leave the house in a rush without stress. It tells you what to do and has things like weather (automatic location response),notifications,last index memory (only when closing completely!!) and much more. This is the first ever version of it and as you have read it was a long way but I am open to make it even longer! Bug report is open on github and I am also open to more ideas and wishes. The problem that I had: I always felt stressed while leaving,forgot stuff and startetd with a bad mood in the day or even in an event. I was always grumpy before even arriving. I just couldn’t remember everything and I felt really demotivated. I tried everything:apps that remind you with notifications, to do lists and post it. Nothing worked. I really sat down and thought about what you ACTUALLY needed. The installation: It is pretty simple: Scan the QR-code below or go to the Releases in the repo. Download the version which is marked with the green icon “Latest”. Download it and go to your files (there is a chance that your phone asks you before that if you want to install it ,if that happens just click yes). When you are in the file manager just click on it and then install. There may be a malware scan but then you are in. Open the app and click on the allow button when the app asks you to send notifications. Everything is pretty self-explanatory and Mira will tell you what to do but you never know: Choose the mode you want to use and do as Mira tells you. Please notice that the fast mode has no configuration and just gives you a task and a time. When you are using the actual mode follow the instructions and type in your times. After that choose a bag and then your bag stuff. You can scroll down on the bag stuff site to see more options. Now you should be on the clothing site: Select your outfit (scroll to the left in each row to show more clothing options). Click on the little cloud at the top to show the weather for today and next week. Click on it again to close it. Click on the little book to open the notes feature. Click in the pink area and start typing. To close the keyboard press ENTER and hit the save button. Click on the little book to close the notes feature. Continue your configuration and again: scroll down to show more options. You now reached the changing screen. Follow the instructions (close the app etc.). When you restarted the app just follow Mira. As you can see it is super simple. A superrrrrrr good explained version is in the README and for those who hate reading: there is a vd which you can watch instead!! Please report bugs on github and not in your rating (so I can fix them as fast as I can) and maybe star the repo. Thanks sooo much for staying with me through this long way and supporting me: @amateur_tech_guy @Makkonen @nokira @madzia @OrangeJuice...
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GamEngine by @bartoszkasyna | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:49:21Z", "hours": 195.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made GPU driven game engine. It use vulkan 1.4. GTAO and VSM are still little bugged. Project will be still in development. This experimental version. More deatils are in devlogs. If engine or demo crashes on your device please send me generated logs and device specification", "repo": "https://github.com/B4rtekk1/GamEngine", "demo": "https://github.com/B4rtekk1/GamEngine/releases/tag/v0.1.0"}]...
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[{"post_id": 79106, "ts": "202 [{"post_id": 79106, "ts": "2026-10-12T18:07:52Z", "hours": 10.8381, "text": "I was working on bug fixes and glass system. Glass is not working was I want but it havs some progress. Currently glass is highly unoptimized."}, {"post_id": 78281, "ts": "2026-10-10T08:29:57Z", "hours": 4.4117, "text": "I made custom installer for my engine. Now i willl work on optimatization"}, {"post_id": 74967, "ts": "2026-09-28T18:36:35Z", "hours": 9.7639, "text": "I mainly working on bug fixing. Now VSM and GTAO are fully stable, TAA still needs some love. I was also working on fbx model importer. On the image you can see Amazon Lumberyard Bistro which has 2.7M triangles with 140FPS. I have to work on fps stability while moving camera and make glass shader/object."}, {"post_id": 74396, "ts": "2026-09-27T09:59:55Z", "hours": 9.5208, "text": "I was trying to made my version of DDGI but it was unstable, so I made this disabled. Full DDGI would be impossible for my gpu so I used Brixelizer GI from FidelityFX SDK from AMD. It looks good and stable. Image is capyured on intel sponza which has 2.7M traingles - 13x more than original sponza so my engine scale well."}, {"post_id": 73521, "ts": "2026-09-25T09:34:28Z", "hours": 9.7292, "text": "I was working on Ray Traced Contact Shadows and DDGI. Ray traced shadows works well without droping fps that much. Currently my DDGI is bugged - its very dark. The image is taken with RTCS, DGGI disabled"}, {"post_id": 72555, "ts": "2026-09-23T06:37:29Z", "hours": 5.0792, "text": "Successfully optimized GTAO and VSM, 40FPS gain and more stable 1% low"}, {"post_id": 71260, "ts": "2026-09-20T15:17:19Z", "hours": 7.5197, "text": "I was working on game optimization, editor functionalities and standalone game building. I successfully optimized GTAO and VSM a little. GTAO still have some halo around some objects and VSM are not full stable. I added option build game in editor. I have to optimize editor a little and add some more functionalities. On the first image you can see nvidia nsight graphics profiler and on the second one standalone game build running in 160 after few seconds. This is decent score for rtx 3050."}, {"post_id": 70490, "ts": "2026-09-19T08:46:32Z", "hours": 7.4986, "text": "I was trying to fix shadows but it didint go well, so I gave up and started refactoring code for better readibiliy. On the image you can see broken verin of shadows, dont worry I went back to working ones. I fixed few smaller nearly invisible shadows bugs, so I didint waste myy time. Now I will focus on optimatization and graphics effet"}, {"post_id": 69704, "ts": "2026-09-17T16:43:10Z", "hours": 8.0603, "text": "I started migration to dynamic rendering, so rendering pipeline would be much easier for user. I also made custom title bar. Im in process of improving UI. I found two bugs - in certains camera angle shadows/AO or something doesnt work correctly. Second - some random patterns may occur while looking into sky inside sponza"}, {"post_id": 69075, "ts": "2026-09-16T10:23:21Z", "hours": 5.7283, "text": "I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good"}, {"post_id": 68570, "ts": "2026-09-15T10:28:57Z", "hours": 8.1017, "text": "I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage. PS. It might be much more optimize than normal water."}, {"post_id": 67943, "ts": "2026-09-14T08:27:35Z", "hours": 6.5411, "text": "I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode"}, {"post_id": 67159, "ts": "2026-09-13T07:20:53Z", "hours": 7.1444, "text": "I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little."}, {"post_id": 66406, "ts": "2026-09-12T06:58:22Z", "hours": 6.8744, "text": "I was working on finishing render graph. I also optimized editor - in huge scenes it will have more stable 60FPS. I optimized game mode - 1% low are higher now"}, {"post_id": 65853, "ts": "2026-09-11T08:49:16Z", "hours": 8.0272, "text": "I was mainly working on models and textures compression. Textures are now compressed into BC7 format. I also added remdergraph so user dont have to make it manually."}, {"post_id": 65239, "ts": "2026-09-10T07:13:42Z", "hours": 7.9544, "text": "Today I was working on game optimatization and little shadows improvements. I was mainly working on game profiler as you can see in the image"}, {"post_id": 64328, "ts": "2026-09-08T16:49:40Z", "hours": 9.6778, "text": "Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly"}, {"post_id": 63480, "ts": "2026-09-07T11:14:38Z", "hours": 6.3356, "text": "I was working on UX in editor. Then I found bug which I couldnt fix for 3 hours. Bug was caused my matrix decompose floating point"}, {"post_id": 62420, "ts": "2026-09-05T19:23:52Z", "hours": 5.1811, "text": "Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430."}, {"post_id": 61744, "ts": "2026-09-04T20:02:01Z", "hours": 8.3261, "text": "I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize."}, {"post_id": 59136, "ts": "2026-08-31T19:21:14Z", "hours": 5.6275, "text": "I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout"}, {"post_id": 58356, "ts": "2026-08-30T19:03:02Z", "hours": 6.1303, "text": "Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode."}, {"post_id": 57564, "ts": "2026-08-29T19:02:32Z", "hours": 4.8972, "text": "Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good"}, {"post_id": 56852, "ts": "2026-08-28T20:10:13Z", "hours": 5.6839, "text": "Today I was working on code quality and better terrain sculping tools. I added grass painting. I also added some nice shader to grass - A rolling ball leaves a trail in the grass. Check it out!"}, {"post_id": 56432, "ts": "2026-08-28T06:18:19Z", "hours": 5.745, "text": "I was working on terrain sculping. I was inspired by unity system generator so I wanted to make something smiliar. Now there is only one brush but i will extend possibilities of my system."}, {"post_id": 55427, "ts": "2026-08-27T07:58:03Z", "hours": 4.6125, "text": "Added gltf models importing with editor asset manager. Imported gameobject has his unique mesh collider."}, {"post_id": 54988, "ts": "2026-08-26T12:44:55Z", "hours": 2.9125, "text": "I was fixing my physics system. I fixed some bugs and created new ones. First new bug is sphere bouning up on first contact. 2 bug is cube lifting up another cube. I’m happy that I removed object shaking"}, {"post_id": 54700, "ts": "2026-08-25T19:29:26Z", "hours": 6.6933, "text": "Today I was mainly working on code quality and project refactorization. When I was testing scenes with various of configuration I found some type of physics bug - Objects are shaking for some reason, you can see this in attached video"}, {"post_id": 53759, "ts": "2026-08-24T13:13:25Z", "hours": 1.2175, "text": "last 1.25h I was adding cube physics, imo it look very satisfying."}, {"post_id": 53644, "ts": "2026-08-24T09:33:54Z", "hours": 4.9856, "text": "I was working on realistic sphere physics. I think it looks good enough. I was also working on tests. Fixed bug when ramp after start/stop was changing her location."}, {"post_id": 52942, "ts": "2026-08-23T09:58:18Z", "hours": 3.4753, "text": "I added simple gravity and colliders. I also reorganized code a little - I make high level API so user dont have to use Vulkan and SDL directly."}, {"post_id": 52275, "ts": "2026-08-22T11:51:51Z", "hours": 3.0019, "text": "Added Color picker, and updated window reloading while adding MSAA or new color. Now you can easily change color in editor"}, {"post_id": 51666, "ts": "2026-08-21T13:55:21Z", "hours": 2.4742, "text": "I made object scriptable!"}, {"post_id": 50944, "ts": "2026-08-20T12:37:57Z", "hours": 4.6658, "text": "I messed something up and m editor wasnt responding I couldt click anything. I was trying to fix it almost 5 hours. What I fixed? - vulkan and SDL were recreating while turning MSAA on and GPU was loosing context"}, {"post_id": 49752, "ts": "2026-08-18T17:53:31Z", "hours": 3.2764, "text": "Editor Update The editor has been significantly improved and now looks much better. Cross-Platform Support The editor no longer depends on the Windows API, which means it should work on both Windows and Linux . Technology Stack The original goal was to use only: C++ Vulkan SDK SDL3 GLM These are all standard components that come with a typical Vulkan development setup. After further research, Dear ImGui was also added. It is currently the only third-party dependency . Performance Both the Scene View and Game View are capped at 60 FPS . The Scene View captures the 90th frame of the particle effect so that it remains static. Next Steps Focus will now shift to expanding the editor’s functionality."}, {"post_id": 49441, "ts": "2026-08-18T09:01:45Z", "hours": 1.725, "text": "I made basic editor. Now looks like terrible but I will make it better"}, {"post_id": 49021, "ts": "2026-08-17T16:44:03Z", "hours": 1.5692, "text": "Added movement, you can move by using wasd, scroll and RMB"}, {"post_id": 48153, "ts": "2026-08-16T13:31:10Z", "hours": 4.0589, "text": "Particle System I was trying to add .glb models importer but this is very hard to do without third parties dependencies and i messed up something - Tree looks flat(second attachment). After many failed attempts I decided to start making particle system, as you can see it looks good. It is also optimized. FPS drop which you can see on video is caused by cmake compilation in background. I hope you like my particles :) All of this is made in C++ and the Vulkan SDK."}, {"post_id": 47579, "ts": "2026-08-15T15:41:56Z", "hours": 2.8206, "text": "Progress Update – Last 3 Hours Focused on two main things: Engine Optimization Font Rasterizer – added support for rendering fonts in the HUD Optimizations: Integrated VMA (Vulkan Memory Allocator) Added object instancing Fixed a buffer bug that was causing a memory leak Image: Cube made of 30×30×30 (27 000) smaller cubes + HUD with rendered font. All of this is made in C++ and the Vulkan SDK."}, {"post_id": 47338, "ts": "2026-08-15T06:56:33Z", "hours": 5.75, "text": "Engine Updates Added GPU-driven Hi-Z culling Added canvas — you can now make HUDs Optimized scenes a little Added Scene Serializer Added Asset Manager Added Color class — you no longer have to work with plain vectors Showcase On the image you can see a cube made from 30×30×30 smaller cubes, each one casting a shadow. In the bottom-left corner you can see the canvas. All of this is made in C++ and the Vulkan SDK ."}, {"post_id": 46339, "ts": "2026-08-13T14:18:08Z", "hours": 4.5861, "text": "Added Engine Math based on glm. Optimized multi object drawing. Made better project structure"}, {"post_id": 45817, "ts": "2026-08-12T15:21:12Z", "hours": 2.5969, "text": "Added shadows, game objects, engine vectors and matrixs, standaole camera, position and transforms"}, {"post_id": 40303, "ts": "2026-08-03T18:52:30Z", "hours": 3.1914, "text": "I have reorganized code. I added MSAA and rotaing cube!"}, {"post_id": 39619, "ts": "2026-08-02T18:45:09Z", "hours": 0.8017, "text": "I finished my previus project so now i can have two concurrent - this and c++/cuda custom llm. Successfully rendered triangle :) Its only about ~1000 lines of code. I used offical tutorial for start."}]...
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Title: GamEngine by @bartoszkasyna | Stardance
De Title: GamEngine by @bartoszkasyna | Stardance
Devlogs:
I finished my previus project so now i can have two concurrent - this and c++/cuda custom llm. Successfully rendered triangle :) Its only about ~1000 lines of code. I used offical tutorial for start.
I have reorganized code. I added MSAA and rotaing cube!
Added shadows, game objects, engine vectors and matrixs, standaole camera, position and transforms
Added Engine Math based on glm. Optimized multi object drawing. Made better project structure
Engine Updates Added GPU-driven Hi-Z culling Added canvas — you can now make HUDs Optimized scenes a little Added Scene Serializer Added Asset Manager Added Color class — you no longer have to work with plain vectors Showcase On the image you can see a cube made from 30×30×30 smaller cubes, each one casting a shadow. In the bottom-left corner you can see the canvas. All of this is made in C++ and the Vulkan SDK .
Progress Update – Last 3 Hours Focused on two main things: Engine Optimization Font Rasterizer – added support for rendering fonts in the HUD Optimizations: Integrated VMA (Vulkan Memory Allocator) Added object instancing Fixed a buffer bug that was causing a memory leak Image: Cube made of 30×30×30 (27 000) smaller cubes + HUD with rendered font. All of this is made in C++ and the Vulkan SDK.
Particle System I was trying to add .glb models importer but this is very hard to do without third parties dependencies and i messed up something - Tree looks flat(second attachment). After many failed attempts I decided to start making particle system, as you can see it looks good. It is also optimized. FPS drop which you can see on video is caused by cmake compilation in background. I hope you like my particles :) All of this is made in C++ and the Vulkan SDK.
Added movement, you can move by using wasd, scroll and RMB
I made basic editor. Now looks like terrible but I will make it better
Editor Update The editor has been significantly improved and now looks much better. Cross-Platform Support The editor no longer depends on the Windows API, which means it should work on both Windows and Linux . Technology Stack The original goal was to use only: C++ Vulkan SDK SDL3 GLM These are all standard components that come with a typical Vulkan development setup. After further research, Dear ImGui was also added. It is currently the only third-party dependency . Performance Both the Scene View and Game View are capped at 60 FPS . The Scene View captures the 90th frame of the particle effect so that it remains static. Next Steps Focus will now shift to expanding the editor’s functionality.
I messed something up and m editor wasnt responding I couldt click anything. I was trying to fix it almost 5 hours. What I fixed? - vulkan and SDL were recreating while turning MSAA on and GPU was loosing context
I made object scriptable!
Added Color picker, and updated window reloading while adding MSAA or new color. Now you can easily change color in editor
I added simple gravity and colliders. I also reorganized code a little - I make high level API so user dont have to use Vulkan and SDL directly.
I was working on realistic sphere physics. I think it looks good enough. I was also working on tests. Fixed bug when ramp after start/stop was changing her location.
last 1.25h I was adding cube physics, imo it look very satisfying.
Today I was mainly working on code quality and project refactorization. When I was testing scenes with various of configuration I found some type of physics bug - Objects are shaking for some reason, you can see this in attached video
I was fixing my physics system. I fixed some bugs and created new ones. First new bug is sphere bouning up on first contact. 2 bug is cube lifting up another cube. I’m happy that I removed object shaking
Added gltf models importing with editor asset manager. Imported gameobject has his unique mesh collider.
I was working on terrain sculping. I was inspired by unity system generator so I wanted to make something smiliar. Now there is only one brush but i will extend possibilities of my system.
Today I was working on code quality and better terrain sculping tools. I added grass painting. I also added some nice shader to grass - A rolling ball leaves a trail in the grass. Check it out!
Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good
Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode.
I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout
I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize.
Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430.
I was working on UX in editor. Then I found bug which I couldnt fix for 3 hours. Bug was caused my matrix decompose floating point
Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly
Today I was working on game optimatization and little shadows improvements. I was mainly working on game profiler as you can see in the image
I was mainly working on models and textures compression. Textures are now compressed into BC7 format. I also added remdergraph so user dont have to make it manually.
I was working on finishing render graph. I also optimized editor - in huge scenes it will have more stable 60FPS. I optimized game mode - 1% low are higher now
I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little.
I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode
I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage. PS. It might be much more optimize than normal water.
I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good
I started migration to dynamic rendering, so rendering pipeline would be much easier for user. I also made custom title bar. Im in process of improving UI. I found two bugs - in certains camera angle shadows/AO or something doesnt work correctly. Second - some random patterns may occur while looking into sky inside sponza
I was trying to fix shadows but it didint go well, so I gave up and started refactoring code for better readibiliy. On the image you can see broken verin of shadows, dont worry I went back to working ones. I fixed few smaller nearly invisible shadows bugs, so I didint waste myy time. Now I will focus on optimatization and graphics effet
I was working on game optimization, editor functionalities and standalone game building. I successfully optimized GTAO and VSM a little. GTAO still have some halo around some objects and VSM are not full stable. I added option build game in editor. I have to optimize editor a little and add some more functionalities. On the first image you can see nvidia nsight graphics profiler and on the second one standalone game build running in 160 after few seconds. This is decent score for rtx 3050.
Successfully optimized GTAO and VSM, 40FPS gain and more stable 1% low
I was working on Ray Traced Contact Shadows and DDGI. Ray traced shadows works well without droping fps that much. Currently my DDGI is bugged - its very dark. The image is taken with RTCS, DGGI disabled
I was trying to made my version of DDGI but it was unstable, so I made this disabled. Full DDGI would be impossible for my gpu so I used Brixelizer GI from FidelityFX SDK from AMD. It looks good and stable. Image is capyured on intel sponza which has 2.7M traingles - 13x more than original sponza so my engine scale well.
I mainly working on bug fixing. Now VSM and GTAO are fully stable, TAA still needs some love. I was also working on fbx model importer. On the image you can see Amazon Lumberyard Bistro which has 2.7M triangles with 140FPS. I have to work on fps stability while moving camera and make glass shader/object.
I made custom installer for my engine. Now i willl work on optimatization
I was working on bug fixes and glass system. Glass is not working was I want but it havs some progress. Currently glass is highly unoptimized.
Ships:
I made GPU driven game engine. It use vulkan 1.4. GTAO and VSM are still little bugged. Project will be still in development. This experimental version. More deatils are in devlogs. If engine or demo crashes on your device please send me generated logs and device specification...
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ResNet Implementation by @Muhammad_Ahmad | Stardan ResNet Implementation by @Muhammad_Ahmad | Stardance...
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Muhammad_Ahmad
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8.49
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:57:30Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a image classifier model based on the resnet-18 architecture. I trained it on cifar-10 (which is a dataset for 10 classes of images airplanes, cars, trucks, ships, cats, dogs, horses, birds, frogs, deer). The hardest part was to understand the why behind the model’s inductive bias and translating the maths into code I guess. You can check the code out on github and try out the deployed wrapper around the model on hugging face spaces :>", "repo": "https://github.com/ahmad777x86/ResNet-Implementation", "demo": "https://github.com/ahmad777x86/ResNet-Implementation/releases/tag/release"}]...
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[{"post_id": 79100, "ts": "202 [{"post_id": 79100, "ts": "2026-10-12T17:37:55Z", "hours": 2.4942, "text": "After debugging for a week. It’s finally done. There’s a whole story behind this though. 1. Bundling a python project with pyinstaller To ship my project I had to create an exe file out of my project, and for that I used pyinstaller. Ran into multiple micro-dependencies issues like groovy and safehttpx. And the exe file was over 6 GBs 2. Pytorch CPU hell To reduce the exe file size, I had to use the cpu only torch packages. But when pyinstaller bundled those, I ran into some dependency issue by c10.dll file. And no matter how many workarounds and things I tried I just couldn’t fix it. I just knew at that moment that this is just not the way. There were also some issues regarding Intel OpenMP thread collision, I don’t even know what that means! :( 3. ONNX the savior Researching a bit I stumbled upon onnx runtime engine for pytorch models. So, I created another app script this time with onnx model loading and numpy based preprocessing (sadly I couldn’t even use the preprocessing pipeline from pytorch). But this was simply the beginning…. 4. ONNX dependency hell and incompatibility with other packages When I tried building the onnx based app, the first issue was a silent failure, no log, no warning just exe file not running at all… It was some silent C level crash that python couldn’t detect, so I changed my app script again and added fault_handler. There was a raw memory collision between gradio and onnx for dll space. I changed the import order for onnx first but pyinstaller still hooked up onnx runtime dll’s to some third party package’s dll files. Finally after that, I manually wrote a hook script and grabbed the dll files manually myself to inject into pyinstaller analysis object."}, {"post_id": 75199, "ts": "2026-09-29T13:53:26Z", "hours": 0.2844, "text": "Devlog 1.5 Wrote readme Had to commit a couple of times cuz I kept misspelling/misformatting my file names xD."}, {"post_id": 75190, "ts": "2026-09-29T13:26:27Z", "hours": 0.4164, "text": "Devlog 1.4 Added app usage description Added examples for quick testing Chose a better theme"}, {"post_id": 74976, "ts": "2026-09-28T19:15:01Z", "hours": 1.005, "text": "Devlog 1.3 Made a gradio based wrapper around the model Debugged the app deployment on hugging face Handled edge cases and refactored the code"}, {"post_id": 74919, "ts": "2026-09-28T16:26:53Z", "hours": 0.5239, "text": "Devlog 1.2 I mainly focused on profiling the model’s performance, and I found the model’s inference to be taking ~200 ms on GTX 1650. But I compiled the model with torch.compile() which basically fuses all the cuda operations in one big monolithic kernel and my jaw dropped seeing 20x performance boost taking only ~8 ms. Oh and I also profiled the compiled model wrong the first time and also recorded the lazy jit compilation of the model during the first pass. The solution of it was to synchronise cuda with CPU and then run the profiler. (This took wayyy more than just 31 mins, I had to install and set up WSL to run torch.compile because pytorch’s backend uses triton which doesn’t support windows)."}, {"post_id": 74368, "ts": "2026-09-27T08:01:48Z", "hours": 1.6375, "text": "DevLog 1.1 Fixed Bugs Wrote a training ipynb file so I can train the model on google colab or kaggle Tried different hyperparameters for better generalization and training efficiency Edited .gitignore"}, {"post_id": 73878, "ts": "2026-09-26T07:30:40Z", "hours": 2.1508, "text": "First off, I needed to understand how ResNet worked so I read the paper: https://arxiv.org/abs/1512.03385 After reading made a plan and visual to follow and implement in the code, starting off simple I choose to implement ResNet-18. In code: Downloaded Cifar-10 (this took a long time somewhy) Defined the Residual Blocks Encapsulated the Resnet Model Wrote training script and some utility functions Tested inference and shape match"}]...
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Title: ResNet Implementation by @Muhammad_Ahmad | Title: ResNet Implementation by @Muhammad_Ahmad | Stardance
Devlogs:
First off, I needed to understand how ResNet worked so I read the paper: https://arxiv.org/abs/1512.03385 After reading made a plan and visual to follow and implement in the code, starting off simple I choose to implement ResNet-18. In code: Downloaded Cifar-10 (this took a long time somewhy) Defined the Residual Blocks Encapsulated the Resnet Model Wrote training script and some utility functions Tested inference and shape match
DevLog 1.1 Fixed Bugs Wrote a training ipynb file so I can train the model on google colab or kaggle Tried different hyperparameters for better generalization and training efficiency Edited .gitignore
Devlog 1.2 I mainly focused on profiling the model’s performance, and I found the model’s inference to be taking ~200 ms on GTX 1650. But I compiled the model with torch.compile() which basically fuses all the cuda operations in one big monolithic kernel and my jaw dropped seeing 20x performance boost taking only ~8 ms. Oh and I also profiled the compiled model wrong the first time and also recorded the lazy jit compilation of the model during the first pass. The solution of it was to synchronise cuda with CPU and then run the profiler. (This took wayyy more than just 31 mins, I had to install and set up WSL to run torch.compile because pytorch’s backend uses triton which doesn’t support windows).
Devlog 1.3 Made a gradio based wrapper around the model Debugged the app deployment on hugging face Handled edge cases and refactored the code
Devlog 1.4 Added app usage description Added examples for quick testing Chose a better theme
Devlog 1.5 Wrote readme Had to commit a couple of times cuz I kept misspelling/misformatting my file names xD.
After debugging for a week. It’s finally done. There’s a whole story behind this though. 1. Bundling a python project with pyinstaller To ship my project I had to create an exe file out of my project, and for that I used pyinstaller. Ran into multiple micro-dependencies issues like groovy and safehttpx. And the exe file was over 6 GBs 2. Pytorch CPU hell To reduce the exe file size, I had to use the cpu only torch packages. But when pyinstaller bundled those, I ran into some dependency issue by c10.dll file. And no matter how many workarounds and things I tried I just couldn’t fix it. I just knew at that moment that this is just not the way. There were also some issues regarding Intel OpenMP thread collision, I don’t even know what that means! :( 3. ONNX the savior Researching a bit I stumbled upon onnx runtime engine for pytorch models. So, I created another app script this time with onnx model loading and numpy based preprocessing (sadly I couldn’t even use the preprocessing pipeline from pytorch). But this was simply the beginning…. 4. ONNX dependency hell and incompatibility with other packages When I tried building the onnx based app, the first issue was a silent failure, no log, no warning just exe file not running at all… It was some silent C level crash that python couldn’t detect, so I changed my app script again and added fault_handler. There was a raw memory collision between gradio and onnx for dll space. I changed the import order for onnx first but pyinstaller still hooked up onnx runtime dll’s to some third party package’s dll files. Finally after that, I manually wrote a hook script and grabbed the dll files manually myself to inject into pyinstaller analysis object.
Ships:
Made a image classifier model based on the resnet-18 architecture. I trained it on cifar-10 (which is a dataset for 10 classes of images airplanes, cars, trucks, ships, cats, dogs, horses, birds, frogs, deer). The hardest part was to understand the why behind the model’s inductive bias and translating the maths into code I guess. You can check the code out on github and try out the deployed wrapper around the model on hugging face spaces :>...
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