|
64502
|
C++ Learning by @govindrkumar | Stardance
|
govindrkumar
|
0
|
3.09
|
0
|
[]
|
[{"post_id": 73785, "ts": "202 [{"post_id": 73785, "ts": "2026-09-25T23:57:29Z", "hours": 1.6339, "text": "#Devlog-2; I created a basic console based file manager in C++."}, {"post_id": 72189, "ts": "2026-09-22T12:55:47Z", "hours": 1.4586, "text": "Devlog-1; I created simple console based random number guesser game…I will add more features tomorrow."}]...
|
Title: C++ Learning by @govindrkumar | Stardance
Title: C++ Learning by @govindrkumar | Stardance
Devlogs:
Devlog-1; I created simple console based random number guesser game…I will add more features tomorrow.
#Devlog-2; I created a basic console based file manager in C++....
|
1793677755.5230813
|
1794282555.5230813
|
|
51104
|
plane (based off of y3 vtol) by @jadedragon | Star plane (based off of y3 vtol) by @jadedragon | Stardance...
|
jadedragon
|
0
|
5.87
|
0
|
[]
|
[{"post_id": 73783, "ts": "202 [{"post_id": 73783, "ts": "2026-09-25T23:40:08Z", "hours": 0.7167, "text": "More work"}, {"post_id": 72871, "ts": "2026-09-23T22:02:42Z", "hours": 1.4, "text": "Learning how to build gears!"}, {"post_id": 54112, "ts": "2026-08-24T22:23:57Z", "hours": 1.3, "text": "I made the backfin for the plane and added a spot for the motor"}, {"post_id": 54066, "ts": "2026-08-24T20:41:54Z", "hours": 0.55, "text": "parts for the wings."}, {"post_id": 51396, "ts": "2026-08-21T02:15:41Z", "hours": 1.9, "text": "Plane. I did learn about hack club until recently so this starts half way through a design."}]...
|
Title: plane (based off of y3 vtol) by @jadedragon Title: plane (based off of y3 vtol) by @jadedragon | Stardance
Devlogs:
Plane. I did learn about hack club until recently so this starts half way through a design.
parts for the wings.
I made the backfin for the plane and added a spot for the motor
Learning how to build gears!
More work...
|
1793378893.4731166
|
1793983693.4731166
|
|
17169
|
Second Brain by @prathamrupera | Stardance
|
prathamrupera
|
0
|
0.56
|
0
|
[]
|
[{"post_id": 7378, "ts": "2026 [{"post_id": 7378, "ts": "2026-06-12T09:37:25Z", "hours": 0.5636, "text": "I just finished building the USP now I will focus on semantic search, color coding of folders, keyword search and multi video chat without adding them to folders."}]...
|
Title: Second Brain by @prathamrupera | Stardance
Title: Second Brain by @prathamrupera | Stardance
Devlogs:
I just finished building the USP now I will focus on semantic search, color coding of folders, keyword search and multi video chat without adding them to folders....
|
1793494606.3216205
|
1794099406.3216205
|
|
57158
|
WarioWare Game by @Trion17fft | Stardance
|
Trion17fft
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T00:22:11Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made TheSpideyWare. The game has 3 differents Mini-games, with some secrets. You can play it on https://trion17fft.itch.io/thespideyware . Have fun!!", "repo": "https://github.com/Trion17fft/SpiderWareGame", "demo": "https://trion17fft.itch.io/thespideyware"}]...
|
[{"post_id": 73777, "ts": "202 [{"post_id": 73777, "ts": "2026-09-25T22:51:10Z", "hours": 1.3569, "text": "I finished my Minigames, but I want to add a shop. I add animation, zoom and some secrets"}, {"post_id": 69855, "ts": "2026-09-17T22:37:43Z", "hours": 0.5358, "text": "Death screen I finished my end screen and fixed a bunch of bugs."}, {"post_id": 69840, "ts": "2026-09-17T21:43:43Z", "hours": 13.8536, "text": "First #Devlog sorry ;) First of all, I created my start screen, then several games. The first one is about collecting all the webs, the goal of the second is to crush all the vilains, and the third is a maze that is still under construction. I have also create a win screen."}]...
|
Title: WarioWare Game by @Trion17fft | Stardance
Title: WarioWare Game by @Trion17fft | Stardance
Devlogs:
First #Devlog sorry ;) First of all, I created my start screen, then several games. The first one is about collecting all the webs, the goal of the second is to crush all the vilains, and the third is a maze that is still under construction. I have also create a win screen.
Death screen I finished my end screen and fixed a bunch of bugs.
I finished my Minigames, but I want to add a shop. I add animation, zoom and some secrets
Ships:
I made TheSpideyWare. The game has 3 differents Mini-games, with some secrets. You can play it on https://trion17fft.itch.io/thespideyware . Have fun!!...
|
1793674225.9661593
|
1793760625.9661593
|
|
54232
|
Birthday hunt by @Necry | Stardance
|
Necry
|
1
|
9.62
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T14:56:07Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is honestly the hardest project I have ever made but it was fun. I am so ready for the next one(which is already started).", "repo": "https://github.com/necrymere/birthday-treasure-hunt", "demo": "https://necrymere.github.io/birthday-treasure-hunt/"}]...
|
[{"post_id": 73769, "ts": "202 [{"post_id": 73769, "ts": "2026-09-25T22:10:37Z", "hours": 0.2794, "text": "I remade parts of the CSS again. Please I am begging you to accept it this time as I do not want to spend too much on the design, again the game itself is the important part(which I am really proud of) not the design. This is one of the rare times I do not care that much about design but this looks nicer, I have to admit. Please if anything else is the matter tell me exactly what you feel is off(hopefully nothing). Genuinely I have no idea what to change. Also I learned how firebase works which is pretty cool."}, {"post_id": 72316, "ts": "2026-09-22T17:26:05Z", "hours": 0.3375, "text": "I fixed a few things about the README and design but it is quite annoying that they keep rejecting me cause of the design because it was not the focal point, playing the game is and I spent most of the time implementing the game and not focusing on the design. I did delete the border and I think it looks a bit better now. It looking like this is a design choice"}, {"post_id": 67632, "ts": "2026-09-13T19:39:24Z", "hours": 0.7811, "text": "I am so glad I am FINALLY done with the README. Now I can ship this project at last. It was fun but I am happy it is done."}, {"post_id": 67564, "ts": "2026-09-13T18:18:32Z", "hours": 1.3917, "text": "I decided to make my life harder by adding a gallery at the end with the photos of the missions. So many bugs but it was worth it. I started writing the readme and I am so happy I did it."}, {"post_id": 66889, "ts": "2026-09-12T20:45:56Z", "hours": 1.4214, "text": "I am sososo happy with myself. I finally finished after countless problems to link my database with the project for live approval of the photos. I am too happy about this. Oh also I decided to make a wall at the end with all the photos gathered on the mission so I will get to that next."}, {"post_id": 64924, "ts": "2026-09-09T17:22:12Z", "hours": 1.3994, "text": "So I am done with the game(I made the buttons match) and I added a end screen after all the missions are completed. Maybe I will finish this tomorrow."}, {"post_id": 55621, "ts": "2026-08-27T16:15:50Z", "hours": 1.6353, "text": "This was a bit faster and I am done with the game itself(I think) and now only maybe something at the end and also testing. Hopefully it works."}, {"post_id": 54449, "ts": "2026-08-25T13:59:24Z", "hours": 2.1542, "text": "Gosh did I really code that long? Oh well. All this time was spent trying to make a page as a joke. This is a page about the “AI” that is behind the site(actually me verifying all the images in real time). So glad I finished it. It has a minor glitch on the version but I will leave it as is. Call it a “stylistic choice”"}]...
|
Title: Birthday hunt by @Necry | Stardance
Devlog Title: Birthday hunt by @Necry | Stardance
Devlogs:
Gosh did I really code that long? Oh well. All this time was spent trying to make a page as a joke. This is a page about the “AI” that is behind the site(actually me verifying all the images in real time). So glad I finished it. It has a minor glitch on the version but I will leave it as is. Call it a “stylistic choice”
This was a bit faster and I am done with the game itself(I think) and now only maybe something at the end and also testing. Hopefully it works.
So I am done with the game(I made the buttons match) and I added a end screen after all the missions are completed. Maybe I will finish this tomorrow.
I am sososo happy with myself. I finally finished after countless problems to link my database with the project for live approval of the photos. I am too happy about this. Oh also I decided to make a wall at the end with all the photos gathered on the mission so I will get to that next.
I decided to make my life harder by adding a gallery at the end with the photos of the missions. So many bugs but it was worth it. I started writing the readme and I am so happy I did it.
I am so glad I am FINALLY done with the README. Now I can ship this project at last. It was fun but I am happy it is done.
I fixed a few things about the README and design but it is quite annoying that they keep rejecting me cause of the design because it was not the focal point, playing the game is and I spent most of the time implementing the game and not focusing on the design. I did delete the border and I think it looks a bit better now. It looking like this is a design choice
I remade parts of the CSS again. Please I am begging you to accept it this time as I do not want to spend too much on the design, again the game itself is the important part(which I am really proud of) not the design. This is one of the rare times I do not care that much about design but this looks nicer, I have to admit. Please if anything else is the matter tell me exactly what you feel is off(hopefully nothing). Genuinely I have no idea what to change. Also I learned how firebase works which is pretty cool.
Ships:
This is honestly the hardest project I have ever made but it was fun. I am so ready for the next one(which is already started)....
|
1793674568.5688365
|
1793760968.5688365
|
|
65266
|
dragon by @Eveykay | Stardance
|
Eveykay
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T22:52:11Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!", "repo": "https://github.com/EveyKay/dragon", "demo": ""}]...
|
[{"post_id": 73766, "ts": "202 [{"post_id": 73766, "ts": "2026-09-25T21:49:09Z", "hours": 0.36, "text": "I added more sound animations!"}, {"post_id": 73305, "ts": "2026-09-24T20:15:10Z", "hours": 2.0083, "text": "I add more animations and a nose"}, {"post_id": 73004, "ts": "2026-09-24T06:20:08Z", "hours": 1.0431, "text": "Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32."}]...
|
Title: dragon by @Eveykay | Stardance
Devlogs:
Im Title: dragon by @Eveykay | Stardance
Devlogs:
Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32.
I add more animations and a nose
I added more sound animations!
Ships:
This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!...
|
1793685333.70963
|
1793771733.70963
|
|
56944
|
codehealthe by @Baule | Stardance
|
Baule
|
0
|
6.41
|
0
|
[]
|
[{"post_id": 73765, "ts": "202 [{"post_id": 73765, "ts": "2026-09-25T21:47:24Z", "hours": 2.0397, "text": "i reworked the analyzer file to have less bugs and to work properly"}, {"post_id": 72395, "ts": "2026-09-22T20:21:23Z", "hours": 2.0228, "text": "Devlog 2 i made that the analyser.py now detects long functions and unused imports"}, {"post_id": 69751, "ts": "2026-09-17T18:39:12Z", "hours": 2.3428, "text": "Devloge1 I finished the scanner.py file it now walks through files ,reads the file and the line count after that the info will go to the analyser.py file"}]...
|
Title: codehealthe by @Baule | Stardance
Devlogs: Title: codehealthe by @Baule | Stardance
Devlogs:
Devloge1 I finished the scanner.py file it now walks through files ,reads the file and the line count after that the info will go to the analyser.py file
Devlog 2 i made that the analyser.py now detects long functions and unused imports
i reworked the analyzer file to have less bugs and to work properly...
|
1793407829.1338747
|
1794012629.1338747
|
|
64885
|
GUARDIANX by @Rishi_ | Stardance
|
Rishi_
|
0
|
0.42
|
0
|
[]
|
[{"post_id": 73763, "ts": "202 [{"post_id": 73763, "ts": "2026-09-25T21:38:03Z", "hours": 0.4167, "text": "Working on GuardianX , a smart student dismissal and guardian verification system. I’m currently working on GuardianX , soldering and testing the hardware while also building the web interface. Today I’m connecting the components and working on getting the webpage ready for the hardware workflow"}]...
|
Title: GUARDIANX by @Rishi_ | Stardance
Devlogs:
Title: GUARDIANX by @Rishi_ | Stardance
Devlogs:
Working on GuardianX , a smart student dismissal and guardian verification system. I’m currently working on GuardianX , soldering and testing the hardware while also building the web interface. Today I’m connecting the components and working on getting the webpage ready for the hardware workflow...
|
1793681357.763594
|
1794286157.763594
|
|
7496
|
soul browser by @soulcloude | Stardance
|
soulcloude
|
1
|
124.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T09:57:29Z", "hours": 124.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built the Soul Browser! It’s a high-performance, privacy-first web browser built natively for macOS. Instead of relying on bloated web-wrappers like Electron, I built the entire UI natively in SwiftUI and hooked it into the Chromium Embedded Framework (CEF) backend. This gives it the lightning-fast V8 JavaScript engine and Blink rendering, wrapped in a beautiful, macOS-native shell. The biggest challenge was wrestling with memory optimization and IPC (Inter-Process Communication). Because I avoided Electron, I had to manually manage how the native Swift UI communicated with the underlying Chromium processes. I spent a lot of time stripping down site isolation overhead and tuning the V8 heap limits so the browser stays incredibly lightweight. We also had to build custom retry-logic to stabilize our local AI Codex server connection! I’m incredibly proud of the UI aesthetics and the performance metrics. The browser looks and feels like an expensive Apple product thanks to the frosted glassmorphism and native Swift animations. But more importantly, it runs like a dream. Features like the AI Tab Grouper and native !Bangs integration make it a genuine power-tool for developers. You can download the v1.0.0-beta directly from the Releases tab on GitHub! Since it’s a native macOS app in beta, you may need to right-click and hit “Open” to bypass the unverified developer warning. Try out the !w bangs in the address bar, or open 20 tabs to watch the AI Tab Grouper automatically organize them for you!", "repo": "https://github.com/soulcloude00/soul-browser", "demo": "https://github.com/soulcloude00/soul-browser/releases/tag/v1.0.1-beta"}]...
|
[{"post_id": 7376, "ts": "2026 [{"post_id": 7376, "ts": "2026-06-12T09:36:13Z", "hours": 9.7667, "text": "We just open-sourced the Soul Browser! 🚀 I wanted to build a browser that feels incredibly fast, native to macOS, and respects your privacy—without relying on heavy Electron wrappers. 🛠 The Stack: Built entirely in native Swift & SwiftUI for a buttery smooth UI, powered by the Chromium Embedded Framework (CEF) under the hood for world-class web rendering and V8 JavaScript performance. ✨ Core Features: • !Bangs Integration: Instantly search your favorite sites directly from the address bar (e.g., type !w macOS to jump straight to Wikipedia). • Built for Developers: First-class DevTools support natively integrated, plus aggressive memory optimization so your browser doesn’t compete with your compiler for RAM. • Privacy & Security First: Zero telemetry. No aggressive tracking. We baked in anti-phishing scanners, Tor-proxy support, and secure local keychain integration. If you’re tired of bloated web browsers, come check out the code, leave a ⭐, or contribute! 🔗 GitHub: https://github.com/soulcloude00/soul-browser Let me know what you think of the architecture! 👇 #swiftui #macos #opensource #buildinpublic"}, {"post_id": 6403, "ts": "2026-06-10T19:31:08Z", "hours": 14.0, "text": "done a full setting page for the browser took almost 14 hours , so basically its focused all all the use cases , developers , normal users and so many - planing to make a browser that no other browser has achieved"}, {"post_id": 2945, "ts": "2026-06-05T21:05:35Z", "hours": 0.5053, "text": "made an onboarding pages for the browser"}, {"post_id": 2687, "ts": "2026-06-05T11:17:35Z", "hours": 0.7861, "text": "added local ai assisted chat and navigation panel like comet browser on my browser it took lot of time lol"}, {"post_id": 2653, "ts": "2026-06-05T09:56:11Z", "hours": 13.3472, "text": "soul browser devlog 2 - creating a web page for the browser so that users can download from my website"}, {"post_id": 2372, "ts": "2026-06-04T20:35:41Z", "hours": 85.8667, "text": "crafting my own browser"}]...
|
Title: soul browser by @soulcloude | Stardance
De Title: soul browser by @soulcloude | Stardance
Devlogs:
crafting my own browser
soul browser devlog 2 - creating a web page for the browser so that users can download from my website
added local ai assisted chat and navigation panel like comet browser on my browser it took lot of time lol
made an onboarding pages for the browser
done a full setting page for the browser took almost 14 hours , so basically its focused all all the use cases , developers , normal users and so many - planing to make a browser that no other browser has achieved
We just open-sourced the Soul Browser! 🚀 I wanted to build a browser that feels incredibly fast, native to macOS, and respects your privacy—without relying on heavy Electron wrappers. 🛠 The Stack: Built entirely in native Swift & SwiftUI for a buttery smooth UI, powered by the Chromium Embedded Framework (CEF) under the hood for world-class web rendering and V8 JavaScript performance. ✨ Core Features: • !Bangs Integration: Instantly search your favorite sites directly from the address bar (e.g., type !w macOS to jump straight to Wikipedia). • Built for Developers: First-class DevTools support natively integrated, plus aggressive memory optimization so your browser doesn’t compete with your compiler for RAM. • Privacy & Security First: Zero telemetry. No aggressive tracking. We baked in anti-phishing scanners, Tor-proxy support, and secure local keychain integration. If you’re tired of bloated web browsers, come check out the code, leave a ⭐, or contribute! 🔗 GitHub: https://github.com/soulcloude00/soul-browser Let me know what you think of the architecture! 👇 #swiftui #macos #opensource #buildinpublic
Ships:
I built the Soul Browser! It’s a high-performance, privacy-first web browser built natively for macOS. Instead of relying on bloated web-wrappers like Electron, I built the entire UI natively in SwiftUI and hooked it into the Chromium Embedded Framework (CEF) backend. This gives it the lightning-fast V8 JavaScript engine and Blink rendering, wrapped in a beautiful, macOS-native shell. The biggest challenge was wrestling with memory optimization and IPC (Inter-Process Communication). Because I avoided Electron, I had to manually manage how the native Swift UI communicated with the underlying Chromium processes. I spent a lot of time stripping down site isolation overhead and tuning the V8 heap limits so the browser stays incredibly lightweight. We also had to build custom retry-logic to stabilize our local AI Codex server connection! I’m incredibly proud of the UI aesthetics and the performance metrics. The browser looks and feels like an expensive Apple product thanks to the frosted glassmorphism and native Swift animations. But more importantly, it runs like a dream. Features like the AI Tab Grouper and native !Bangs integration make it a genuine power-tool for developers. You can download the v1.0.0-beta directly from the Releases tab on GitHub! Since it’s a native macOS app in beta, you may need to right-click and hit “Open” to bypass the unverified developer warning. Try out the !w bangs in the address bar, or open 20 tabs to watch the AI Tab Grouper automatically organize them for you!...
|
1793713827.0771654
|
1793800227.0771654
|
|
28528
|
My awesome macropad! by @sanchezmiltonantonio91 | My awesome macropad! by @sanchezmiltonantonio91 | Stardance...
|
sanchezmiltonantonio91
|
0
|
1.53
|
0
|
[]
|
[{"post_id": 73758, "ts": "202 [{"post_id": 73758, "ts": "2026-09-25T21:25:05Z", "hours": 0.3417, "text": "Followed the feedback, and its better!"}, {"post_id": 70965, "ts": "2026-09-20T03:59:45Z", "hours": 1.19, "text": "What do you think of my HackPad?"}]...
|
Title: My awesome macropad! by @sanchezmiltonanton Title: My awesome macropad! by @sanchezmiltonantonio91 | Stardance
Devlogs:
What do you think of my HackPad?
Followed the feedback, and its better!...
|
1793152634.4328594
|
1793757434.4328594
|
|
700
|
Void Strike by @JudeW | Stardance
|
JudeW
|
1
|
103.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:27:38Z", "hours": 103.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry.", "repo": "https://github.com/judeweibley-cell/Void-Strike", "demo": "https://ludew.itch.io/void-strike"}]...
|
[{"post_id": 73757, "ts": "202 [{"post_id": 73757, "ts": "2026-09-25T21:24:54Z", "hours": 2.5992, "text": "Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method(\"set_deferred\"): node.set_deferred(\"monitoring\", true) node.set_deferred(\"monitorable\", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()"}, {"post_id": 73337, "ts": "2026-09-24T22:14:34Z", "hours": 10.0881, "text": "Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw."}, {"post_id": 67665, "ts": "2026-09-13T20:25:53Z", "hours": 5.2769, "text": "I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall."}, {"post_id": 66787, "ts": "2026-09-12T17:48:29Z", "hours": 3.1139, "text": "This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something."}, {"post_id": 66317, "ts": "2026-09-12T02:32:23Z", "hours": 6.9156, "text": "Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)"}, {"post_id": 62492, "ts": "2026-09-05T21:34:48Z", "hours": 9.9294, "text": "🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible."}, {"post_id": 57756, "ts": "2026-08-30T01:10:30Z", "hours": 0.6822, "text": "Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm"}, {"post_id": 57724, "ts": "2026-08-29T23:55:41Z", "hours": 8.8753, "text": "🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates."}, {"post_id": 48557, "ts": "2026-08-17T00:20:01Z", "hours": 10.9817, "text": "Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more."}, {"post_id": 45996, "ts": "2026-08-12T20:45:30Z", "hours": 5.9294, "text": "Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has."}, {"post_id": 45420, "ts": "2026-08-11T21:06:05Z", "hours": 2.1111, "text": "Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”."}, {"post_id": 44986, "ts": "2026-08-11T03:37:37Z", "hours": 9.8844, "text": "Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭"}, {"post_id": 41458, "ts": "2026-08-05T17:55:55Z", "hours": 3.8344, "text": "These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board."}, {"post_id": 38325, "ts": "2026-07-31T17:27:19Z", "hours": 1.1819, "text": "I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?"}, {"post_id": 38211, "ts": "2026-07-31T14:41:42Z", "hours": 5.3556, "text": "Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game)."}, {"post_id": 35191, "ts": "2026-07-26T13:44:00Z", "hours": 4.8325, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project."}, {"post_id": 3278, "ts": "2026-06-06T04:13:02Z", "hours": 6.4203, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did."}, {"post_id": 1829, "ts": "2026-06-04T01:27:56Z", "hours": 1.7686, "text": "Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning"}, {"post_id": 1748, "ts": "2026-06-03T22:43:16Z", "hours": 2.7453, "text": "Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future."}]...
|
Title: Void Strike by @JudeW | Stardance
Devlogs: Title: Void Strike by @JudeW | Stardance
Devlogs:
Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future.
Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did.
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project.
Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game).
I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?
These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board.
Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭
Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”.
Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has.
Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more.
🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates.
Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm
🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible.
Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)
This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something.
I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall.
Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw.
Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method("set_deferred"): node.set_deferred("monitoring", true) node.set_deferred("monitorable", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()
Ships:
Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry....
|
1793674291.5008924
|
1793760691.5008924
|
|
65824
|
Chesslog by @natnaelkedir | Stardance
|
natnaelkedir
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T20:48:17Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made Chesslog, a free, minimalist chess logging platform. It helps you track your games, learn from your mistakes, and keep track of your overall win rate. I implemented things like server-side pagination, JWT authentication and database integration to store your credentials and logs. Since this is my first full-stack application, I struggled with many things. Although I had some experience working with the frontend and backend independently, I didn’t really know how to connect the two. And also I was new to React so there were things I was unfamiliar with like useMemo and useContext. But I was finally capable of building my very first full-stack application. It’s up and running so all of you can use it, and improve your chess games.", "repo": "https://github.com/natiked/chesslog", "demo": "https://chesslog-project.vercel.app/"}]...
|
[{"post_id": 73744, "ts": "202 [{"post_id": 73744, "ts": "2026-09-25T20:34:33Z", "hours": 16.0789, "text": "I just deployed my first full-stack web application. It’s called Chesslog and it will help you keep track of your chess games, review your games, and know your overall win rate. You can create an account for free and start logging your games."}]...
|
Title: Chesslog by @natnaelkedir | Stardance
Devl Title: Chesslog by @natnaelkedir | Stardance
Devlogs:
I just deployed my first full-stack web application. It’s called Chesslog and it will help you keep track of your chess games, review your games, and know your overall win rate. You can create an account for free and start logging your games.
Ships:
I just made Chesslog, a free, minimalist chess logging platform. It helps you track your games, learn from your mistakes, and keep track of your overall win rate. I implemented things like server-side pagination, JWT authentication and database integration to store your credentials and logs. Since this is my first full-stack application, I struggled with many things. Although I had some experience working with the frontend and backend independently, I didn’t really know how to connect the two. And also I was new to React so there were things I was unfamiliar with like useMemo and useContext. But I was finally capable of building my very first full-stack application. It’s up and running so all of you can use it, and improve your chess games....
|
1793685376.751322
|
1793771776.751322
|
|
59279
|
DELTAOS by @solxmn | Stardance
|
solxmn
|
0
|
2.9
|
0
|
[]
|
[{"post_id": 73743, "ts": "202 [{"post_id": 73743, "ts": "2026-09-25T20:25:55Z", "hours": 2.8978, "text": "Finally set up the essentials Started working on styling the OS (Windows, settings, personalization etc…). Came up with custom logic for rendering personalized window borders (as shown), worked on themes and added animated backgrounds support."}]...
|
Title: DELTAOS by @solxmn | Stardance
Devlogs:
Fi Title: DELTAOS by @solxmn | Stardance
Devlogs:
Finally set up the essentials Started working on styling the OS (Windows, settings, personalization etc…). Came up with custom logic for rendering personalized window borders (as shown), worked on themes and added animated backgrounds support....
|
1793544489.2371528
|
1794149289.2371528
|
|
989
|
MICRO-WARS! by @lisreney | Stardance
|
lisreney
|
0
|
1.36
|
0
|
[]
|
[{"post_id": 7374, "ts": "2026 [{"post_id": 7374, "ts": "2026-06-12T09:11:27Z", "hours": 1.3647, "text": "i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~"}]...
|
Title: MICRO-WARS! by @lisreney | Stardance
Devlo Title: MICRO-WARS! by @lisreney | Stardance
Devlogs:
i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~...
|
1793433127.44324
|
1794037927.44324
|
|
33813
|
My own site! by @angegrace | Stardance
|
angegrace
|
2
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T13:25:21Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website that shows all the activities I am most proud of. It shows my education, my ambitions and hopefully my evolution. It has been a real challenge, from adding the sections and the pictures and to even making a gallery, it was hectic. I was lost most of the time and was really bummed at some point, but I pulled it all together and ameliorated again.", "repo": "https://github.com/nopoudemange-pop/grace-website", "demo": "https://nopoudemange-pop.github.io/grace-website/"}, {"ship_num": 2, "ts": "2026-09-18T15:31:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made my first ever website and my first ever attempt to programming. What was difficult was figuring out the hackatime, downloading the apps and setting up everything so that I can finally show the world. I never knew programming could be so exciting, I love the CSS part because it helps me paly with colours and stuff. I am still building it. This is not the final version, I still need to play with CSS :) hehe. I started coding at noon then it is only when I need to post a devlog that I realise that hackatime is not in my editor😭😭, that is why it shows only 1 hour. 😭😭", "repo": "https://github.com/nopoudemange-pop/grace-website", "demo": "https://nopoudemange-pop.github.io/grace-website/"}]...
|
[{"post_id": 73736, "ts": "202 [{"post_id": 73736, "ts": "2026-09-25T20:12:52Z", "hours": 4.7478, "text": "I added pictures guys, like real owns and even a gallery. I very much suffered to understand how to put the pictures and even more how to put the pictures. I absolutely love the final look and I feel that all the work has been put to good use."}, {"post_id": 71908, "ts": "2026-09-21T19:07:43Z", "hours": 2.5597, "text": "I am working on my personal website. I have updated it since, I have tried making it warm and lively. I am still trying for it not to look like a whole chunk of a word document, but I think there is improvement. It took a lot of learning from youtube and a lot of confusion and fustration to reach this level 😭😭😭😭"}, {"post_id": 70136, "ts": "2026-09-18T15:19:34Z", "hours": 0.56, "text": "I am working on my own website. This is my first time attempting coding and I am really loving. My favorite part is the css, like playing with the colours an all, I am really happy and motivated to continue. Next time there will be images :) hehe"}]...
|
Title: My own site! by @angegrace | Stardance
Dev Title: My own site! by @angegrace | Stardance
Devlogs:
I am working on my own website. This is my first time attempting coding and I am really loving. My favorite part is the css, like playing with the colours an all, I am really happy and motivated to continue. Next time there will be images :) hehe
I am working on my personal website. I have updated it since, I have tried making it warm and lively. I am still trying for it not to look like a whole chunk of a word document, but I think there is improvement. It took a lot of learning from youtube and a lot of confusion and fustration to reach this level 😭😭😭😭
I added pictures guys, like real owns and even a gallery. I very much suffered to understand how to put the pictures and even more how to put the pictures. I absolutely love the final look and I feel that all the work has been put to good use.
Ships:
I just made my first ever website and my first ever attempt to programming. What was difficult was figuring out the hackatime, downloading the apps and setting up everything so that I can finally show the world. I never knew programming could be so exciting, I love the CSS part because it helps me paly with colours and stuff. I am still building it. This is not the final version, I still need to play with CSS :) hehe. I started coding at noon then it is only when I need to post a devlog that I realise that hackatime is not in my editor😭😭, that is why it shows only 1 hour. 😭😭
I made a personal website that shows all the activities I am most proud of. It shows my education, my ambitions and hopefully my evolution. It has been a real challenge, from adding the sections and the pictures and to even making a gallery, it was hectic. I was lost most of the time and was really bummed at some point, but I pulled it all together and ameliorated again....
|
1793670566.8079677
|
1793756966.8079677
|
|
65825
|
my-blare by @LeoMos | Stardance
|
LeoMos
|
0
|
2.28
|
0
|
[]
|
[{"post_id": 73729, "ts": "202 [{"post_id": 73729, "ts": "2026-09-25T19:55:52Z", "hours": 2.2833, "text": "cooking?"}]...
|
Title: my-blare by @LeoMos | Stardance
Devlogs:
c Title: my-blare by @LeoMos | Stardance
Devlogs:
cooking?...
|
1793706584.7906816
|
1794311384.7906816
|
|
53451
|
Cookiecuttr by @solxmn | Stardance
|
solxmn
|
1
|
4.59
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T08:07:33Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m done! The basic idea is still pretty small: get cookie banners out of the way, show how long an article might take, and help me find my place again when I have to stop reading. The cookie skipper took more work than I expected. It had to recognize common consent platforms while searching for the deny button. Some reject buttons were titled I do not agree , which is easy to miss if you only look for buttons named “reject” or “decline”, and not even mentioning the localization options. I ended up checking the surrounding markup and several kinds of button metadata while keeping the actual click logic reject-only. The reading badge had its own set of edge cases. Articles do not all use the same HTML, and some of them fill in their content after the page loads. I added duplicate protection, a force-show action, and a guard against counting the same badge repeatedly when the toggle is switched on and off. The marker feature grew out of a practical annoyance: closing a tab should not mean losing the article and the exact place I reached. There are now three slots, each with a name and optional timestamp. Returning to one finds the original tab if it is still open, otherwise opens the page and restores the saved position. Chrome needed an extra fix here because the popup closes as soon as a new tab is created, so the background script has to finish the handoff. I kept the Chrome and Firefox versions in sync as I went. They share the popup, content, and background behaviour, with the expected Manifest V3 difference in Firefox’s background setup. Firefox also required the local-only data collection declaration before the add-on could be submitted, however it is not present as of version v1.0.0 if you download it via github. The popup went through a surprising number of small redesigns. I started with a dark three-stat layout, then moved toward the more formal looking version that is there now. It is not trying to be flashy; it just makes the automation visible and gives you control over it. Settings, markers, and stats stay in local extension storage. After the tests passed and the Firefox submission was accepted, I finally called it finished. It is a small tool, but it removes what I think are a few annoyances that show up every time I read online.", "repo": "https://github.com/Fraczdev/CookieCuttr/tree/master", "demo": "https://addons.mozilla.org/en-US/firefox/addon/cookiecuttr/"}]...
|
[{"post_id": 73728, "ts": "202 [{"post_id": 73728, "ts": "2026-09-25T19:53:56Z", "hours": 1.5869, "text": "Adjusted a few inconsistencies in the overall logic, updated the manifest.json to include the necessary permissions, and made some other changes to ensure the extension complies with the Firefox Add-on Marketplace requirements."}, {"post_id": 64082, "ts": "2026-09-08T07:48:39Z", "hours": 1.2419, "text": "This will be my last devlog for this project :] I: Added everything needed in manifest.json in order to actually upload the project; Uploaded the Firefox extension to Firefox Add-ons marketplace, and it got accepted; Revised the banner detection logic so the extension can handle more consent platforms and common variations in their markup; Checked and fixed inconsistencies between the chrome and firefox version while respecting the differences between their manifest v3 implementations, and more will ship soon"}, {"post_id": 60733, "ts": "2026-09-03T09:15:58Z", "hours": 1.0414, "text": "General Improvements, UI and Features Reworked the popup layout, gave it a more formal look with wider spacing. Redesigned sections, improved the logic, and made the reset action smaller and cleaner. Added reading markers with three save slots, editable names, optional timestamps, site labels, and cross-tab return support. You can now save a position, switch tabs, and jump back to the checkpoint later. Improved the cookie skipper logic with site-specific handling, broader cookie-control detection, debounced mutation scans, and safer reject-only behavior. - Also fixed reading-badge stats related bugs, added a force-show badge button, and made settings update without refreshing the page. Added contract tests for both Chrome and Firefox builds. Features The extension currently has 3 main features: 1. Cookie Banner Skipper Automatically detects cookie and consent banners, then selects reject or necessary-only options instead of accepting tracking cookies. It supports common consent platforms, site-specific handling, and broader detection based on cookie-related buttons, IDs, classes, and labels. 2. Reading Time Badge Displays an estimated reading time and word count on longer articles. The badge can be dismissed, and the Show reading badge button can force it to appear when automatic detection doesn’t recognize the page. 3. Reading markers/Timestamps Provides three customizable save slots for reading positions. Each marker can have its own name, optional timestamp and scroll position marker. The URL is still kept next to the name, in case you forget. Markers CAN be used from another tab or reopened automatically in a new tab when the original page is no longer open."}, {"post_id": 53269, "ts": "2026-08-23T18:37:35Z", "hours": 0.4694, "text": "Getting started Worked on the UI, Logo and reading logic. Simplified it a lot, because otherwise it’d be too complex for such a simple,short project like this. So far it’s going great, haven’t encountered a lot of issues/bugs yet."}]...
|
Title: Cookiecuttr by @solxmn | Stardance
Devlogs Title: Cookiecuttr by @solxmn | Stardance
Devlogs:
Getting started Worked on the UI, Logo and reading logic. Simplified it a lot, because otherwise it’d be too complex for such a simple,short project like this. So far it’s going great, haven’t encountered a lot of issues/bugs yet.
General Improvements, UI and Features Reworked the popup layout, gave it a more formal look with wider spacing. Redesigned sections, improved the logic, and made the reset action smaller and cleaner. Added reading markers with three save slots, editable names, optional timestamps, site labels, and cross-tab return support. You can now save a position, switch tabs, and jump back to the checkpoint later. Improved the cookie skipper logic with site-specific handling, broader cookie-control detection, debounced mutation scans, and safer reject-only behavior. - Also fixed reading-badge stats related bugs, added a force-show badge button, and made settings update without refreshing the page. Added contract tests for both Chrome and Firefox builds. Features The extension currently has 3 main features: 1. Cookie Banner Skipper Automatically detects cookie and consent banners, then selects reject or necessary-only options instead of accepting tracking cookies. It supports common consent platforms, site-specific handling, and broader detection based on cookie-related buttons, IDs, classes, and labels. 2. Reading Time Badge Displays an estimated reading time and word count on longer articles. The badge can be dismissed, and the Show reading badge button can force it to appear when automatic detection doesn’t recognize the page. 3. Reading markers/Timestamps Provides three customizable save slots for reading positions. Each marker can have its own name, optional timestamp and scroll position marker. The URL is still kept next to the name, in case you forget. Markers CAN be used from another tab or reopened automatically in a new tab when the original page is no longer open.
This will be my last devlog for this project :] I: Added everything needed in manifest.json in order to actually upload the project; Uploaded the Firefox extension to Firefox Add-ons marketplace, and it got accepted; Revised the banner detection logic so the extension can handle more consent platforms and common variations in their markup; Checked and fixed inconsistencies between the chrome and firefox version while respecting the differences between their manifest v3 implementations, and more will ship soon
Adjusted a few inconsistencies in the overall logic, updated the manifest.json to include the necessary permissions, and made some other changes to ensure the extension complies with the Firefox Add-on Marketplace requirements.
Ships:
I’m done! The basic idea is still pretty small: get cookie banners out of the way, show how long an article might take, and help me find my place again when I have to stop reading. The cookie skipper took more work than I expected. It had to recognize common consent platforms while searching for the deny button. Some reject buttons were titled I do not agree , which is easy to miss if you only look for buttons named “reject” or “decline”, and not even mentioning the localization options. I ended up checking the surrounding markup and several kinds of button metadata while keeping the actual click logic reject-only. The reading badge had its own set of edge cases. Articles do not all use the same HTML, and some of them fill in their content after the page loads. I added duplicate protection, a force-show action, and a guard against counting the same badge repeatedly when the toggle is switched on and off. The marker feature grew out of a practical annoyance: closing a tab should not mean losing the article and the exact place I reached. There are now three slots, each with a name and optional timestamp. Returning to one finds the original tab if it is still open, otherwise opens the page and restores the saved position. Chrome needed an extra fix here because the popup closes as soon as a new tab is created, so the background script has to finish the handoff. I kept the Chrome and Firefox versions in sync as I went. They share the popup, content, and background behaviour, with the expected Manifest V3 difference in Firefox’s background setup. Firefox also required the local-only data collection declaration before the add-on could be submitted, however it is not present as of version v1.0.0 if you download it via github. The popup went through a surprising number of small redesigns. I started with a dark three-stat layout, then moved toward the more formal looking version that is there now. It is not trying to be flashy; it just makes the automation visible and gives you control over it. Settings, markers, and stats stay in local extension storage. After the tests passed and the Firefox submission was accepted, I finally called it finished. It is a small tool, but it removes what I think are a few annoyances that show up every time I read online....
|
1793692303.4816272
|
1793778703.4816272
|
|
6600
|
slnap-bot by @JSnap | Stardance
|
JSnap
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:51:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.", "repo": "https://github.com/JSnapXYZ/slnap-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0AS9G1FLAV"}]...
|
[{"post_id": 73723, "ts": "202 [{"post_id": 73723, "ts": "2026-09-25T19:46:54Z", "hours": 1.7225, "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics."}]...
|
Title: slnap-bot by @JSnap | Stardance
Devlogs:
s Title: slnap-bot by @JSnap | Stardance
Devlogs:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.
Ships:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics....
|
1793674053.2984314
|
1793760453.2984314
|
|
37722
|
asteroid hunter by @layerblayerplus | Stardance
|
layerblayerplus
|
1
|
86.0
|
837
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:43:08Z", "hours": 86.0, "multiplier": 9.79, "payout": 837, "blessing": "neutral", "text": "this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)", "repo": "https://github.com/layerblayerplus-lgtm/asteriod-hunter", "demo": "https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}]...
|
[{"post_id": 73721, "ts": "202 [{"post_id": 73721, "ts": "2026-09-25T19:37:54Z", "hours": 0.7925, "text": "I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls"}, {"post_id": 73466, "ts": "2026-09-25T04:57:32Z", "hours": 1.0242, "text": "i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}, {"post_id": 72980, "ts": "2026-09-24T04:49:33Z", "hours": 2.4158, "text": "I worked on adding a health bar effect to the asteriod which will slowly crack after each hit"}, {"post_id": 71952, "ts": "2026-09-21T20:46:18Z", "hours": 1.0011, "text": "I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over"}, {"post_id": 69793, "ts": "2026-09-17T20:00:50Z", "hours": 0.9675, "text": "i worked on making the github repo for the game"}, {"post_id": 68965, "ts": "2026-09-16T03:57:58Z", "hours": 2.1344, "text": "THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)"}, {"post_id": 68446, "ts": "2026-09-15T04:16:14Z", "hours": 1.5678, "text": "I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better"}, {"post_id": 67856, "ts": "2026-09-14T04:15:04Z", "hours": 1.3503, "text": "RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature"}, {"post_id": 67072, "ts": "2026-09-13T03:44:00Z", "hours": 1.8433, "text": "BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text"}, {"post_id": 66360, "ts": "2026-09-12T04:46:07Z", "hours": 2.2178, "text": "TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out."}, {"post_id": 65779, "ts": "2026-09-11T04:39:51Z", "hours": 1.1006, "text": "I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs"}, {"post_id": 65181, "ts": "2026-09-10T03:56:49Z", "hours": 1.3131, "text": "I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play"}, {"post_id": 64606, "ts": "2026-09-09T03:48:28Z", "hours": 1.4183, "text": "I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played"}, {"post_id": 64070, "ts": "2026-09-08T06:45:07Z", "hours": 0.3539, "text": "added asteriod explosion sounds"}, {"post_id": 63395, "ts": "2026-09-07T06:37:20Z", "hours": 1.0186, "text": "LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack"}, {"post_id": 62721, "ts": "2026-09-06T06:54:58Z", "hours": 1.5864, "text": "POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use"}, {"post_id": 62005, "ts": "2026-09-05T06:37:20Z", "hours": 1.7881, "text": "game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor"}, {"post_id": 61344, "ts": "2026-09-04T06:50:17Z", "hours": 1.6422, "text": "no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true"}, {"post_id": 60662, "ts": "2026-09-03T05:07:49Z", "hours": 1.6744, "text": "THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today"}, {"post_id": 60045, "ts": "2026-09-02T04:45:08Z", "hours": 1.7844, "text": "THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display"}, {"post_id": 59394, "ts": "2026-09-01T05:49:14Z", "hours": 1.7128, "text": "no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation"}, {"post_id": 58651, "ts": "2026-08-31T04:24:01Z", "hours": 2.1347, "text": "BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane"}, {"post_id": 57910, "ts": "2026-08-30T07:34:23Z", "hours": 1.84, "text": "THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool"}, {"post_id": 57105, "ts": "2026-08-29T06:29:24Z", "hours": 3.4183, "text": "SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them"}, {"post_id": 52121, "ts": "2026-08-22T06:40:26Z", "hours": 2.5372, "text": "THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present."}, {"post_id": 51468, "ts": "2026-08-21T06:10:08Z", "hours": 2.5592, "text": "Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player ."}, {"post_id": 50802, "ts": "2026-08-20T06:31:30Z", "hours": 1.3339, "text": "I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed."}, {"post_id": 50126, "ts": "2026-08-19T06:31:21Z", "hours": 2.5678, "text": "I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again."}, {"post_id": 42263, "ts": "2026-08-06T21:52:47Z", "hours": 2.7675, "text": "I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works"}, {"post_id": 39902, "ts": "2026-08-03T06:11:48Z", "hours": 4.1467, "text": "I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)"}, {"post_id": 39126, "ts": "2026-08-01T20:43:28Z", "hours": 3.5433, "text": "I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades."}, {"post_id": 38007, "ts": "2026-07-31T03:57:38Z", "hours": 1.9503, "text": "I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later"}, {"post_id": 37402, "ts": "2026-07-30T02:51:02Z", "hours": 0.3169, "text": "I worked on designing two more upgrades"}, {"post_id": 36610, "ts": "2026-07-28T20:35:36Z", "hours": 1.9003, "text": "I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates."}, {"post_id": 36121, "ts": "2026-07-28T00:18:31Z", "hours": 2.1339, "text": "I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet."}, {"post_id": 35637, "ts": "2026-07-27T06:09:16Z", "hours": 1.1169, "text": "I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system."}, {"post_id": 35349, "ts": "2026-07-26T17:53:50Z", "hours": 1.0839, "text": "I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game."}, {"post_id": 35007, "ts": "2026-07-26T04:51:16Z", "hours": 2.6678, "text": "I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect."}, {"post_id": 34438, "ts": "2026-07-25T04:46:03Z", "hours": 2.1167, "text": "I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard"}, {"post_id": 34390, "ts": "2026-07-25T02:25:50Z", "hours": 1.0839, "text": "I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it"}, {"post_id": 34239, "ts": "2026-07-24T19:32:04Z", "hours": 1.1839, "text": "I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect"}, {"post_id": 33883, "ts": "2026-07-24T04:54:43Z", "hours": 0.5836, "text": "I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share."}, {"post_id": 33792, "ts": "2026-07-24T00:15:24Z", "hours": 1.3214, "text": "I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game"}, {"post_id": 33750, "ts": "2026-07-23T22:14:43Z", "hours": 0.4669, "text": "I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)"}, {"post_id": 33661, "ts": "2026-07-23T19:17:23Z", "hours": 3.0133, "text": "I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)"}, {"post_id": 33338, "ts": "2026-07-23T04:59:55Z", "hours": 1.2003, "text": "I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear."}, {"post_id": 32790, "ts": "2026-07-22T05:35:21Z", "hours": 0.4672, "text": "The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet."}, {"post_id": 32679, "ts": "2026-07-22T00:06:05Z", "hours": 1.6003, "text": "I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects."}, {"post_id": 32159, "ts": "2026-07-21T03:56:48Z", "hours": 1.5042, "text": "I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions"}, {"post_id": 32082, "ts": "2026-07-21T00:10:21Z", "hours": 1.0589, "text": "I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}"}, {"post_id": 31933, "ts": "2026-07-20T18:52:43Z", "hours": 1.2003, "text": "I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:("}]...
|
Title: asteroid hunter by @layerblayerplus | Stard Title: asteroid hunter by @layerblayerplus | Stardance
Devlogs:
I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:(
I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}
I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions
I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects.
The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet.
I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear.
I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)
I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)
I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game
I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share.
I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect
I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it
I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard
I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect.
I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game.
I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system.
I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet.
I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates.
I worked on designing two more upgrades
I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later
I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades.
I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)
I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works
I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again.
I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed.
Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player .
THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present.
SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them
THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool
BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane
no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation
THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display
THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today
no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true
game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor
POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use
LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack
added asteriod explosion sounds
I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played
I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play
I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs
TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out.
BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text
RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature
I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better
THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)
i worked on making the github repo for the game
I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over
I worked on adding a health bar effect to the asteriod which will slowly crack after each hit
i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/
I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls
Ships:
this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)...
|
1793670886.4092214
|
1793757286.4092214
|
|
58597
|
macropad by @Elia_Piagentini | Stardance
|
Elia_Piagentini
|
0
|
6.68
|
0
|
[]
|
[{"post_id": 73720, "ts": "202 [{"post_id": 73720, "ts": "2026-09-25T19:37:20Z", "hours": 0.9819, "text": "readme is done"}, {"post_id": 68262, "ts": "2026-09-14T19:58:33Z", "hours": 0.2833, "text": "now even better"}, {"post_id": 66904, "ts": "2026-09-12T21:12:09Z", "hours": 0.3333, "text": "finally shipped"}, {"post_id": 66172, "ts": "2026-09-11T20:37:07Z", "hours": 0.4, "text": "ready for shipping"}, {"post_id": 65587, "ts": "2026-09-10T20:27:47Z", "hours": 0.3, "text": "now compiling"}, {"post_id": 65006, "ts": "2026-09-09T19:52:39Z", "hours": 0.5667, "text": "almost done with the firmware"}, {"post_id": 64664, "ts": "2026-09-09T07:40:33Z", "hours": 0.4192, "text": "now finally started with the qmk firmware"}, {"post_id": 63622, "ts": "2026-09-07T15:26:15Z", "hours": 2.3003, "text": "finally the case is done"}, {"post_id": 62752, "ts": "2026-09-06T08:34:04Z", "hours": 0.4833, "text": "now making the case"}, {"post_id": 62427, "ts": "2026-09-05T19:30:18Z", "hours": 0.6169, "text": "currently working on the hackpad"}]...
|
Title: macropad by @Elia_Piagentini | Stardance
D Title: macropad by @Elia_Piagentini | Stardance
Devlogs:
currently working on the hackpad
now making the case
finally the case is done
now finally started with the qmk firmware
almost done with the firmware
now compiling
ready for shipping
finally shipped
now even better
readme is done...
|
1793501316.4623415
|
1794106116.4623415
|
|
65811
|
Mighty Travels by @M4S | Stardance
|
M4S
|
0
|
1.93
|
0
|
[]
|
[{"post_id": 73709, "ts": "202 [{"post_id": 73709, "ts": "2026-09-25T19:09:03Z", "hours": 1.9261, "text": "This is the project i was working for one of my client and it went pretty well as i created the design by my self of the site insted of relying on some ai and it is one of the coolest thing i have done ngl"}]...
|
Title: Mighty Travels by @M4S | Stardance
Devlogs Title: Mighty Travels by @M4S | Stardance
Devlogs:
This is the project i was working for one of my client and it went pretty well as i created the design by my self of the site insted of relying on some ai and it is one of the coolest thing i have done ngl...
|
1793706555.152344
|
1794311355.152344
|
|
47657
|
AI-adaptive resources curator by @dhruvanshjariwal AI-adaptive resources curator by @dhruvanshjariwala | Stardance...
|
dhruvanshjariwala
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:04:03Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor.", "repo": "https://github.com/codemaster010pro/AI_web", "demo": "https://ai-web-frontend.onrender.com"}]...
|
[{"post_id": 73705, "ts": "202 [{"post_id": 73705, "ts": "2026-09-25T19:02:53Z", "hours": 4.9428, "text": "finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference"}, {"post_id": 52394, "ts": "2026-08-22T14:48:17Z", "hours": 1.5994, "text": "backend is done"}, {"post_id": 49416, "ts": "2026-08-18T07:40:15Z", "hours": 0.9669, "text": "create a database for the web app"}, {"post_id": 49097, "ts": "2026-08-17T18:38:01Z", "hours": 4.8256, "text": "finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!"}, {"post_id": 46703, "ts": "2026-08-14T04:27:46Z", "hours": 6.7456, "text": "just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given"}]...
|
Title: AI-adaptive resources curator by @dhruvansh Title: AI-adaptive resources curator by @dhruvanshjariwala | Stardance
Devlogs:
just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given
finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!
create a database for the web app
backend is done
finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference
Ships:
An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor....
|
1793670757.414894
|
1793757157.414894
|
|
65177
|
receipt-stardance by @kaxokaze | Stardance
|
kaxokaze
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 73704, "ts": "202 [{"post_id": 73704, "ts": "2026-09-25T18:55:47Z", "hours": 1.0825, "text": "issssSPIDERMANNN issssSPIDERMANNN. checkout now:"}]...
|
Title: receipt-stardance by @kaxokaze | Stardance
Title: receipt-stardance by @kaxokaze | Stardance
Devlogs:
issssSPIDERMANNN issssSPIDERMANNN. checkout now:...
|
1793696160.248449
|
1794300960.248449
|
|
65578
|
4*65w Desktop PD Charger w/ Current & Voltage 4*65w Desktop PD Charger w/ Current & Voltage Sensing by @OakTree | Stardance...
|
OakTree
|
0
|
3.11
|
0
|
[]
|
[{"post_id": 73700, "ts": "202 [{"post_id": 73700, "ts": "2026-09-25T18:48:32Z", "hours": 3.1108, "text": "I’m working on making a Power Delivery charger with current/voltage sensing and a VFD display. Just finished up the schematic I think, just waiting for some parts to arrive so I can design the footprint for them."}]...
|
Title: 4*65w Desktop PD Charger w/ Current & V Title: 4*65w Desktop PD Charger w/ Current & Voltage Sensing by @OakTree | Stardance
Devlogs:
I’m working on making a Power Delivery charger with current/voltage sensing and a VFD display. Just finished up the schematic I think, just waiting for some parts to arrive so I can design the footprint for them....
|
1793703053.1505313
|
1794307853.1505313
|
|
985
|
Starventure by @averyocean65 | Stardance
|
averyocean65
|
0
|
16.81
|
0
|
[]
|
[{"post_id": 7370, "ts": "2026 [{"post_id": 7370, "ts": "2026-06-12T09:00:57Z", "hours": 1.3567, "text": "I can’t find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then I’d also need to do my own collision system logic, so I’ve been thinking… what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unity’s physics system for this sort of work, especially with how my laptop interacts with Unity. I’m gonna look into a new engine for this project. And worst case, I’ll write one myself. Maybe I’ll just write my own physics engine in Unity so I can keep the comfort features of the engine. We’ll see. Happy coding."}, {"post_id": 5167, "ts": "2026-06-08T21:00:18Z", "hours": 1.1794, "text": "Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the “atmosphere” of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (I’ll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you can’t). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesn’t interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess we’ll see! Happy coding!"}, {"post_id": 4514, "ts": "2026-06-07T21:03:32Z", "hours": 2.7433, "text": "So, I’ve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well it’d be weird if your gravity was spherical whilst you were standing on a plane, right? I’d definitely say so. So, what’s up next? Well, I do wanna work more on the player controller to fix a bug that’s been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldn’t be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, I’ll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means there’s no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. … that last one seems the most doable. I’ll keep y’all in the loop. For now, I’ll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is… not fun. See y’all!"}, {"post_id": 2399, "ts": "2026-06-04T21:10:44Z", "hours": 3.3364, "text": "Alright, let’s do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, it’s still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping… why? Because moving on moving planets didn’t work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(…) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or… I could call the slow falling speed a feature… let’s do that, it’s a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet… until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what it’s there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the player’s speed all at the same time. The system isn’t perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, I’m gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!"}, {"post_id": 1703, "ts": "2026-06-03T21:20:38Z", "hours": 1.0617, "text": "Welp, this took me longer than I want to admit, but… you can finally jump between planets without your player’s view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ I’m very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. I’m gonna try that, but for now, I’m using a regular coroutine. Now, I’m getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!"}, {"post_id": 1671, "ts": "2026-06-03T20:13:49Z", "hours": 2.2319, "text": "Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! I’m mainly going to be using this system for stuff like space stations, which I’ll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player they’re currently on (which is determind by if they’ve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, I’m gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!"}, {"post_id": 827, "ts": "2026-06-02T14:50:19Z", "hours": 3.2586, "text": "Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since it’s encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(…), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, that’s an issue I’m going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I haven’t added camera smoothing to it yet, but it’s still super cool to do. Jumping off a planet’s atmosphere just to fly into another’s… so much fun! Maybe you’ll be able to do that with asteroids in the future or something… We’ll see! For now, thanks for reading, and happy coding!"}, {"post_id": 344, "ts": "2026-06-01T17:26:08Z", "hours": 0.4478, "text": "I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but it’s so exciting for me. Time to work on the player controller!"}, {"post_id": 226, "ts": "2026-06-01T10:34:39Z", "hours": 0.8183, "text": "Ok, I’ve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!"}, {"post_id": 217, "ts": "2026-06-01T09:36:53Z", "hours": 0.3786, "text": "Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, that’s the hope! Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)"}]...
|
Title: Starventure by @averyocean65 | Stardance
D Title: Starventure by @averyocean65 | Stardance
Devlogs:
Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, that’s the hope! Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)
Ok, I’ve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!
I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but it’s so exciting for me. Time to work on the player controller!
Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since it’s encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(…), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, that’s an issue I’m going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I haven’t added camera smoothing to it yet, but it’s still super cool to do. Jumping off a planet’s atmosphere just to fly into another’s… so much fun! Maybe you’ll be able to do that with asteroids in the future or something… We’ll see! For now, thanks for reading, and happy coding!
Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! I’m mainly going to be using this system for stuff like space stations, which I’ll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player they’re currently on (which is determind by if they’ve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, I’m gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!
Welp, this took me longer than I want to admit, but… you can finally jump between planets without your player’s view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ I’m very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. I’m gonna try that, but for now, I’m using a regular coroutine. Now, I’m getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!
Alright, let’s do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, it’s still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping… why? Because moving on moving planets didn’t work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(…) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or… I could call the slow falling speed a feature… let’s do that, it’s a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet… until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what it’s there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the player’s speed all at the same time. The system isn’t perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, I’m gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!
So, I’ve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well it’d be weird if your gravity was spherical whilst you were standing on a plane, right? I’d definitely say so. So, what’s up next? Well, I do wanna work more on the player controller to fix a bug that’s been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldn’t be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, I’ll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means there’s no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. … that last one seems the most doable. I’ll keep y’all in the loop. For now, I’ll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is… not fun. See y’all!
Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the “atmosphere” of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (I’ll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you can’t). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesn’t interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess we’ll see! Happy coding!
I can’t find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then I’d also need to do my own collision system logic, so I’ve been thinking… what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unity’s physics system for this sort of work, especially with how my laptop interacts with Unity. I’m gonna look into a new engine for this project. And worst case, I’ll write one myself. Maybe I’ll just write my own physics engine in Unity so I can keep the comfort features of the engine. We’ll see. Happy coding....
|
1793242328.908607
|
1793847128.908607
|
|
65800
|
ESP 32 BASED Gamepad by @IsoVoir | Stardance
|
IsoVoir
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:33:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a ESP 32 BASED BLE Gamepad. It was challenging because it is difficult to access the game pairing with BLE with lots of complexities makes me driven more mad. I am proud of nothing because it is just a prototype and it can be more efficient if i get funding. People can test either by my way approach or took help with GPT and I also gave them the Youtube video link which makes me curious to make this Gamepad", "repo": "https://github.com/kumarishan0825/MYESP32-BLE-GAMEPAD", "demo": ""}]...
|
[{"post_id": 73696, "ts": "202 [{"post_id": 73696, "ts": "2026-09-25T18:44:22Z", "hours": 0.2853, "text": "It was one of my Favourite projects , presenting “ESP32 GAMEPAD”"}]...
|
Title: ESP 32 BASED Gamepad by @IsoVoir | Stardanc Title: ESP 32 BASED Gamepad by @IsoVoir | Stardance
Devlogs:
It was one of my Favourite projects , presenting “ESP32 GAMEPAD”
Ships:
I make a ESP 32 BASED BLE Gamepad. It was challenging because it is difficult to access the game pairing with BLE with lots of complexities makes me driven more mad. I am proud of nothing because it is just a prototype and it can be more efficient if i get funding. People can test either by my way approach or took help with GPT and I also gave them the Youtube video link which makes me curious to make this Gamepad...
|
1792965194.2408257
|
1793829194.2408257
|
|
65806
|
THE sbc Phone by @Bhavyadeep | Stardance
|
Bhavyadeep
|
0
|
0.76
|
0
|
[]
|
[{"post_id": 73691, "ts": "202 [{"post_id": 73691, "ts": "2026-09-25T18:21:37Z", "hours": 0.76, "text": "yess i have started the project and designed some things in cad will design a pcb also so to see that follow along"}]...
|
Title: THE sbc Phone by @Bhavyadeep | Stardance
D Title: THE sbc Phone by @Bhavyadeep | Stardance
Devlogs:
yess i have started the project and designed some things in cad will design a pcb also so to see that follow along...
|
1793706545.8120937
|
1794311345.8120937
|
|
63196
|
Dis-Cord by @VickB | Stardance
|
VickB
|
0
|
14.67
|
0
|
[]
|
[{"post_id": 73688, "ts": "202 [{"post_id": 73688, "ts": "2026-09-25T18:09:15Z", "hours": 0.7181, "text": "Devlog #10: Finally made the github repo and the readme looking really sick i hope the 3d print comes out exactly how i think it would It has been an awesome journey"}, {"post_id": 73330, "ts": "2026-09-24T21:38:12Z", "hours": 1.0064, "text": "Devlog #9?: Redesigned the desk mount simpler and efficient looked at the print time for all componenets 1Day and change brother thats too much i hope the design is one good so i dont have to make iterations when i order it"}, {"post_id": 73246, "ts": "2026-09-24T17:40:09Z", "hours": 1.6042, "text": "Devlog #8: Made under the table stand for my hackpad fixed schematics made it look nice and neat"}, {"post_id": 72975, "ts": "2026-09-24T04:24:47Z", "hours": 1.6236, "text": "Devlog #7: Made the firmware for hackpad made it so like normal mode open windows apps kicad arduino youtube and all if i press the rotary button it will act as a discord shortcut to mute deafen and screen share and much more cant wait to see it live in action."}, {"post_id": 72856, "ts": "2026-09-23T21:35:23Z", "hours": 1.3469, "text": "Added space in the design to put in led idk it’s too thin to be printed i’ll test print one in my nearby library i hope it prints fine i also added power for led, i do need to buy led flexible seperate which costs about 15 dollars cad and some resistors on top so lets see i hope this turn out good."}, {"post_id": 72487, "ts": "2026-09-23T02:12:32Z", "hours": 1.285, "text": "fixing body for having space for led flexible filament fixed alot still have to think and make the space and make it look cool"}, {"post_id": 72077, "ts": "2026-09-22T03:38:23Z", "hours": 2.1294, "text": "Devlog #4: Today I worked more on my Hackpad design and mainly focused on making the case look more unique instead of just having a basic shape. I kept the 6 switches, OLED, and rotary knob layout but started adding more details to the housing like the layered edges, sharper corners, and spaces for orange accents. I’m going for a black and bright orange look since I’m not using RGB, so I also started planning an orange strip under the keys, orange side accents, and an orange ring around the knob. I also worked on making the OLED and key area look more built into the case instead of just sitting on top. Overall, I’m getting a much better idea of how I want the final design to look and I’ll keep refining the details next session."}, {"post_id": 71581, "ts": "2026-09-21T02:57:55Z", "hours": 1.9644, "text": "Devlog #3: Started working on the body of the Hackpad but soon realised the centering of the main control was off the angles and all of the things were wrong fixed alot made adjustements started modelling the body how i wanted going pretty good feeling confident can see my vision come to life."}, {"post_id": 70405, "ts": "2026-09-19T03:43:08Z", "hours": 0.9206, "text": "Devlog #2: Successfully done all the routing mapping and 3d look of the pcb made adjustements to corner spacing and the look of it have a great vision for it it will look amazingggggg"}, {"post_id": 69782, "ts": "2026-09-17T19:35:31Z", "hours": 2.0669, "text": "Devlog #1: Designing the ultimate discord command center Hackpad. As a gamer i want ease of muting my mic comms and discord controls and have extra buttons for little features in games that have hard keybinds completed the schematics and PCB also added 3d models to visualize it much better"}]...
|
Title: Dis-Cord by @VickB | Stardance
Devlogs:
De Title: Dis-Cord by @VickB | Stardance
Devlogs:
Devlog #1: Designing the ultimate discord command center Hackpad. As a gamer i want ease of muting my mic comms and discord controls and have extra buttons for little features in games that have hard keybinds completed the schematics and PCB also added 3d models to visualize it much better
Devlog #2: Successfully done all the routing mapping and 3d look of the pcb made adjustements to corner spacing and the look of it have a great vision for it it will look amazingggggg
Devlog #3: Started working on the body of the Hackpad but soon realised the centering of the main control was off the angles and all of the things were wrong fixed alot made adjustements started modelling the body how i wanted going pretty good feeling confident can see my vision come to life.
Devlog #4: Today I worked more on my Hackpad design and mainly focused on making the case look more unique instead of just having a basic shape. I kept the 6 switches, OLED, and rotary knob layout but started adding more details to the housing like the layered edges, sharper corners, and spaces for orange accents. I’m going for a black and bright orange look since I’m not using RGB, so I also started planning an orange strip under the keys, orange side accents, and an orange ring around the knob. I also worked on making the OLED and key area look more built into the case instead of just sitting on top. Overall, I’m getting a much better idea of how I want the final design to look and I’ll keep refining the details next session.
fixing body for having space for led flexible filament fixed alot still have to think and make the space and make it look cool
Added space in the design to put in led idk it’s too thin to be printed i’ll test print one in my nearby library i hope it prints fine i also added power for led, i do need to buy led flexible seperate which costs about 15 dollars cad and some resistors on top so lets see i hope this turn out good.
Devlog #7: Made the firmware for hackpad made it so like normal mode open windows apps kicad arduino youtube and all if i press the rotary button it will act as a discord shortcut to mute deafen and screen share and much more cant wait to see it live in action.
Devlog #8: Made under the table stand for my hackpad fixed schematics made it look nice and neat
Devlog #9?: Redesigned the desk mount simpler and efficient looked at the print time for all componenets 1Day and change brother thats too much i hope the design is one good so i dont have to make iterations when i order it
Devlog #10: Finally made the github repo and the readme looking really sick i hope the 3d print comes out exactly how i think it would It has been an awesome journey...
|
1793659992.6168814
|
1794264792.6168814
|
|
57001
|
Space_explore by @Jazil | Stardance
|
Jazil
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T18:07:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I used nasa api to make this wonderful i liked it", "repo": "https://github.com/JazilJafar/Space-displaying", "demo": "https://jaziljafar.github.io/Space-displaying/"}]...
|
[{"post_id": 73686, "ts": "202 [{"post_id": 73686, "ts": "2026-09-25T18:06:08Z", "hours": 0.9822, "text": "my first version of this website is live in https://jaziljafar.github.io/Space-displaying/ please look if the token limit exceeded sorry"}, {"post_id": 64569, "ts": "2026-09-09T02:32:12Z", "hours": 0.2572, "text": "Some font and style changes"}, {"post_id": 63621, "ts": "2026-09-07T15:25:28Z", "hours": 0.7581, "text": "i enhaced my website structure with css more when getted from api’s"}, {"post_id": 62090, "ts": "2026-09-05T10:40:39Z", "hours": 0.3903, "text": "My space_explore website started fetching data and displaying it . Next is styling it"}, {"post_id": 60962, "ts": "2026-09-03T17:20:01Z", "hours": 0.4497, "text": "I enhanced my readme and also changed my projects files"}, {"post_id": 59405, "ts": "2026-09-01T06:34:37Z", "hours": 0.2636, "text": "My first commit to github and first project coding started"}]...
|
Title: Space_explore by @Jazil | Stardance
Devlog Title: Space_explore by @Jazil | Stardance
Devlogs:
My first commit to github and first project coding started
I enhanced my readme and also changed my projects files
My space_explore website started fetching data and displaying it . Next is styling it
i enhaced my website structure with css more when getted from api’s
Some font and style changes
my first version of this website is live in https://jaziljafar.github.io/Space-displaying/ please look if the token limit exceeded sorry
Ships:
I used nasa api to make this wonderful i liked it...
|
1793674180.3715885
|
1793760580.3715885
|
|
6382
|
Run and jump game by @charliebthomas | Stardance
|
charliebthomas
|
1
|
7.3
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T21:17:05Z", "hours": 7.0, "multiplier": 1.11, "payout": 8, "blessing": "neutral", "text": "I made a run-and-jump game. I am fully aware that it is not yet fully complete; however, I am starting to head into exam season, so I now need to focus on them, so I will not have time to fully finish before the deadline. I still need to make it so it starts on the Home Screen and the game over banner looks nicer, make the platforms go up and down, and have a moving background. However, I hope you like what is made. Sorry if this is hard to read; I have dyslexia.", "repo": "https://github.com/charliebthomas-source/Coding", "demo": "https://charlieburt.itch.io/jumping-game"}]...
|
[{"post_id": 73681, "ts": "202 [{"post_id": 73681, "ts": "2026-09-25T17:55:54Z", "hours": 0.3031, "text": "made a proper read me and made it so the the jump volocity is not working properly."}, {"post_id": 68142, "ts": "2026-09-14T16:08:22Z", "hours": 3.8286, "text": "I know not many updates for this project i just keep on forgetting. I have now got it so we have a home screen we have a max score and a restart button. there are still some bugs and am working on them."}, {"post_id": 14943, "ts": "2026-06-24T08:42:44Z", "hours": 3.5458, "text": "I know i have done a of code without e devlog i have just been forgetting to. So far i have made it so the platforms are veriable distance and the player jumps a veriable distance. I also have it so that when it misses a jump the game get restarted. I also have a progress bar."}]...
|
Title: Run and jump game by @charliebthomas | Star Title: Run and jump game by @charliebthomas | Stardance
Devlogs:
I know i have done a of code without e devlog i have just been forgetting to. So far i have made it so the platforms are veriable distance and the player jumps a veriable distance. I also have it so that when it misses a jump the game get restarted. I also have a progress bar.
I know not many updates for this project i just keep on forgetting. I have now got it so we have a home screen we have a max score and a restart button. there are still some bugs and am working on them.
made a proper read me and made it so the the jump volocity is not working properly.
Ships:
I made a run-and-jump game. I am fully aware that it is not yet fully complete; however, I am starting to head into exam season, so I now need to focus on them, so I will not have time to fully finish before the deadline. I still need to make it so it starts on the Home Screen and the game over banner looks nicer, make the platforms go up and down, and have a moving background. However, I hope you like what is made. Sorry if this is hard to read; I have dyslexia....
|
1793671023.7042098
|
1793757423.7042098
|
|
8665
|
Tower Defence by @tobyh | Stardance
|
tobyh
|
0
|
9.42
|
0
|
[]
|
[{"post_id": 7368, "ts": "2026 [{"post_id": 7368, "ts": "2026-06-12T08:49:55Z", "hours": 4.8669, "text": "Added enemy class, which has methods for its movement algorithm, and an entity scanning method, which iterates through the towerLayout array and checks if the range of that tower will damage the enemy, and subtracts that damage from it. The method also checks if there are towers within range of the enemy, (3x3 square centred about the enemy) and does damage to those towers as well. If the enemy makes it to the end of the board, it will do damage to the player until it dies or the player dies, ending the game."}, {"post_id": 3862, "ts": "2026-06-06T22:41:43Z", "hours": 2.8003, "text": "Added classes for the cursor (represented as an _ ), player and tower. The player class has credits to build towers and a health attribute which would depend on whether enemies finish the path through the board. The tower superclass has attributes for its position, its damage per second, range and health. There are three subclasses for types of towers (represented by ▲, ✸, ◎) which each have different attributes and prices. The cursor moves in each cardinal direction and will not move outside the walls or write over any towers. It has the same interface as the path direction (0 for North - 3 for West) and 6, 7 and 8 to place towers."}, {"post_id": 3565, "ts": "2026-06-06T15:44:53Z", "hours": 1.7561, "text": "Simple board gen algorithm completed, the cardinal direction of play (0 for North - 3 for West) as well as the dimensions of the board, 5x5, 7x7 etc."}]...
|
Title: Tower Defence by @tobyh | Stardance
Devlog Title: Tower Defence by @tobyh | Stardance
Devlogs:
Simple board gen algorithm completed, the cardinal direction of play (0 for North - 3 for West) as well as the dimensions of the board, 5x5, 7x7 etc.
Added classes for the cursor (represented as an _ ), player and tower. The player class has credits to build towers and a health attribute which would depend on whether enemies finish the path through the board. The tower superclass has attributes for its position, its damage per second, range and health. There are three subclasses for types of towers (represented by ▲, ✸, ◎) which each have different attributes and prices. The cursor moves in each cardinal direction and will not move outside the walls or write over any towers. It has the same interface as the path direction (0 for North - 3 for West) and 6, 7 and 8 to place towers.
Added enemy class, which has methods for its movement algorithm, and an entity scanning method, which iterates through the towerLayout array and checks if the range of that tower will damage the enemy, and subtracts that damage from it. The method also checks if there are towers within range of the enemy, (3x3 square centred about the enemy) and does damage to those towers as well. If the enemy makes it to the end of the board, it will do damage to the player until it dies or the player dies, ending the game....
|
1793371941.2022822
|
1793976741.2022822
|
|
43042
|
sharkchess by @doyo | Stardance
|
doyo
|
0
|
9.79
|
0
|
[]
|
[{"post_id": 73668, "ts": "202 [{"post_id": 73668, "ts": "2026-09-25T17:04:23Z", "hours": 9.7892, "text": "I have been learning and building ChessEngine from scratch"}]...
|
Title: sharkchess by @doyo | Stardance
Devlogs:
I Title: sharkchess by @doyo | Stardance
Devlogs:
I have been learning and building ChessEngine from scratch...
|
1793199211.4906957
|
1793804011.4906957
|
|
65774
|
Productivity Os by @kareemwaleed | Stardance
|
kareemwaleed
|
0
|
0.57
|
0
|
[]
|
[{"post_id": 73661, "ts": "202 [{"post_id": 73661, "ts": "2026-09-25T16:36:37Z", "hours": 0.5714, "text": "I have completed the first part of the guide , I wrote a small Introduction along with the name of the os and I added a bg color"}]...
|
Title: Productivity Os by @kareemwaleed | Stardanc Title: Productivity Os by @kareemwaleed | Stardance
Devlogs:
I have completed the first part of the guide , I wrote a small Introduction along with the name of the os and I added a bg color...
|
1793706475.7611592
|
1794311275.7611592
|
|
4439
|
Variable hue led strip controller by @hrushal | St Variable hue led strip controller by @hrushal | Stardance...
|
hrushal
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:08:10Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too", "repo": "https://github.com/Hrushal-Nikhare/12v-rgb-led-strip-common-anode-driver", "demo": ""}]...
|
[{"post_id": 73657, "ts": "202 [{"post_id": 73657, "ts": "2026-09-25T16:27:21Z", "hours": 0.9, "text": "MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details"}, {"post_id": 73628, "ts": "2026-09-25T15:09:34Z", "hours": 1.3667, "text": "WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram"}, {"post_id": 68201, "ts": "2026-09-14T18:09:27Z", "hours": 4.1167, "text": "555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭"}, {"post_id": 23654, "ts": "2026-07-06T19:18:09Z", "hours": 1.5333, "text": "Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)"}, {"post_id": 13083, "ts": "2026-06-21T12:38:16Z", "hours": 1.7589, "text": "Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)"}, {"post_id": 710, "ts": "2026-06-02T09:17:07Z", "hours": 1.0128, "text": "Worked on Fixing the circuit And schematic"}]...
|
Title: Variable hue led strip controller by @hrush Title: Variable hue led strip controller by @hrushal | Stardance
Devlogs:
Worked on Fixing the circuit And schematic
Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)
Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)
555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭
WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram
MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details
Ships:
12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too...
|
1793674161.076752
|
1793760561.076752
|
|
65720
|
proto by @matteoduda | Stardance
|
matteoduda
|
0
|
1.13
|
0
|
[]
|
[{"post_id": 73648, "ts": "202 [{"post_id": 73648, "ts": "2026-09-25T16:02:52Z", "hours": 1.1336, "text": "Before starting the design of the schematic, i did not know what i was signing up for. This is my first truly complex project on kicad, but i had gotten pretty used to the software by now. I started by placing the Raspberry Pi pico 2 and my DAC, and wiring everything up. i then added a micro sd card slot, 8 push switches, a power switch, and a charging circuit (which i had to reference a real datasheet for! ) All in all, this was a very productive start to a project that lowkey might take over my life"}]...
|
Title: proto by @matteoduda | Stardance
Devlogs:
Title: proto by @matteoduda | Stardance
Devlogs:
Before starting the design of the schematic, i did not know what i was signing up for. This is my first truly complex project on kicad, but i had gotten pretty used to the software by now. I started by placing the Raspberry Pi pico 2 and my DAC, and wiring everything up. i then added a micro sd card slot, 8 push switches, a power switch, and a charging circuit (which i had to reference a real datasheet for! ) All in all, this was a very productive start to a project that lowkey might take over my life...
|
1793703416.019732
|
1794308216.019732
|
|
65741
|
Human vs Computer(Rock Paper Scissors) by @Sameer2 Human vs Computer(Rock Paper Scissors) by @Sameer23 | Stardance...
|
Sameer23
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T16:31:46Z", "hours": 1.0, "multiplier": 1.11, "payout": 0, "blessing": "neutral", "text": "It’s a Human vs Computer rock paper scissors game made for fun.", "repo": "https://github.com/imskyyyy5/HumanvsComputer-RPS-", "demo": "https://unrivaled-halva-34cd93.netlify.app/"}]...
|
[{"post_id": 73635, "ts": "202 [{"post_id": 73635, "ts": "2026-09-25T15:39:15Z", "hours": 0.5975, "text": "Score system is done!!!!"}, {"post_id": 73623, "ts": "2026-09-25T14:51:16Z", "hours": 0.315, "text": "Human vs Computer"}]...
|
Title: Human vs Computer(Rock Paper Scissors) by @ Title: Human vs Computer(Rock Paper Scissors) by @Sameer23 | Stardance
Devlogs:
Human vs Computer
Score system is done!!!!
Ships:
It’s a Human vs Computer rock paper scissors game made for fun....
|
1793685374.3844204
|
1793771774.3844204
|
|
63674
|
Supernova RSVP by @pandacoder2013 | Stardance
|
pandacoder2013
|
1
|
7.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T15:58:51Z", "hours": 7.0, "multiplier": 2.31, "payout": 15, "blessing": "neutral", "text": "An RSVP website for a new YSWS I am planning called Supernova! Supernova is a space-themed YSWS for people interested in areas like rockets, astrophysics, orbital mechanics, rovers etc. This website explains the plan for the Supernova YSWS especially things like how it works, currency, shop items and shipping projects. The shop items carousel will be released once we receive a sponsor for our YSWS.", "repo": "https://github.com/dsochamp/Supernova-RSVP", "demo": "https://supernova-rsvp.vercel.app"}]...
|
[{"post_id": 73626, "ts": "202 [{"post_id": 73626, "ts": "2026-09-25T14:53:38Z", "hours": 0.4042, "text": "The last 24 minutes was just publishing and doing final changes to the website. Now I’m ready to ship!!"}, {"post_id": 73617, "ts": "2026-09-25T14:18:34Z", "hours": 2.7794, "text": "I FINISHED!!! I finally finished my RSVP website and it looks AWESOME. I added a How it Works and FAQ section which are my favourite sections and I also added cool effects like Stomp and Typewriter. Hope you guys like this project and pls pls pls RSVP to Supernova as I really want it to happen and it has some AMAZING shop items."}, {"post_id": 73194, "ts": "2026-09-24T15:47:48Z", "hours": 2.5111, "text": "Well, I haven’t posted in a while… WELCOME BACK TO A NEW DEVLOG!!! I hope that was interesting because I released my storytelling is not very good on Stardance. Anyways so I added a BUNCH of stuff to the page including Mission Brief (About Section), How it Works (halfway through that), and finally the Shop. I will also add an FAQ for fun just because it’s really easy to make, incredibly useful and fun to design. Trying to work on a carousel for the shop like it just slides infinitely between the shop items. btw every time I post I show a new section of the website so here is the shop"}, {"post_id": 70460, "ts": "2026-09-19T07:28:05Z", "hours": 0.8739, "text": "I have recently been planning a new YSWS called Supernova and wanted to build and RSVP website so this project will be about me building the RSVP!!! I already started on adding information and bg images although plan to change the design."}]...
|
Title: Supernova RSVP by @pandacoder2013 | Stardan Title: Supernova RSVP by @pandacoder2013 | Stardance
Devlogs:
I have recently been planning a new YSWS called Supernova and wanted to build and RSVP website so this project will be about me building the RSVP!!! I already started on adding information and bg images although plan to change the design.
Well, I haven’t posted in a while… WELCOME BACK TO A NEW DEVLOG!!! I hope that was interesting because I released my storytelling is not very good on Stardance. Anyways so I added a BUNCH of stuff to the page including Mission Brief (About Section), How it Works (halfway through that), and finally the Shop. I will also add an FAQ for fun just because it’s really easy to make, incredibly useful and fun to design. Trying to work on a carousel for the shop like it just slides infinitely between the shop items. btw every time I post I show a new section of the website so here is the shop
I FINISHED!!! I finally finished my RSVP website and it looks AWESOME. I added a How it Works and FAQ section which are my favourite sections and I also added cool effects like Stomp and Typewriter. Hope you guys like this project and pls pls pls RSVP to Supernova as I really want it to happen and it has some AMAZING shop items.
The last 24 minutes was just publishing and doing final changes to the website. Now I’m ready to ship!!
Ships:
An RSVP website for a new YSWS I am planning called Supernova! Supernova is a space-themed YSWS for people interested in areas like rockets, astrophysics, orbital mechanics, rovers etc. This website explains the plan for the Supernova YSWS especially things like how it works, currency, shop items and shipping projects. The shop items carousel will be released once we receive a sponsor for our YSWS....
|
1793685160.1024072
|
1793771560.1024072
|
|
62467
|
SlackMate by @WANNABENERD | Stardance
|
WANNABENERD
|
0
|
0.76
|
0
|
[]
|
[{"post_id": 73624, "ts": "202 [{"post_id": 73624, "ts": "2026-09-25T14:51:18Z", "hours": 0.7614, "text": "not eligible to ship🥀🥀"}]...
|
Title: SlackMate by @WANNABENERD | Stardance
Devl Title: SlackMate by @WANNABENERD | Stardance
Devlogs:
not eligible to ship🥀🥀...
|
1793656154.4686797
|
1794260954.4686797
|
|
65588
|
hackpad!!!! by @notfix133 | Stardance
|
notfix133
|
0
|
3.38
|
0
|
[]
|
[{"post_id": 73621, "ts": "202 [{"post_id": 73621, "ts": "2026-09-25T14:31:05Z", "hours": 2.0819, "text": "made the pcb and done with the routing. this really took a lot of time"}, {"post_id": 73544, "ts": "2026-09-25T11:05:07Z", "hours": 1.2986, "text": "Learnt kicad from basics and made the schematic!!!! used orpheuspad as an example but its is similar"}]...
|
Title: hackpad!!!! by @notfix133 | Stardance
Devl Title: hackpad!!!! by @notfix133 | Stardance
Devlogs:
Learnt kicad from basics and made the schematic!!!! used orpheuspad as an example but its is similar
made the pcb and done with the routing. this really took a lot of time...
|
1793703075.30728
|
1794307875.30728
|
|
42315
|
Atomic World by @Fawy2010 | Stardance
|
Fawy2010
|
0
|
16.9
|
0
|
[]
|
[{"post_id": 73619, "ts": "202 [{"post_id": 73619, "ts": "2026-09-25T14:29:07Z", "hours": 1.5233, "text": "Devlog 8: Control your speed! I noticed how it’s really annoying when you try to view the particles while they aren’t scaled up by getting closer to them, it is really easy to just overshot, making it really hard to get a close look at them because your steps are just way to big. So I decided to allow you to control how fast the camera moves by scrolling with your mouse wheel, which changes the Movement scale, I even made it so that scale doesn’t change linearly, but (exponential?), like this: if(decrease_movement_scale){ movementScale /= 2; } else if(increase_movement_scale){ movementScale *= 2; } Additionally I wanted you to be able to see what the current scale is, so I added a new section to the UI, where you can see the current movement scale and also a little guide on what the controls are. And one last thing I added, is that I made it so when your cursor is on the UI you can’t accidentaly change the movement scale or turn the camera."}, {"post_id": 72718, "ts": "2026-09-23T16:16:41Z", "hours": 5.1406, "text": "Devlog 7: Adding UI and Camera Movement It’s been a while since I last worked on this project, but now I’m aiming to complete it. So today I made an UI where you can change most of the values the simulation uses, and then wrote a Script so those changes in the UI can be communicated to the simulation itself. And when you start the program, you even get to chose whether you want the 2D or 3D simulation. After that, I added the ability to move the camera around using WASD and QE, and found out that instead of making a complicated code to zoom in in the 2D mode, I can just have the camera be in perspectiv instead of orthografic and then move the camera closer to the particles, and after that I finally added the ability to turn the camera in the 3D mode."}, {"post_id": 43208, "ts": "2026-08-08T10:34:02Z", "hours": 2.5306, "text": "Devlog 6: Compute shaders So now I’ve turned my c# scripts I used for computing the particles into an compute shaders, so that you can simulate way more particles now, for me personally with an integrated graphics card, I can manage about 16000 particles pretty well. I made the compute shaders by pretty much just copying the c# script into an compute shader, where I only had to change a few things, like changing Vector3’s to float3’s, and then wrote a little handler that does the communication with said compute shaders."}, {"post_id": 40313, "ts": "2026-08-03T19:03:34Z", "hours": 1.7681, "text": "Devlog 5: Adding ranges So I decided to add both a minimum and maximum range, the minimum range is to prevent division by zero errors, because I’m dividing by the distance, and the maximum range is to prevent the particles from always collecting in the middle. I’ve also realized how difficult it is to simulate quarks, so I’ll be making this project shorter than originally planned, because I just simply don’t enjoy researching the entire day and yet not finding anything new or useful. I also can’t just improvise stuff I can’t recreate realistically, because I know I just won’t be satisfied with that. Because of that, I’ll cut this project short, and will start working on getting it into a state that can be shipped."}, {"post_id": 38886, "ts": "2026-08-01T13:37:39Z", "hours": 2.0692, "text": "Devlog 4: Changing to Quarks and adding 3D So I looked into it a bit, and now I know that the Cornell Potential didn’t work correctly for the nuclei, because well, the Cornell potential is meant for quarks, which is also why I have no decided to already switch over to working with quarks, because I get more enoyment out of that now, and it is something I planned on doing anyway. I have also added 3D simulation, so I can see how stuff acts there. And also, I’ve added a minimal distance, because stuff always got too close, and the force got close to infinity because of 1/x , so now everything that is too close, just doesn’t interact."}, {"post_id": 38453, "ts": "2026-07-31T20:40:08Z", "hours": 1.2408, "text": "Devlog 3: Strong force I have now implemented a strong force, I did that by using the Cornell potential and it’s derivative: V(r) = -(a/r) + ro F(r) = -(a/r^2) - o (Derivative!) It took me a bit to both find that formula, and to try understand it, but now I think I understand it good enough. But I do think I have to change some stuff, because the neutrons and protons like do not stop at all, and I think the electrons shouldn’t be affected the way they are, but I think the reason for both might be that the derivative is bad? I don’t really know, I don’t know how derivatives work."}, {"post_id": 38335, "ts": "2026-07-31T17:44:43Z", "hours": 1.8192, "text": "Devlog 2: Adding Physics It took me a little, but now I’ve added interaction between the different particles, to reflect their charges, based on Coulomb’s Law: F = k * q_1 * q_2 / d^2 Where k is the coulomb constant, q the charges of the particles in coulombs (a unit) and d the distance between the particles. Whether a particle is a proton, neutron or electron, is based on their index in the positions array, modulo 3: colors [ index % 3 ]; charge [ index % 3 ]; But the reason it took me a bit is, because I tried to change the coulomb constant in a way so that when q is of the unit e (elemental charge) instead of in coulombs and the distance d in fm instead of in m (1fm = 10^-15), it still is correct. But I struggled a bit, until eventually I found the problem, I forgot to account for the fact that d is squared, meaning the 10^15 I was working with, where supposed to be 10^30, so as soon as I fixed that, it finally worked like it should. Next thing to do, is to imitate the strong force, so the protons can stay together."}, {"post_id": 38173, "ts": "2026-07-31T13:11:44Z", "hours": 0.805, "text": "Devlog 1: Starting the project So in this project I’m going to simulate atoms, while probably trying to stay somewhat physically accurate. I’m going to start of by simply simulating particles that are either Protons, Neutrons or Electrons, that have a certain charge. Later I’m planning on making it so each of them is made out of three quarks, with their corresponding charges, which hopefully adds more realism. Right now, I already have made it so I can see the different particles, and only have to add the logic behind it."}]...
|
Title: Atomic World by @Fawy2010 | Stardance
Devl Title: Atomic World by @Fawy2010 | Stardance
Devlogs:
Devlog 1: Starting the project So in this project I’m going to simulate atoms, while probably trying to stay somewhat physically accurate. I’m going to start of by simply simulating particles that are either Protons, Neutrons or Electrons, that have a certain charge. Later I’m planning on making it so each of them is made out of three quarks, with their corresponding charges, which hopefully adds more realism. Right now, I already have made it so I can see the different particles, and only have to add the logic behind it.
Devlog 2: Adding Physics It took me a little, but now I’ve added interaction between the different particles, to reflect their charges, based on Coulomb’s Law: F = k * q_1 * q_2 / d^2 Where k is the coulomb constant, q the charges of the particles in coulombs (a unit) and d the distance between the particles. Whether a particle is a proton, neutron or electron, is based on their index in the positions array, modulo 3: colors [ index % 3 ]; charge [ index % 3 ]; But the reason it took me a bit is, because I tried to change the coulomb constant in a way so that when q is of the unit e (elemental charge) instead of in coulombs and the distance d in fm instead of in m (1fm = 10^-15), it still is correct. But I struggled a bit, until eventually I found the problem, I forgot to account for the fact that d is squared, meaning the 10^15 I was working with, where supposed to be 10^30, so as soon as I fixed that, it finally worked like it should. Next thing to do, is to imitate the strong force, so the protons can stay together.
Devlog 3: Strong force I have now implemented a strong force, I did that by using the Cornell potential and it’s derivative: V(r) = -(a/r) + ro F(r) = -(a/r^2) - o (Derivative!) It took me a bit to both find that formula, and to try understand it, but now I think I understand it good enough. But I do think I have to change some stuff, because the neutrons and protons like do not stop at all, and I think the electrons shouldn’t be affected the way they are, but I think the reason for both might be that the derivative is bad? I don’t really know, I don’t know how derivatives work.
Devlog 4: Changing to Quarks and adding 3D So I looked into it a bit, and now I know that the Cornell Potential didn’t work correctly for the nuclei, because well, the Cornell potential is meant for quarks, which is also why I have no decided to already switch over to working with quarks, because I get more enoyment out of that now, and it is something I planned on doing anyway. I have also added 3D simulation, so I can see how stuff acts there. And also, I’ve added a minimal distance, because stuff always got too close, and the force got close to infinity because of 1/x , so now everything that is too close, just doesn’t interact.
Devlog 5: Adding ranges So I decided to add both a minimum and maximum range, the minimum range is to prevent division by zero errors, because I’m dividing by the distance, and the maximum range is to prevent the particles from always collecting in the middle. I’ve also realized how difficult it is to simulate quarks, so I’ll be making this project shorter than originally planned, because I just simply don’t enjoy researching the entire day and yet not finding anything new or useful. I also can’t just improvise stuff I can’t recreate realistically, because I know I just won’t be satisfied with that. Because of that, I’ll cut this project short, and will start working on getting it into a state that can be shipped.
Devlog 6: Compute shaders So now I’ve turned my c# scripts I used for computing the particles into an compute shaders, so that you can simulate way more particles now, for me personally with an integrated graphics card, I can manage about 16000 particles pretty well. I made the compute shaders by pretty much just copying the c# script into an compute shader, where I only had to change a few things, like changing Vector3’s to float3’s, and then wrote a little handler that does the communication with said compute shaders.
Devlog 7: Adding UI and Camera Movement It’s been a while since I last worked on this project, but now I’m aiming to complete it. So today I made an UI where you can change most of the values the simulation uses, and then wrote a Script so those changes in the UI can be communicated to the simulation itself. And when you start the program, you even get to chose whether you want the 2D or 3D simulation. After that, I added the ability to move the camera around using WASD and QE, and found out that instead of making a complicated code to zoom in in the 2D mode, I can just have the camera be in perspectiv instead of orthografic and then move the camera closer to the particles, and after that I finally added the ability to turn the camera in the 3D mode.
Devlog 8: Control your speed! I noticed how it’s really annoying when you try to view the particles while they aren’t scaled up by getting closer to them, it is really easy to just overshot, making it really hard to get a close look at them because your steps are just way to big. So I decided to allow you to control how fast the camera moves by scrolling with your mouse wheel, which changes the Movement scale, I even made it so that scale doesn’t change linearly, but (exponential?), like this: if(decrease_movement_scale){ movementScale /= 2; } else if(increase_movement_scale){ movementScale *= 2; } Additionally I wanted you to be able to see what the current scale is, so I added a new section to the UI, where you can see the current movement scale and also a little guide on what the controls are. And one last thing I added, is that I made it so when your cursor is on the UI you can’t accidentaly change the movement scale or turn the camera....
|
1793170510.9127417
|
1793775310.9127417
|
|
64782
|
Raven-Slack-Bot-v1.0 by @AriDev24 | Stardance
|
AriDev24
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T17:25:32Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "(Raven_Slack_Bot_v1.0.0) Raven is a little clever Slack bot who responses upto 5 commands. It’s my first ever slack bot so its not much good but its working and i love it. Main features /raven-ping - Check bot latency /raven-joke - Get a joke /raven-quote - Get a quote /raven-fact - Get a fact /rave-fox - Get a fox I added the fox command because its cute and funny, and also because of the story of the crow and the fox, I know raven is not a crow its just for fun. Difficulty The most difficult part was to diploy it on nest that i was not having so first i apply for it and after i got my nest server i dont know what to do because i was unable to understand it. i have never used linux before, so after experimenting and researching hours i deploy it to linux. How to Run/Test It To know that how to run and test it go to my Repo below and read its README: https://github.com/aridev24/Raven-Slack-Bot", "repo": "https://github.com/aridev24/Raven-Slack-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C4NFANSM8"}]...
|
[{"post_id": 73613, "ts": "202 [{"post_id": 73613, "ts": "2026-09-25T14:11:29Z", "hours": 0.4667, "text": "In the last update my slackbot was completed, atleast the missions requirments were completed, so i was working on its readme, in the readme i added that what is raven What features are included i know there are not much features but in the next verion i will add many amazing features. How to setup and run it At last technologies used Now finally i am going to diploy it on nest."}, {"post_id": 73276, "ts": "2026-09-24T18:39:34Z", "hours": 0.6622, "text": "(Raven_slack_Bot v1.0) Today i have added many new features you can see below: /raven-ping - Check bot latency /raven-joke - Get a joke /raven-quote - Get a quote /raven-fact - Get a fact /rave-fox - Get a fox i add the fox command because its cute and funny, and also because of the story of the crow and the fox. I will add many new features to amke my raven personality like a real raven. And the best thing i love is that i made a Cool looking banner for my Raven."}, {"post_id": 72629, "ts": "2026-09-23T11:53:32Z", "hours": 1.2072, "text": "(Raven-Slack-Bot v0.1) I Have started making a slack bot for my first time, at first I thought I cant do it because of JavaScript but after thing hours i finally started making it, in beginning I was facing many problems but after some time of experimenting i got use to it and now its easy for me, and the best part is its working."}]...
|
Title: Raven-Slack-Bot-v1.0 by @AriDev24 | Stardan Title: Raven-Slack-Bot-v1.0 by @AriDev24 | Stardance
Devlogs:
(Raven-Slack-Bot v0.1) I Have started making a slack bot for my first time, at first I thought I cant do it because of JavaScript but after thing hours i finally started making it, in beginning I was facing many problems but after some time of experimenting i got use to it and now its easy for me, and the best part is its working.
(Raven_slack_Bot v1.0) Today i have added many new features you can see below: /raven-ping - Check bot latency /raven-joke - Get a joke /raven-quote - Get a quote /raven-fact - Get a fact /rave-fox - Get a fox i add the fox command because its cute and funny, and also because of the story of the crow and the fox. I will add many new features to amke my raven personality like a real raven. And the best thing i love is that i made a Cool looking banner for my Raven.
In the last update my slackbot was completed, atleast the missions requirments were completed, so i was working on its readme, in the readme i added that what is raven What features are included i know there are not much features but in the next verion i will add many amazing features. How to setup and run it At last technologies used Now finally i am going to diploy it on nest.
Ships:
(Raven_Slack_Bot_v1.0.0) Raven is a little clever Slack bot who responses upto 5 commands. It’s my first ever slack bot so its not much good but its working and i love it. Main features /raven-ping - Check bot latency /raven-joke - Get a joke /raven-quote - Get a quote /raven-fact - Get a fact /rave-fox - Get a fox I added the fox command because its cute and funny, and also because of the story of the crow and the fox, I know raven is not a crow its just for fun. Difficulty The most difficult part was to diploy it on nest that i was not having so first i apply for it and after i got my nest server i dont know what to do because i was unable to understand it. i have never used linux before, so after experimenting and researching hours i deploy it to linux. How to Run/Test It To know that how to run and test it go to my Repo below and read its README: https://github.com/aridev24/Raven-Slack-Bot...
|
1793685292.8345199
|
1793771692.8345199
|
|
64609
|
WebOS by @Matthew | Stardance
|
Matthew
|
0
|
3.34
|
0
|
[]
|
[{"post_id": 73611, "ts": "202 [{"post_id": 73611, "ts": "2026-09-25T14:01:16Z", "hours": 1.4469, "text": "Added an offline detector and final preparations for deployment"}, {"post_id": 72253, "ts": "2026-09-22T15:13:26Z", "hours": 0.6669, "text": "Apps are now open able and close able"}, {"post_id": 72110, "ts": "2026-09-22T06:00:33Z", "hours": 1.2278, "text": "I made the basic desktop layout and View : I decided to go with a react app, because I am more familiar and enjoy programming in react than python. I am using Next.js as my router, and MUI to style it"}]...
|
Title: WebOS by @Matthew | Stardance
Devlogs:
I m Title: WebOS by @Matthew | Stardance
Devlogs:
I made the basic desktop layout and View : I decided to go with a react app, because I am more familiar and enjoy programming in react than python. I am using Next.js as my router, and MUI to style it
Apps are now open able and close able
Added an offline detector and final preparations for deployment...
|
1793677932.3190541
|
1794282732.3190541
|
|
65535
|
Mini-Games Slackbot by @kareemwaleed | Stardance
|
kareemwaleed
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T14:15:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot whenever you get bored you can use it it now contains -coin flip -rock , paper ,scissors -dice rolling I also added the cat facts and the joke part from the guide At the begging of the project i didn’t have much knowledge I started reading documentations and I followed the guide I struggled to push the files and to hide the .env but I finally managed to do it i spent way more than an hour but it was on the push and nest steps that was not recorded by hack time also the algorithm of the rock paper scissors and how to do the win, lose and draw with out writing each case one by one using if statements There was also an error in this game that the user may input his choice capitalized which would result an error so I worked to convert this input into small letters to match the statement I wrote and do not have errors I used Ai to add emojis of both the readme and the code to make it a little more fun and i stated that in the description", "repo": "https://github.com/kokx138/Mini-games", "demo": "https://hackclub.enterprise.slack.com/archives/C0C4QJJ2L0Z"}]...
|
[{"post_id": 73610, "ts": "202 [{"post_id": 73610, "ts": "2026-09-25T14:00:26Z", "hours": 1.1914, "text": "I COMPLETED THE SLACK MISSION"}]...
|
Title: Mini-Games Slackbot by @kareemwaleed | Star Title: Mini-Games Slackbot by @kareemwaleed | Stardance
Devlogs:
I COMPLETED THE SLACK MISSION
Ships:
I made a slack bot whenever you get bored you can use it it now contains -coin flip -rock , paper ,scissors -dice rolling I also added the cat facts and the joke part from the guide At the begging of the project i didn’t have much knowledge I started reading documentations and I followed the guide I struggled to push the files and to hide the .env but I finally managed to do it i spent way more than an hour but it was on the push and nest steps that was not recorded by hack time also the algorithm of the rock paper scissors and how to do the win, lose and draw with out writing each case one by one using if statements There was also an error in this game that the user may input his choice capitalized which would result an error so I worked to convert this input into small letters to match the statement I wrote and do not have errors I used Ai to add emojis of both the readme and the code to make it a little more fun and i stated that in the description...
|
1793685358.760895
|
1793771758.760895
|
|
65627
|
AquaOS by @Aqua | Stardance
|
Aqua
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T03:27:42Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made AquaOS, my own web-based OS using HTML, CSS and JavaScript. I added stuff like draggable windows, a terminal, notes, different backgrounds/themes, a live clock and a taskbar. The hardest part was probably getting all the windows and JavaScript stuff to actually work together without breaking something. I’m pretty proud of how the whole thing turned out because . One thing to know when testing it is that you have to double-click the app icons to open them.", "repo": "https://github.com/AquaTheCoder/aquaos", "demo": "https://aquathecoder.github.io/aquaos/"}]...
|
[{"post_id": 73607, "ts": "202 [{"post_id": 73607, "ts": "2026-09-25T13:59:05Z", "hours": 0.5639, "text": "Completed with the whole project (HTML,CSS and JS) with the features required"}, {"post_id": 73584, "ts": "2026-09-25T13:08:11Z", "hours": 1.6125, "text": "Finally done with HTML and CSS, going to be working on the javascript to finish it now!"}, {"post_id": 73540, "ts": "2026-09-25T10:57:59Z", "hours": 0.3553, "text": "Done with setting up repositoriers. I can finally start coding it!"}]...
|
Title: AquaOS by @Aqua | Stardance
Devlogs:
Done Title: AquaOS by @Aqua | Stardance
Devlogs:
Done with setting up repositoriers. I can finally start coding it!
Finally done with HTML and CSS, going to be working on the javascript to finish it now!
Completed with the whole project (HTML,CSS and JS) with the features required
Ships:
I made AquaOS, my own web-based OS using HTML, CSS and JavaScript. I added stuff like draggable windows, a terminal, notes, different backgrounds/themes, a live clock and a taskbar. The hardest part was probably getting all the windows and JavaScript stuff to actually work together without breaking something. I’m pretty proud of how the whole thing turned out because . One thing to know when testing it is that you have to double-click the app icons to open them....
|
1793685366.0703518
|
1793771766.0703518
|
|
65429
|
AI-Agent by @mehtabhawesh094 | Stardance
|
mehtabhawesh094
|
0
|
5.44
|
0
|
[]
|
[{"post_id": 73605, "ts": "202 [{"post_id": 73605, "ts": "2026-09-25T13:52:48Z", "hours": 1.055, "text": "Ok so i have added a feature that it can read text based pdf and summarize it next i will make it capable of reading pdfs with scanned pages too."}, {"post_id": 73179, "ts": "2026-09-24T15:13:56Z", "hours": 4.3872, "text": "First making my agent to do easy task like explaining a topic"}]...
|
Title: AI-Agent by @mehtabhawesh094 | Stardance
D Title: AI-Agent by @mehtabhawesh094 | Stardance
Devlogs:
First making my agent to do easy task like explaining a topic
Ok so i have added a feature that it can read text based pdf and summarize it next i will make it capable of reading pdfs with scanned pages too....
|
1793699769.925911
|
1794304569.925911
|
|
62038
|
bug pad by @AyushKushwaha | Stardance
|
AyushKushwaha
|
0
|
8.89
|
0
|
[]
|
[{"post_id": 73603, "ts": "202 [{"post_id": 73603, "ts": "2026-09-25T13:46:52Z", "hours": 1.1047, "text": "devlog-9 Still working on cad only , many time I forgot to lapse yah , thanks to @Jacube1234 , he helped me a lot and also i learned so many thing from him."}, {"post_id": 71000, "ts": "2026-09-20T05:53:06Z", "hours": 0.8172, "text": "devlog-7 finally completed the cad and also added keycaps , literally it was hard for me but anyhow i took help form my friends nemo and jacube they helped me a lot . many time i forget to lapse my work"}, {"post_id": 69991, "ts": "2026-09-18T06:32:08Z", "hours": 1.585, "text": "devlog-6 I just got to know by @Jacube1234 my pcb was to big , so i redisgned it with guidence with jacube ."}, {"post_id": 69653, "ts": "2026-09-17T14:43:34Z", "hours": 1.6506, "text": "devlog-5 completed the gerber file and completed the simple cad design it is lil bit hard to use fusion for me , and tried watching tutorials and it is still hard for me . also my pc is lil bit lagging in fusion software."}, {"post_id": 69205, "ts": "2026-09-16T16:22:53Z", "hours": 1.2339, "text": "devlog-4 moved the type-c port outside the pcb and also correct the wiring and add all the 3d components . I can’t believe that this all was done by me . . . A special thanks to @Nemo_Donut who helped me a lot."}, {"post_id": 69098, "ts": "2026-09-16T11:25:00Z", "hours": 0.9006, "text": "devlog -3 resolved some important warnings and also learned to add images and text on pcb."}, {"post_id": 68585, "ts": "2026-09-15T11:01:17Z", "hours": 1.1172, "text": "devlog-2 done the structure and, also adjust all the component and wired it . I dont know weather it is correct or not."}, {"post_id": 68473, "ts": "2026-09-15T05:23:10Z", "hours": 0.4836, "text": "devlog-1 finally started hardware , this is my first hardware project , i don’t know any thing just watched a tutorial and asked @Nemo_Donut for help . and then started . I don’t even know weather it is correct or not."}]...
|
Title: bug pad by @AyushKushwaha | Stardance
Devl Title: bug pad by @AyushKushwaha | Stardance
Devlogs:
devlog-1 finally started hardware , this is my first hardware project , i don’t know any thing just watched a tutorial and asked @Nemo_Donut for help . and then started . I don’t even know weather it is correct or not.
devlog-2 done the structure and, also adjust all the component and wired it . I dont know weather it is correct or not.
devlog -3 resolved some important warnings and also learned to add images and text on pcb.
devlog-4 moved the type-c port outside the pcb and also correct the wiring and add all the 3d components . I can’t believe that this all was done by me . . . A special thanks to @Nemo_Donut who helped me a lot.
devlog-5 completed the gerber file and completed the simple cad design it is lil bit hard to use fusion for me , and tried watching tutorials and it is still hard for me . also my pc is lil bit lagging in fusion software.
devlog-6 I just got to know by @Jacube1234 my pcb was to big , so i redisgned it with guidence with jacube .
devlog-7 finally completed the cad and also added keycaps , literally it was hard for me but anyhow i took help form my friends nemo and jacube they helped me a lot . many time i forget to lapse my work
devlog-9 Still working on cad only , many time I forgot to lapse yah , thanks to @Jacube1234 , he helped me a lot and also i learned so many thing from him....
|
1793652705.3619375
|
1794257505.3619375
|
|
45734
|
LaserRay by @jonas_gaden | Stardance
|
jonas_gaden
|
2
|
21.32
|
249
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T22:09:15Z", "hours": 12.0, "multiplier": 11.1, "payout": 129, "blessing": "neutral", "text": "This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}, {"ship_num": 2, "ts": "2026-08-24T22:03:22Z", "hours": 9.0, "multiplier": 12.89, "payout": 120, "blessing": "neutral", "text": "LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}]...
|
[{"post_id": 73602, "ts": "202 [{"post_id": 73602, "ts": "2026-09-25T13:39:28Z", "hours": 0.3169, "text": "I improved the tutorial flow, now saving the tutorial state"}, {"post_id": 73333, "ts": "2026-09-24T21:59:10Z", "hours": 2.5467, "text": "Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …"}, {"post_id": 73068, "ts": "2026-09-24T09:52:51Z", "hours": 1.71, "text": "The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further"}, {"post_id": 72874, "ts": "2026-09-23T22:24:38Z", "hours": 1.2708, "text": "I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab"}, {"post_id": 72791, "ts": "2026-09-23T18:59:51Z", "hours": 1.7267, "text": "I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now"}, {"post_id": 72576, "ts": "2026-09-23T08:31:51Z", "hours": 0.7675, "text": "I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that"}, {"post_id": 72430, "ts": "2026-09-22T22:46:53Z", "hours": 1.9322, "text": "I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working"}, {"post_id": 71951, "ts": "2026-09-21T20:45:42Z", "hours": 1.6481, "text": "I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future."}, {"post_id": 54101, "ts": "2026-08-24T22:00:25Z", "hours": 0.6958, "text": "I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it"}, {"post_id": 54042, "ts": "2026-08-24T20:02:07Z", "hours": 0.8731, "text": "I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh"}, {"post_id": 53978, "ts": "2026-08-24T18:05:36Z", "hours": 1.2856, "text": "I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI"}, {"post_id": 53650, "ts": "2026-08-24T09:44:17Z", "hours": 1.3772, "text": "after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile"}, {"post_id": 53610, "ts": "2026-08-24T07:51:30Z", "hours": 1.0131, "text": "I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels"}, {"post_id": 52936, "ts": "2026-08-23T09:50:19Z", "hours": 2.2358, "text": "I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)"}, {"post_id": 43587, "ts": "2026-08-08T22:43:51Z", "hours": 0.9517, "text": "I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)"}, {"post_id": 43545, "ts": "2026-08-08T21:33:40Z", "hours": 0.8717, "text": "I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app."}]...
|
Title: LaserRay by @jonas_gaden | Stardance
Devlo Title: LaserRay by @jonas_gaden | Stardance
Devlogs:
I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app.
I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)
I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)
I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels
after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile
I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI
I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh
I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it
I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future.
I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working
I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that
I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now
I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab
The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further
Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …
I improved the tutorial flow, now saving the tutorial state
Ships:
LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2
This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next...
|
1793667399.364797
|
1793753799.364797
|
|
9590
|
Awesome Graphing Calculator by @aerith | Stardance
|
aerith
|
0
|
5.76
|
0
|
[]
|
[{"post_id": 7360, "ts": "2026 [{"post_id": 7360, "ts": "2026-06-12T08:23:22Z", "hours": 0.6531, "text": "Made it take up the whole screen instead of just a small portion at the bottom!"}, {"post_id": 6750, "ts": "2026-06-11T09:39:51Z", "hours": 5.1094, "text": "I FINALLY GOT IT TO DRAW A GRID AFTER WAY TOO LONG!! web development using purely WASM is a pain…"}]...
|
Title: Awesome Graphing Calculator by @aerith | St Title: Awesome Graphing Calculator by @aerith | Stardance
Devlogs:
I FINALLY GOT IT TO DRAW A GRID AFTER WAY TOO LONG!! web development using purely WASM is a pain…
Made it take up the whole screen instead of just a small portion at the bottom!...
|
1793364722.023499
|
1793969522.023499
|
|
63126
|
OSINET TOOL by @sarveshwaran_k2008 | Stardance
|
sarveshwaran_k2008
|
0
|
1.12
|
0
|
[]
|
[{"post_id": 73597, "ts": "202 [{"post_id": 73597, "ts": "2026-09-25T13:22:15Z", "hours": 1.1175, "text": "Just a tool that captures open nodes of any website opened by admins,users etc etc"}]...
|
Title: OSINET TOOL by @sarveshwaran_k2008 | Starda Title: OSINET TOOL by @sarveshwaran_k2008 | Stardance
Devlogs:
Just a tool that captures open nodes of any website opened by admins,users etc etc...
|
1793659920.1157389
|
1794264720.1157389
|
|
56216
|
Games with python by @akanksha | Stardance
|
akanksha
|
0
|
2.16
|
0
|
[]
|
[{"post_id": 73587, "ts": "202 [{"post_id": 73587, "ts": "2026-09-25T13:08:43Z", "hours": 2.1569, "text": "Currently working on making a Dodge game with pygame :)"}]...
|
Title: Games with python by @akanksha | Stardance
Title: Games with python by @akanksha | Stardance
Devlogs:
Currently working on making a Dodge game with pygame :)...
|
1793371871.1667938
|
1793976671.1667938
|