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7292
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veridian.study by @OrangJaguar | Stardance
|
OrangJaguar
|
1
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25.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T04:05:21Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a full-stack learning platform that builds personalized study plans from a student’s notes and exam dates, diagnoses exactly why they are getting questions wrong across six failure modes, and serves targeted practice each day using an ever-growing concept knowledge map.", "repo": "https://github.com/OrangJaguar/Veridian", "demo": "https://veridian.study/"}]...
|
[{"post_id": 19729, "ts": "202 [{"post_id": 19729, "ts": "2026-07-01T03:47:49Z", "hours": 24.8344, "text": "Veridian — Devlog 01 Sophomore year I walked into AP Chemistry, AP US History, and AP Psychology on the same schedule and realized for the first time that I had no idea how to actually study. Not in a “I’m lazy” way — I’d just never had to before. A quick review the night before a test was always enough. Nobody told me that was going to stop working until it already had. I tried everything. Re-reading notes felt like going through the motions. YouTube videos felt productive right up until I closed the tab and remembered nothing. Nothing told me whether what I was doing was actually working until the test came back with a number on it, and by then it was too late to change anything. I looked for something better. What I found were tools built for students who already knew how to study. None of them knew my material, my exam date, or which concepts I genuinely didn’t understand versus which ones just needed one more pass. So eventually I just built the thing myself. That’s Veridian . What It Does You upload your notes, a textbook chapter, a study guide — whatever you actually have for your class. Veridian pulls out the knowledge structure inside that material and builds you a Journey : a personalized study plan that figures out what you don’t know, drills you on it, and tells you exactly where you stand before the exam. Not after. The whole system is driven by FSRS , the most accurate spaced repetition algorithm out there, calibrated to your actual exam deadline so your review timing is mathematically optimized. The AI runs on Gemini Flash . And it’s completely free, permanently. Not a launch promotion. The students who need this the most are usually the ones who can’t afford another subscription. How It’s Built This is the part I’ve spent the most time on. Here’s the core architecture: Journeys are the main container. Inside each Journey are Modules , which are individual concept units extracted from your source material. Every Module moves through three stages: Stage A — Learn : A guided Learning Guide walks you through the concept with plain-language explanations, worked examples, and embedded check-in questions after each section. It’s not passive reading — you have to answer something before you move on. Stage B — Practice : AI-generated questions that never repeat. Every session builds new questions from your actual source material, so you’re always being tested on understanding, not card recognition. Stage C — Mastery : Active recall with no scaffolding. This is where you prove you actually know it. Underneath all of it is the FSRS engine deciding exactly when each concept needs to surface again based on your performance history. It’s not random — it’s a mathematical model of how human memory actually works. The Home screen is built around a single question: what should I do right now? Every Journey with something due today shows up as an action card with the activity type, a time estimate, and a single launch button. You open the app and start. That’s it. There’s also a Community Library where students can publish their Journey so others can clone it, plug in their own deadline, and use it. You share the structure — your personal progress and data always stays yours. Tech React + Vite + Tailwind + Zustand + TanStack Query + Base44 for the backend. Gemini Flash for AI. FSRS for scheduling. Full LaTeX rendering throughout for math-heavy subjects. Where It’s At Veridian is currently closed-source . You can sign up for the live public version at veridian.study . Free forever. No paywall, no AI upsell, no premium tier. More devlogs coming as I keep iterating. — Sanskar"}]...
|
Title: veridian.study by @OrangJaguar | Stardance
Title: veridian.study by @OrangJaguar | Stardance
Devlogs:
Veridian — Devlog 01 Sophomore year I walked into AP Chemistry, AP US History, and AP Psychology on the same schedule and realized for the first time that I had no idea how to actually study. Not in a “I’m lazy” way — I’d just never had to before. A quick review the night before a test was always enough. Nobody told me that was going to stop working until it already had. I tried everything. Re-reading notes felt like going through the motions. YouTube videos felt productive right up until I closed the tab and remembered nothing. Nothing told me whether what I was doing was actually working until the test came back with a number on it, and by then it was too late to change anything. I looked for something better. What I found were tools built for students who already knew how to study. None of them knew my material, my exam date, or which concepts I genuinely didn’t understand versus which ones just needed one more pass. So eventually I just built the thing myself. That’s Veridian . What It Does You upload your notes, a textbook chapter, a study guide — whatever you actually have for your class. Veridian pulls out the knowledge structure inside that material and builds you a Journey : a personalized study plan that figures out what you don’t know, drills you on it, and tells you exactly where you stand before the exam. Not after. The whole system is driven by FSRS , the most accurate spaced repetition algorithm out there, calibrated to your actual exam deadline so your review timing is mathematically optimized. The AI runs on Gemini Flash . And it’s completely free, permanently. Not a launch promotion. The students who need this the most are usually the ones who can’t afford another subscription. How It’s Built This is the part I’ve spent the most time on. Here’s the core architecture: Journeys are the main container. Inside each Journey are Modules , which are individual concept units extracted from your source material. Every Module moves through three stages: Stage A — Learn : A guided Learning Guide walks you through the concept with plain-language explanations, worked examples, and embedded check-in questions after each section. It’s not passive reading — you have to answer something before you move on. Stage B — Practice : AI-generated questions that never repeat. Every session builds new questions from your actual source material, so you’re always being tested on understanding, not card recognition. Stage C — Mastery : Active recall with no scaffolding. This is where you prove you actually know it. Underneath all of it is the FSRS engine deciding exactly when each concept needs to surface again based on your performance history. It’s not random — it’s a mathematical model of how human memory actually works. The Home screen is built around a single question: what should I do right now? Every Journey with something due today shows up as an action card with the activity type, a time estimate, and a single launch button. You open the app and start. That’s it. There’s also a Community Library where students can publish their Journey so others can clone it, plug in their own deadline, and use it. You share the structure — your personal progress and data always stays yours. Tech React + Vite + Tailwind + Zustand + TanStack Query + Base44 for the backend. Gemini Flash for AI. FSRS for scheduling. Full LaTeX rendering throughout for math-heavy subjects. Where It’s At Veridian is currently closed-source . You can sign up for the live public version at veridian.study . Free forever. No paywall, no AI upsell, no premium tier. More devlogs coming as I keep iterating. — Sanskar
Ships:
I built a full-stack learning platform that builds personalized study plans from a student’s notes and exam dates, diagnoses exactly why they are getting questions wrong across six failure modes, and serves targeted practice each day using an ever-growing concept knowledge map....
|
1792961386.1582065
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1793047786.1582065
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42422
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vericlean by @omarhossdev | Stardance
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omarhossdev
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0
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0.0
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0
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[]
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[]
|
Title: vericlean by @omarhossdev | Stardance
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1792914562.7412815
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1793778562.7412815
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7298
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verSATile by @mdpham | Stardance
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mdpham
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0
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0.0
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Title: verSATile by @mdpham | Stardance
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1792666345.9625883
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1793271145.9625883
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45148
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veon web by @Veon | Stardance
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Veon
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0
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1.3
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0
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[]
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[{"post_id": 45219, "ts": "202 [{"post_id": 45219, "ts": "2026-08-11T15:34:38Z", "hours": 0.4931, "text": "I added contacts and project details and a photo and it link also the link for git hub all done by not looking at the guide .i am happy about this .and i cant post till 21 .i have 10th exam my study schedule is messed up 13 th is my first exam ."}, {"post_id": 43044, "ts": "2026-08-08T03:07:47Z", "hours": 0.8111, "text": "This is my first software project.Now i only made a simple intruduction and added some of the tags ."}]...
|
Title: veon web by @Veon | Stardance
Devlogs:
Thi Title: veon web by @Veon | Stardance
Devlogs:
This is my first software project.Now i only made a simple intruduction and added some of the tags .
I added contacts and project details and a photo and it link also the link for git hub all done by not looking at the guide .i am happy about this .and i cant post till 21 .i have 10th exam my study schedule is messed up 13 th is my first exam ....
|
1792612396.71199
|
1793217196.71199
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25446
|
velocide by @walker86391 | Stardance
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walker86391
|
0
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0.0
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0
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[]
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Title: velocide by @walker86391 | Stardance
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1792604911.3284774
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1793209711.3284774
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7001
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velcore1null by @pi | Stardance
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pi
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0
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9.68
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0
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[]
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[{"post_id": 3284, "ts": "2026 [{"post_id": 3284, "ts": "2026-06-06T04:24:33Z", "hours": 2.0911, "text": "The MUD is so close to being done! This is a retro terminal themed mini messenger app for my new puzzle game, velcore1null. I just finished adding the ability to navigate between channels, dms, and note pages. This was made in pure HTML, CSS, and JS! Also, I have over 9 hours on this project, but it says 2h 4m will be logged. I don’t fully understand how this works, if someone could explain, that’d be great! Edit: I see, it’s the time since last devlog :)"}, {"post_id": 3089, "ts": "2026-06-06T00:01:15Z", "hours": 5.9883, "text": "The MUD is done! Right now it’s just a static page but I’m working on getting it dynamically updated. Anyways, I think it turned out really well. I tried a new method of designing it by first drawing it in google slides. Also, I want to test a few things in the devlogs, so just ignore this . h1 ##h2 ###h3 this probably won’t work"}, {"post_id": 2471, "ts": "2026-06-04T23:50:14Z", "hours": 0.7183, "text": "Made a cool favicon for velcore1null, my new project. I’m not a very talented artist, any feedback is appreciated!"}, {"post_id": 2431, "ts": "2026-06-04T22:16:38Z", "hours": 0.8831, "text": "Starting a new puzzle game!"}]...
|
Title: velcore1null by @pi | Stardance
Devlogs:
S Title: velcore1null by @pi | Stardance
Devlogs:
Starting a new puzzle game!
Made a cool favicon for velcore1null, my new project. I’m not a very talented artist, any feedback is appreciated!
The MUD is done! Right now it’s just a static page but I’m working on getting it dynamically updated. Anyways, I think it turned out really well. I tried a new method of designing it by first drawing it in google slides. Also, I want to test a few things in the devlogs, so just ignore this . h1 ##h2 ###h3 this probably won’t work
The MUD is so close to being done! This is a retro terminal themed mini messenger app for my new puzzle game, velcore1null. I just finished adding the ability to navigate between channels, dms, and note pages. This was made in pure HTML, CSS, and JS! Also, I have over 9 hours on this project, but it says 2h 4m will be logged. I don’t fully understand how this works, if someone could explain, that’d be great! Edit: I see, it’s the time since last devlog :)...
|
1792554873.1900797
|
1793159673.1900797
|
|
183
|
vejas.zip by @vejas | Stardance
|
vejas
|
0
|
10.65
|
0
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[]
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[{"post_id": 7349, "ts": "2026 [{"post_id": 7349, "ts": "2026-06-12T08:02:58Z", "hours": 3.4861, "text": "Loads of changes and a new contact form!! Contact Page So, on my previous site, I had a contact form that would send me a message on Slack when somebody filled it out. This time, I was thinking that it would be much easier to just have the messages come as emails straight into my inbox! I used Resend to easily send POST requests that would then send an email to me with the filled out form. I honestly wasn’t able to decide, or think of a cool design so i kinda went for my previous design, and made it more modern looking by using elements like shadcn/ui buttons with lucide icons. I added a link section with links to my socials and where people can find me on the right side of the page, (i’m pretty sure some of the links are still empty lol) and used had a huge headache with the icons. Since I have started using CloudFlare CDN, I wanted to host all the assets over there for caching stuff. This is a good idea, but it kinda didn’t work for svg icons. I would always use lucide icons since they look great, but they don’t have brand icons like discord or slack, which is why I had to find svg icons of those brands. I currently have the icons hardcoded into the page, but I will probably transfer them to the CDN at some point. The rest included a bunch of small UI tweaks and things like that. I have yet to make the About page, the Guestbook and the blog, but I think progress is good! Changelog added simple headings for pages that didn’t have them, added a contact form, that sends emails to me ( a8ccf63 ) fix maybe? ( 9331357 ) more tiny changes ( 861709b ) clumsy me ( 3ee4c63 ) couple quick fixes ( 53c74c6 )"}, {"post_id": 6271, "ts": "2026-06-10T15:17:14Z", "hours": 3.1886, "text": "I build the projects page I used markdown files to keep records of the projects and display them on the page, so each card can look similar but have diff content. I’m making the cards open a popup with a longer description about each project which is located in each respective md file. It was pretty hard to set everything up correctly, but I got it working in the end. I am trying to add a ‘blueprint’ (as in the YSWS) variant to the button element im using from shadcn/ui and lowk failing bcs ive forgotten how to use tailwind custom colour classes. Bugs The description text in the popout card, is stuck in dark mode so the text is still white in light mode as well."}, {"post_id": 5498, "ts": "2026-06-09T09:37:51Z", "hours": 1.2078, "text": "I started work on the website!! So, the first thing I did, was create the navbar, to make life easier in the future. Having already made the entire desing in Figma, is making the process of coding SOOO much easier! I have a clear plan of what I want to implement and how I want things to look, which really helps me. I imported the hero section from the figma and stuck that dead center on the page, which looks pretty good I’d say, the sides are a little plain but I will have stickers that people will be able to drag around. Plan create the section under the hero section design about page design contact page brainstorm and think about projects page host on cloudflare I’d say that was a pretty good hour of work."}, {"post_id": 4520, "ts": "2026-06-07T21:12:36Z", "hours": 2.7708, "text": "Design in Figma Link to figma page I layed the whole thing out (not yet done) on my figma, so that I would have a clear plan for this version. I also learned how to use autolayout and I hope that that will make it easier to layout in the future, when I start coding the site. My design process So this time around, I wanted to polish my site, and give it a nice modern look. This time, I will be using big headings and a nice font, for a nice modern, clean aesthetic, for all my stuff to live on. I am planning to keep the fun aspect with the guestbook, and i will be adding things like stickers on the homepage to make it fun. This is also so that the site looks good to formal ppl and that i can get a job someday. The guestbook I was browsing the interwebs one day, when I came across Ky Decker’s Guestbook which really caught my eye. I have a guestbook in place on my old page but now that I’m redesigning, I thought that making a super nice guestbook would be the way. I’m opting to make a postcard design that I got inspired from Ky.fyi since I feel like the postcards that I have made will really let people express themselves. I also got started by setting up the astro site with installing shadcn/ui so that I could benefit from the rrly nice UI components they provide."}]...
|
Title: vejas.zip by @vejas | Stardance
Devlogs:
D Title: vejas.zip by @vejas | Stardance
Devlogs:
Design in Figma Link to figma page I layed the whole thing out (not yet done) on my figma, so that I would have a clear plan for this version. I also learned how to use autolayout and I hope that that will make it easier to layout in the future, when I start coding the site. My design process So this time around, I wanted to polish my site, and give it a nice modern look. This time, I will be using big headings and a nice font, for a nice modern, clean aesthetic, for all my stuff to live on. I am planning to keep the fun aspect with the guestbook, and i will be adding things like stickers on the homepage to make it fun. This is also so that the site looks good to formal ppl and that i can get a job someday. The guestbook I was browsing the interwebs one day, when I came across Ky Decker’s Guestbook which really caught my eye. I have a guestbook in place on my old page but now that I’m redesigning, I thought that making a super nice guestbook would be the way. I’m opting to make a postcard design that I got inspired from Ky.fyi since I feel like the postcards that I have made will really let people express themselves. I also got started by setting up the astro site with installing shadcn/ui so that I could benefit from the rrly nice UI components they provide.
I started work on the website!! So, the first thing I did, was create the navbar, to make life easier in the future. Having already made the entire desing in Figma, is making the process of coding SOOO much easier! I have a clear plan of what I want to implement and how I want things to look, which really helps me. I imported the hero section from the figma and stuck that dead center on the page, which looks pretty good I’d say, the sides are a little plain but I will have stickers that people will be able to drag around. Plan create the section under the hero section design about page design contact page brainstorm and think about projects page host on cloudflare I’d say that was a pretty good hour of work.
I build the projects page I used markdown files to keep records of the projects and display them on the page, so each card can look similar but have diff content. I’m making the cards open a popup with a longer description about each project which is located in each respective md file. It was pretty hard to set everything up correctly, but I got it working in the end. I am trying to add a ‘blueprint’ (as in the YSWS) variant to the button element im using from shadcn/ui and lowk failing bcs ive forgotten how to use tailwind custom colour classes. Bugs The description text in the popout card, is stuck in dark mode so the text is still white in light mode as well.
Loads of changes and a new contact form!! Contact Page So, on my previous site, I had a contact form that would send me a message on Slack when somebody filled it out. This time, I was thinking that it would be much easier to just have the messages come as emails straight into my inbox! I used Resend to easily send POST requests that would then send an email to me with the filled out form. I honestly wasn’t able to decide, or think of a cool design so i kinda went for my previous design, and made it more modern looking by using elements like shadcn/ui buttons with lucide icons. I added a link section with links to my socials and where people can find me on the right side of the page, (i’m pretty sure some of the links are still empty lol) and used had a huge headache with the icons. Since I have started using CloudFlare CDN, I wanted to host all the assets over there for caching stuff. This is a good idea, but it kinda didn’t work for svg icons. I would always use lucide icons since they look great, but they don’t have brand icons like discord or slack, which is why I had to find svg icons of those brands. I currently have the icons hardcoded into the page, but I will probably transfer them to the CDN at some point. The rest included a bunch of small UI tweaks and things like that. I have yet to make the About page, the Guestbook and the blog, but I think progress is good! Changelog added simple headings for pages that didn’t have them, added a contact form, that sends emails to me ( a8ccf63 ) fix maybe? ( 9331357 ) more tiny changes ( 861709b ) clumsy me ( 3ee4c63 ) couple quick fixes ( 53c74c6 )...
|
1792727707.9573631
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1793332507.9573631
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67624
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vedh by @vedhsharma640 | Stardance
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vedhsharma640
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0
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0.0
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0
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[]
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[]
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Title: vedh by @vedhsharma640 | Stardance
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1792468149.5912998
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1793072949.5912998
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49162
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ved by @VedHedaoo | Stardance
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VedHedaoo
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[]
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Title: ved by @VedHedaoo | Stardance
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1792580100.7893505
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1793184900.7893505
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65314
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vector by @itzprodhosh | Stardance
|
itzprodhosh
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T05:54:03Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "soo vector is a student task management app this is a really coool ui and minimalist app that i did it only has the essential features a student needs of course we can do lot of integrations, more pages etc but i feel we dont do it consistently in such apps made using nextjs, typescript, zustand, resend, supabase lemme know ur thoughts", "repo": "https://github.com/prodhosh/vector", "demo": "https://vector.prodhosh.me"}]...
|
[{"post_id": 72993, "ts": "202 [{"post_id": 72993, "ts": "2026-09-24T05:51:03Z", "hours": 7.1556, "text": "ive built the dashboard, initialzed the components etc and worked on these 3 pages again my main goal is to keep these app as mimalistic and only the essential features only in here"}]...
|
Title: vector by @itzprodhosh | Stardance
Devlogs Title: vector by @itzprodhosh | Stardance
Devlogs:
ive built the dashboard, initialzed the components etc and worked on these 3 pages again my main goal is to keep these app as mimalistic and only the essential features only in here
Ships:
soo vector is a student task management app this is a really coool ui and minimalist app that i did it only has the essential features a student needs of course we can do lot of integrations, more pages etc but i feel we dont do it consistently in such apps made using nextjs, typescript, zustand, resend, supabase lemme know ur thoughts...
|
1792965161.8847692
|
1793051561.8847692
|
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51425
|
vector by @akul | Stardance
|
akul
|
0
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0.0
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0
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[]
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[]
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Title: vector by @akul | Stardance
|
1792669956.100077
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1793274756.100077
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27521
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vecrem9s os by @FZN | Stardance
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FZN
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0
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0.0
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[]
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[]
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Title: vecrem9s os by @FZN | Stardance
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1792489823.4087152
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1793094623.4087152
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33145
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vaultsync by @mehar | Stardance
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mehar
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0
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0.0
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[]
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[]
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Title: vaultsync by @mehar | Stardance
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1792810061.3363016
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40464
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vault by @onyxtheone | Stardance
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onyxtheone
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0
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2.35
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0
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[]
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[{"post_id": 35814, "ts": "202 [{"post_id": 35814, "ts": "2026-07-27T14:23:30Z", "hours": 2.3453, "text": "v1.0.0 — initial release vault started as a handful of lines wrapping gocryptfs init/mount/umount because typing out crypt/plain paths by hand every time got old fast. This release rounds it into something actually usable day to day: status and list for checking what’s mounted without guessing, install so it can bootstrap itself onto a fresh machine straight from a wget | sh one-liner, and enough guardrails (init-before-mount checks, name validation, fusermount3/fusermount fallback) that it fails with a clear message instead of a confusing one. It doesn’t do anything gocryptfs itself doesn’t already do, it just removes the friction of remembering directory conventions across however many vaults pile up over time."}]...
|
Title: vault by @onyxtheone | Stardance
Devlogs:
Title: vault by @onyxtheone | Stardance
Devlogs:
v1.0.0 — initial release vault started as a handful of lines wrapping gocryptfs init/mount/umount because typing out crypt/plain paths by hand every time got old fast. This release rounds it into something actually usable day to day: status and list for checking what’s mounted without guessing, install so it can bootstrap itself onto a fresh machine straight from a wget | sh one-liner, and enough guardrails (init-before-mount checks, name validation, fusermount3/fusermount fallback) that it fails with a clear message instead of a confusing one. It doesn’t do anything gocryptfs itself doesn’t already do, it just removes the friction of remembering directory conventions across however many vaults pile up over time....
|
1792885946.4285543
|
1793749946.4285543
|
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48554
|
vasht by @vash62347 | Stardance
|
vash62347
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0
|
0.63
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0
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[]
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[{"post_id": 60785, "ts": "202 [{"post_id": 60785, "ts": "2026-09-03T11:41:52Z", "hours": 0.6261, "text": "I am working on AllPulse , a self hosted uptime and service monitoring platform. I successfully setup my ide and installed all the required extensions and worked upon the architecture of AllPullse. I am new to the world of programming and it is a fun way to learn and simultaneously build projects that allow you to showcase what you know"}]...
|
Title: vasht by @vash62347 | Stardance
Devlogs:
I Title: vasht by @vash62347 | Stardance
Devlogs:
I am working on AllPulse , a self hosted uptime and service monitoring platform. I successfully setup my ide and installed all the required extensions and worked upon the architecture of AllPullse. I am new to the world of programming and it is a fun way to learn and simultaneously build projects that allow you to showcase what you know...
|
1792558264.5963686
|
1793163064.5963686
|
|
57265
|
vansh-ai_for desktop by @GAMERZVANSH | Stardance
|
GAMERZVANSH
|
0
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6.75
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0
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[]
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[{"post_id": 59875, "ts": "202 [{"post_id": 59875, "ts": "2026-09-01T21:16:13Z", "hours": 6.7489, "text": "I am working on Vansh, a cross-platform Python voice assistant inspired by Jarvis. It is designed to run on Windows, macOS, and Linux and can respond to voice commands after detecting the wake word “Vansh.” The project includes features such as speech recognition, natural-sounding text-to-speech, telling the time and date, opening websites and applications, and remote control through a REST API. I am building it in a modular way using Python, with separate components for speech-to-text, text-to-speech, configuration, command handling, and the remote server."}]...
|
Title: vansh-ai_for desktop by @GAMERZVANSH | Star Title: vansh-ai_for desktop by @GAMERZVANSH | Stardance
Devlogs:
I am working on Vansh, a cross-platform Python voice assistant inspired by Jarvis. It is designed to run on Windows, macOS, and Linux and can respond to voice commands after detecting the wake word “Vansh.” The project includes features such as speech recognition, natural-sounding text-to-speech, telling the time and date, opening websites and applications, and remote control through a REST API. I am building it in a modular way using Python, with separate components for speech-to-text, text-to-speech, configuration, command handling, and the remote server....
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1792698770.4037473
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1793303570.4037473
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30073
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vamp by @e__l | Stardance
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e__l
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1
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5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T00:47:10Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a Vampire Survivors-inspired game! First time building something like this, so it was a challenge. Visuals are simple, but it runs. If you spot any bugs, let me know I’d love to improve it", "repo": "https://github.com/satvikIsGoingMental/idk", "demo": "https://mrcheese2009.itch.io/vamp-2"}]...
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[{"post_id": 33236, "ts": "202 [{"post_id": 33236, "ts": "2026-07-22T23:35:17Z", "hours": 5.1925, "text": "Vampire Survivor-like HTML game."}]...
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Title: vamp by @e__l | Stardance
Devlogs:
Vampire Title: vamp by @e__l | Stardance
Devlogs:
Vampire Survivor-like HTML game.
Ships:
Made a Vampire Survivors-inspired game! First time building something like this, so it was a challenge. Visuals are simple, but it runs. If you spot any bugs, let me know I’d love to improve it...
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1792961509.7093275
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1793047909.7093275
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59731
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valowkey by @klein | Stardance
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klein
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0
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0.0
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0
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[]
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[]
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Title: valowkey by @klein | Stardance
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1792421469.0737715
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1793026269.0737715
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20206
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valOS by @valentine | Stardance
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valentine
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0
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4.46
|
0
|
[]
|
[{"post_id": 10136, "ts": "202 [{"post_id": 10136, "ts": "2026-06-16T18:56:08Z", "hours": 4.4611, "text": "I worked on getting many things setup, like the basics of window management and movement. I also added login/logoff sounds. The settings app is pretty half-baked as of current but hey, it’s a work in progress."}]...
|
Title: valOS by @valentine | Stardance
Devlogs:
I Title: valOS by @valentine | Stardance
Devlogs:
I worked on getting many things setup, like the basics of window management and movement. I also added login/logoff sounds. The settings app is pretty half-baked as of current but hey, it’s a work in progress....
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1792770510.4602196
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1793375310.4602196
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47125
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vaiskiainen-bot by @vaiskiainen | Stardance
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vaiskiainen
|
0
|
0.8
|
0
|
[]
|
[{"post_id": 45911, "ts": "202 [{"post_id": 45911, "ts": "2026-08-12T17:54:11Z", "hours": 0.2858, "text": "Added an embed and buttons I added an embed and buttons to commands in my personal Discord bot"}, {"post_id": 45858, "ts": "2026-08-12T16:10:14Z", "hours": 0.5131, "text": "Basic bot + slash command working I got the basic structure and a slash command working for my Discord Bot"}]...
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Title: vaiskiainen-bot by @vaiskiainen | Stardance Title: vaiskiainen-bot by @vaiskiainen | Stardance
Devlogs:
Basic bot + slash command working I got the basic structure and a slash command working for my Discord Bot
Added an embed and buttons I added an embed and buttons to commands in my personal Discord bot...
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1792889403.863726
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1793753403.863726
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46711
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vaiskiOS by @vaiskiainen | Stardance
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vaiskiainen
|
1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T19:16:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VaiskiOS V1 I finished my first WebOS! Features: Welcome page Notes Weather Windows Top & Bottom docks", "repo": "https://github.com/Vaiskiainen/vaiskios", "demo": "https://vaiskios.pages.dev"}]...
|
[{"post_id": 45355, "ts": "202 [{"post_id": 45355, "ts": "2026-08-11T19:11:49Z", "hours": 0.4706, "text": "Bottom dock added!"}, {"post_id": 45182, "ts": "2026-08-11T14:35:02Z", "hours": 0.3756, "text": "Made a weather app!"}, {"post_id": 45158, "ts": "2026-08-11T13:55:38Z", "hours": 0.4758, "text": "Notes working!"}, {"post_id": 45143, "ts": "2026-08-11T13:23:44Z", "hours": 1.0994, "text": "Basic OS Working! Now it’s time to create apps"}]...
|
Title: vaiskiOS by @vaiskiainen | Stardance
Devlo Title: vaiskiOS by @vaiskiainen | Stardance
Devlogs:
Basic OS Working! Now it’s time to create apps
Notes working!
Made a weather app!
Bottom dock added!
Ships:
VaiskiOS V1 I finished my first WebOS! Features: Welcome page Notes Weather Windows Top & Bottom docks...
|
1792878619.9219766
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1793742619.9219766
|
|
54742
|
vael by @shailesh | Stardance
|
|
0
|
2.73
|
0
|
[]
|
[{"post_id": 55464, "ts": "202 [{"post_id": 55464, "ts": "2026-08-27T10:18:03Z", "hours": 1.1972, "text": "made the pcb and figured out the bom"}, {"post_id": 55193, "ts": "2026-08-26T18:26:51Z", "hours": 1.5333, "text": "made the schematic for the fc"}]...
|
Title: vael by @shailesh | Stardance
Devlogs:
mad Title: vael by @shailesh | Stardance
Devlogs:
made the schematic for the fc
made the pcb and figured out the bom...
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1792939867.1058316
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1793803867.1058316
|
|
56326
|
vaderapp by @nazaryaalireza | Stardance
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nazaryaalireza
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: vaderapp by @nazaryaalireza | Stardance
|
1792658883.9062872
|
1793263683.9062872
|
|
7810
|
v8 n-day research by @satvikhardat | Stardance
|
satvikhardat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: v8 n-day research by @satvikhardat | Starda Title: v8 n-day research by @satvikhardat | Stardance...
|
1792943447.4026845
|
1793807447.4026845
|
|
16211
|
uwuOS by @blazfoxx | Stardance
|
blazfoxx
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T23:42:44Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A fully working OS with a music player, video feed, drawing app, etc… Has a cool load in asking your name and remembers it when you login next time. It also has an idle screen!", "repo": "https://github.com/blazfxx/uwuOS", "demo": "https://uwu-os.vercel.app/"}]...
|
[{"post_id": 13965, "ts": "202 [{"post_id": 13965, "ts": "2026-06-22T22:31:10Z", "hours": 4.765, "text": "devlog 6 spotlight search: weather app: pulls real weather from open-meteo (free, no api key). asks for ur location, shows temp, condition, high low and wind. falls back to new york if u dont allow location backgrounds: u can paste an image url in settings now and itll become ur wallpaper mobile support, hopefully u can drag the dock icons to reorder them now music player :)"}, {"post_id": 7839, "ts": "2026-06-13T02:26:44Z", "hours": 2.2592, "text": "devlog 5 added: widgets idle screen added with a clock settings: the wallpaper picker. u can: pick a background color from swatches or go custom with a color picker change how long before the idle screen kicks in (30s to 5 min, or never) make the idle clock small medium or large toggle the date and the hint text on the idle screen give the idle screen its own background change ur name everything saves so its all still how u left it when u come back todo for next time: remember open windows and positions on refresh music player maybe idle screen wallpapers instead of just colors"}, {"post_id": 7426, "ts": "2026-06-12T11:31:10Z", "hours": 2.3217, "text": "devlog #4 big one today. built a whole shorts app and gave the OS a memory shorts: its like tiktok but in my OS lol. it pulls actual live videos from youtube channels i picked (carterpcs, yahya alhihi, miwu science) thru their rss feeds. hid all the ugly yt player controls so it just loops clean like a real short I also added GLOBAL likes. found a free counter api so when someone likes a video, everyone who visits the site sees that count go up. u also cant relike stuff bc ur device gets remembered. theres comments too with a slide up panel, and an add button where u can paste any shorts link and itll join ur feed the OS knows who u are now. first time u load in it asks “what should we call you” on its own lil screen after boot, and next time it goes “Welcome back, [name]… UwU~” which I rly like lol comments post as name#tag (like discord) so if two people are both named alex they dont get mixed up also: updated the welcome window with my actual pfp and about me (entrepreneur surviving school, saving for a mac mini yeah yeah) videos pause when u close the window now bugs ig yt embeds kept playing audio after closing the window. used postMessage pauseVideo my html edit broke the sketch icon and my desktop exploded lol todo for next time: remember open windows and positions on refresh custom wallpaper picker (still lol) maybe a music player"}, {"post_id": 7161, "ts": "2026-06-11T23:17:53Z", "hours": 1.0842, "text": "day 2 notes actually save now. used cookies so when u refresh ur notes are still there. made a dock windows are resizable now too todo for next time: more apps custom wallpaper picker"}, {"post_id": 6790, "ts": "2026-06-11T11:33:30Z", "hours": 3.8922, "text": "uwuOS dev log day 1 ok so today i started building my own OS in the browser… ig made a boot screen first with a little loading bar that fills up fake progress lol. got windows working too. you can drag them around by the header which was lowkey the hardest part. also made them stack properly so when you click one it comes to the front. apps so far: welcome screen (links to my github, blazfxx) notes app where u can type stuff and add it to a list about window that does basically nothing but it looks official went with a dark theme bugs ig close button wasnt clickable bc the drag code was eating the clicks. fixed it clock kept was not clocking todo for next time: save notes so they dont disappear on refresh maybe a dock at the bottom resizing windows Accidently ended up spending a lot of time redoing the UI like non stop…. yeah im horrible with UIs 🌹"}]...
|
Title: uwuOS by @blazfoxx | Stardance
Devlogs:
uw Title: uwuOS by @blazfoxx | Stardance
Devlogs:
uwuOS dev log day 1 ok so today i started building my own OS in the browser… ig made a boot screen first with a little loading bar that fills up fake progress lol. got windows working too. you can drag them around by the header which was lowkey the hardest part. also made them stack properly so when you click one it comes to the front. apps so far: welcome screen (links to my github, blazfxx) notes app where u can type stuff and add it to a list about window that does basically nothing but it looks official went with a dark theme bugs ig close button wasnt clickable bc the drag code was eating the clicks. fixed it clock kept was not clocking todo for next time: save notes so they dont disappear on refresh maybe a dock at the bottom resizing windows Accidently ended up spending a lot of time redoing the UI like non stop…. yeah im horrible with UIs 🌹
day 2 notes actually save now. used cookies so when u refresh ur notes are still there. made a dock windows are resizable now too todo for next time: more apps custom wallpaper picker
devlog #4 big one today. built a whole shorts app and gave the OS a memory shorts: its like tiktok but in my OS lol. it pulls actual live videos from youtube channels i picked (carterpcs, yahya alhihi, miwu science) thru their rss feeds. hid all the ugly yt player controls so it just loops clean like a real short I also added GLOBAL likes. found a free counter api so when someone likes a video, everyone who visits the site sees that count go up. u also cant relike stuff bc ur device gets remembered. theres comments too with a slide up panel, and an add button where u can paste any shorts link and itll join ur feed the OS knows who u are now. first time u load in it asks “what should we call you” on its own lil screen after boot, and next time it goes “Welcome back, [name]… UwU~” which I rly like lol comments post as name#tag (like discord) so if two people are both named alex they dont get mixed up also: updated the welcome window with my actual pfp and about me (entrepreneur surviving school, saving for a mac mini yeah yeah) videos pause when u close the window now bugs ig yt embeds kept playing audio after closing the window. used postMessage pauseVideo my html edit broke the sketch icon and my desktop exploded lol todo for next time: remember open windows and positions on refresh custom wallpaper picker (still lol) maybe a music player
devlog 5 added: widgets idle screen added with a clock settings: the wallpaper picker. u can: pick a background color from swatches or go custom with a color picker change how long before the idle screen kicks in (30s to 5 min, or never) make the idle clock small medium or large toggle the date and the hint text on the idle screen give the idle screen its own background change ur name everything saves so its all still how u left it when u come back todo for next time: remember open windows and positions on refresh music player maybe idle screen wallpapers instead of just colors
devlog 6 spotlight search: weather app: pulls real weather from open-meteo (free, no api key). asks for ur location, shows temp, condition, high low and wind. falls back to new york if u dont allow location backgrounds: u can paste an image url in settings now and itll become ur wallpaper mobile support, hopefully u can drag the dock icons to reorder them now music player :)
Ships:
A fully working OS with a music player, video feed, drawing app, etc… Has a cool load in asking your name and remembers it when you login next time. It also has an idle screen!...
|
1792975830.5322871
|
1793062230.5322871
|
|
68363
|
uuuuuuummmmmmmmm by @Allura | Stardance
|
Allura
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: uuuuuuummmmmmmmm by @Allura | Stardance
|
1792471832.7404258
|
1793076632.7404258
|
|
29918
|
utilted by @Hamuz | Stardance
|
Hamuz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: utilted by @Hamuz | Stardance
|
1792587208.6725
|
1793451208.6725
|
|
29042
|
utilPad by @Huseyin | Stardance
|
Huseyin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: utilPad by @Huseyin | Stardance
|
1792925416.1270053
|
1793789416.1270053
|
|
69970
|
uselessshitidoforfun by @geg | Stardance
|
geg
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T23:54:08Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "its a lot of stuff, like basically stuff i code when i have nothing to do. this took SO LONG i cant post a screenshot, as there are like 7 things in there. go check out the repo and maybe try them for yourself?", "repo": "https://github.com/greg-webdev/useless-shit-i-do-for-fun/", "demo": "https://greg-webdev.github.io/useless-shit-i-do-for-fun/"}]...
|
[{"post_id": 81910, "ts": "202 [{"post_id": 81910, "ts": "2026-10-22T23:39:45Z", "hours": 9.4431, "text": "i made casio apps to play games on my calculator!!!"}, {"post_id": 81454, "ts": "2026-10-21T10:41:07Z", "hours": 3.1789, "text": "i have done something."}, {"post_id": 80667, "ts": "2026-10-18T13:13:07Z", "hours": 2.0983, "text": "idk some stuff"}, {"post_id": 80083, "ts": "2026-10-16T05:46:35Z", "hours": 0.2744, "text": "made file copier for vscode extentiom"}, {"post_id": 80075, "ts": "2026-10-16T05:13:54Z", "hours": 4.7389, "text": "fixing mod"}]...
|
Title: uselessshitidoforfun by @geg | Stardance
D Title: uselessshitidoforfun by @geg | Stardance
Devlogs:
fixing mod
made file copier for vscode extentiom
idk some stuff
i have done something.
i made casio apps to play games on my calculator!!!
Ships:
its a lot of stuff, like basically stuff i code when i have nothing to do. this took SO LONG i cant post a screenshot, as there are like 7 things in there. go check out the repo and maybe try them for yourself?...
|
1792957898.9838786
|
1793044298.9838786
|
|
50573
|
uselessOS by @k | Stardance
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k
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: uselessOS by @k | Stardance
|
1792634032.1039953
|
1793238832.1039953
|
|
39278
|
usefull web app by @Abel-Yitbarek | Stardance
|
Abel-Yitbarek
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0
|
0.0
|
0
|
[]
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[]
|
Title: usefull web app by @Abel-Yitbarek | Stardan Title: usefull web app by @Abel-Yitbarek | Stardance...
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1792616093.6718423
|
1793220893.6718423
|
|
56470
|
useful hackpad by @msoloho | Stardance
|
msoloho
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: useful hackpad by @msoloho | Stardance
|
1792666050.8984034
|
1793270850.8984034
|
|
52013
|
usb rubber ducky by @Parth6370 | Stardance
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Parth6370
|
0
|
0.0
|
0
|
[]
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[]
|
Title: usb rubber ducky by @Parth6370 | Stardance
|
1792694842.8348942
|
1793299642.8348942
|
|
25185
|
urteles.github.io by @Urtex | Stardance
|
Urtex
|
0
|
0.0
|
0
|
[]
|
[]
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Title: urteles.github.io by @Urtex | Stardance
|
1792695009.3450623
|
1793299809.3450623
|
|
59362
|
urlCat by @AloneAlex | Stardance
|
AloneAlex
|
0
|
4.34
|
0
|
[]
|
[{"post_id": 67649, "ts": "202 [{"post_id": 67649, "ts": "2026-09-13T20:06:19Z", "hours": 0.6139, "text": "embed fixing is now working too! Here’s the results:"}, {"post_id": 66654, "ts": "2026-09-12T14:43:53Z", "hours": 1.3778, "text": "Managed to get url tracker removing to work! It is an extension to String and you can just do string.clean(arrrayWithTrackingIdentifiers). Worked perfectly for single-tracker links, took me a bit longer to get it right for stuff with more trackers, but that’s what tests are for, right? Everything passes now :)"}, {"post_id": 64172, "ts": "2026-09-08T12:10:04Z", "hours": 1.4617, "text": "Made this amazing popup by remixing code from https://github.com/bestK1ngArthur/nothing-bar !"}, {"post_id": 63757, "ts": "2026-09-07T18:32:10Z", "hours": 0.8817, "text": "Figured out how to do menubar apps (“agents” as the docs call it) with SwiftUI and made a basic ui to start with. No logic done yet at all"}]...
|
Title: urlCat by @AloneAlex | Stardance
Devlogs:
Title: urlCat by @AloneAlex | Stardance
Devlogs:
Figured out how to do menubar apps (“agents” as the docs call it) with SwiftUI and made a basic ui to start with. No logic done yet at all
Made this amazing popup by remixing code from https://github.com/bestK1ngArthur/nothing-bar !
Managed to get url tracker removing to work! It is an extension to String and you can just do string.clean(arrrayWithTrackingIdentifiers). Worked perfectly for single-tracker links, took me a bit longer to get it right for stuff with more trackers, but that’s what tests are for, right? Everything passes now :)
embed fixing is now working too! Here’s the results:...
|
1792795909.8378348
|
1793400709.8378348
|
|
9016
|
url-tools slack bot by @crazydave | Stardance
|
|
1
|
2.1
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T13:30:07Z", "hours": 1.0, "multiplier": 2.98, "payout": 4, "blessing": "neutral", "text": "I made a slack bot that lets you shorten URLs and turn text or URLs into QR codes. I followed the slack bot tutorial and the shortened urls are generated by is.gd and the QR codes are generated by a free api.", "repo": "https://github.com/rufus-gh/slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 18484, "ts": "202 [{"post_id": 18484, "ts": "2026-06-29T17:25:00Z", "hours": 0.4631, "text": "Added a longer delay before it times out so hopefully that fixes the errors that have been stopping it from getting approved."}, {"post_id": 16147, "ts": "2026-06-26T07:37:02Z", "hours": 0.6417, "text": "I switched to using my own url shortener as the other api’s weren’t working with slack (so my ship got rejected, should be fixed now), it kept on timing out on the response so it would just send an error message. I used the url shortening from my other projecting and just wrote a small bit of code to have an api for short url creation. I then set it up with nest again and it took forever to get the Nest server working as for some reason the internet connection on the nest would just randomly stop working so the bot wouldn’t work either."}, {"post_id": 15641, "ts": "2026-06-25T13:10:51Z", "hours": 1.4167, "text": "Added bot commands to create QR codes as well as url shortening. I was trying to create the QR generation myself using an npm package but I couldn’t figure out how to send an image from a “data:” url so I instead switched to a free API, and I did the same for the url shortening. I also tried to host it using vercel but it didn’t work so I instead switched to using the hack club nest. Feel free to try it out with this on the slack: /url-tools-help ."}]...
|
Title: url-tools slack bot by @crazydave | Stardan Title: url-tools slack bot by @crazydave | Stardance
Devlogs:
Added bot commands to create QR codes as well as url shortening. I was trying to create the QR generation myself using an npm package but I couldn’t figure out how to send an image from a “data:” url so I instead switched to a free API, and I did the same for the url shortening. I also tried to host it using vercel but it didn’t work so I instead switched to using the hack club nest. Feel free to try it out with this on the slack: /url-tools-help .
I switched to using my own url shortener as the other api’s weren’t working with slack (so my ship got rejected, should be fixed now), it kept on timing out on the response so it would just send an error message. I used the url shortening from my other projecting and just wrote a small bit of code to have an api for short url creation. I then set it up with nest again and it took forever to get the Nest server working as for some reason the internet connection on the nest would just randomly stop working so the bot wouldn’t work either.
Added a longer delay before it times out so hopefully that fixes the errors that have been stopping it from getting approved.
Ships:
I made a slack bot that lets you shorten URLs and turn text or URLs into QR codes. I followed the slack bot tutorial and the shortened urls are generated by is.gd and the QR codes are generated by a free api....
|
1793008415.3619645
|
1793094815.3619645
|
|
57017
|
upyouwake by @suvyakthacharya | Stardance
|
suvyakthacharya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: upyouwake by @suvyakthacharya | Stardance
|
1792688023.8163126
|
1793292823.8163126
|
|
53666
|
upside-down welcome page by @Ggiver | Stardance
|
Ggiver
|
0
|
0.0
|
0
|
[]
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[]
|
Title: upside-down welcome page by @Ggiver | Stard Title: upside-down welcome page by @Ggiver | Stardance...
|
1792756369.7358513
|
1793361169.7358513
|
|
29700
|
unwanted traffic by @hen | Stardance
|
hen
|
0
|
69.22
|
0
|
[]
|
[{"post_id": 76335, "ts": "202 [{"post_id": 76335, "ts": "2026-10-03T07:34:30Z", "hours": 9.0322, "text": "DEVLOG 13 Sprites and stuff Not much to say here. Aside from game balancing, I’m starting to draw out sprites for the game in order to make it more appealing to the players and for whoever is looking at the devlog. Yeah I see you. If you’re curious, I’m drawing all of the sprites myself on Clip Studio Paint, and the linework/coloring will be largely inspired by flash-era games like Alien Hominid and Castle Crashers. (But I can’t draw that well…) Timelapses should be on Lapse if you’re interested. https://lapse.hackclub.com/user/@hen Stick around… again!"}, {"post_id": 74712, "ts": "2026-09-28T01:37:33Z", "hours": 8.9883, "text": "DEVLOG 12 harry potter or something I’ve said this line in a number of devlogs before, but… BLOOD is meant to be both a currency and health, in order to increase the risk in decision making. In this wave of updates, I added abilities, which consume BLOOD but deal massive amounts of damage. Later abilities also grant movement. – Using an ability takes up both your health and currency for future upgrades, but in return you can kill enemies or clusters of enemies for a greater net payout. It can also be used to get out of bad situations. The caveat is to use them wisely, as using them too quickly will leave you weakened. I also added animated icons, but OBS was being too laggy… I still attached some images though. The majority of the gameplay loop is done, so redrawing everything is a very high priority at this moment. Stay tuned!!! The game will look VERY different."}, {"post_id": 72544, "ts": "2026-09-23T05:33:56Z", "hours": 5.2136, "text": "DEVLOG 11 But wait, there’s more… I added two new enemy types: – Tank: Takes more hits to kill, does more damage, collides with the player (forcing the player to either jump over them or risk HP killing them for big bonuses). Encountered at 500m. – Shooter: Slightly more health than a base zombie, and rapidly shoots fast projectiles for the same damage. Sounds annoying, but encountered at 1000m, by which point the player should be either strong enough to facetank it, one-shot it, or attack it from afar with abilities. You can parry the bullets, but it’s very hard. Perhaps it could be extra rewarding. I think this is going to be all the enemies I’m adding in this version, the reason being that I want there to be an end goal (2000m distance) without getting too complex. – The enemies will get higher health and damage as the player travels further, but that will be it. The game is designed around punishing carelessness as well as awarding deliberate decision-making. In an earlier devlog, I mentioned that all obstacles and enemies will be the same each run (for each player). In this sense, the player improves in skill at the same time that they buy upgrades; two improvements per mistake. These are still not the actual sprites… As soon as the gameplay and UI are done, it’s going to be a cramming session of drawing. I just figured out how to use Lapse so maybe you can find my work there. Hint: I posted a video already :) Stay tuned for more…"}, {"post_id": 72026, "ts": "2026-09-22T00:56:16Z", "hours": 8.7139, "text": "DEVLOG 10 The gameplay loop is being further developed… there’s upgrades now! In an earlier devlog, I mentioned that there was a mechanic called REVENGE which drained your blood for a strong, temporary boost. In contrast, UPGRADES are an alternative that gives you small, permanent boosts, but sets you back to the starting position. The point is to choose which path fits your style! I also added a main menu, but the background is coming soon. As a reminder, everything art and music related will be human-made, without AI. If you have any feedback, let me know! Stick around for future updates :)"}, {"post_id": 68540, "ts": "2026-09-15T08:57:46Z", "hours": 10.0889, "text": "DEVLOG 9 In an earlier devlog, I mentioned that I wanted “BLOOD” to simultaneously act as currency, health, and possibly ability points. I also wanted peak blood to play a role as not just a leaderboard stat, but as something important to gameplay. With that in mind, I drafted the following systems: REBIRTH and REVENGE. REBIRTH: When your BLOOD reaches 0, or you end the run early (preserving blood and peak blood) to buy upgrades. Upgrades cost both BLOOD and PEAK BLOOD, so you can either continue using blood to keep the run going (acting as a larger health and ability pool, and having a chance to get blood / peak blood even higher), or end it earlier to spend it on upgrades. REVENGE: Available upon DEATH. Requires PEAK BLOOD to be greater than 100. Continue the run by setting your BLOOD to PEAK BLOOD. BLOOD and PEAK BLOOD will drain to 100 in 30 seconds, but the duration is extended or lowered from BLOOD gain and loss. In exchange, the player has enhanced stats for the duration of REVENGE. ~ In this sense, the player is forced to gamble their resources at all times, at stake to skill but unbeknownst of future obstacles. I believe this will make for a very engaging gameplay loop, but playtesting needs to be done to ensure it’s not frustrating or too punishing. However, I don’t know of any loops similar to this. If it’s the first, I am very excited for it. ~ For Devlog 9, I added buttons that appear on death for REBIRTH and REVENGE, where the former will reset the map and revenge will keep the game going. I also implemented tooltips with these buttons for more in-depth explanation when necessary. However, I recognize that this can eventually make the game text-heavy, so an in-game tutorial will be in the works. ~ And of course, these buttons will have custom assets! As a reminder, although some code is AI-generated, ALL OF THE ARTWORK, SPRITES, 3D MODELS, AND MUSIC ARE AND WILL BE COMPLETELY HUMANMADE. ~ Stick around for future updates :)"}, {"post_id": 53882, "ts": "2026-08-24T16:14:59Z", "hours": 6.2717, "text": "DEVLOG 8 There is DANGER… The enemies are actually real instead of menacing vocaloid pears!! The first type I introduced is a zombie, which can… — Run toward the player — Jump over obstacles (with a varying height according to how high the obstacle actually is) — Kill. I’m actually pretty proud of the jumping solution (though maybe a professional wouldn’t like it…) — First, the zombie casts a raycast in front of itself, from its feet. The length of this raycast depends on how fast it’s going, so that higher speeds don’t make the zombie bump into the obstacle before actually getting over it. — Then, the zombie casts a raycast from the sky and descends until it hits the top of the obstacle. From the feet to the top, this gives obstacle height from which necessary jump strength can be calculated from a kinematics formula. (Yay AP Physics or something) There’s going to be more enemy variations in the future, but it takes a while… here are some plausible ideas though: — An enemy that physically blocks the player — An enemy that shoots projectiles — An enemy that explodes on death and therefore must be avoided instead of killed Aside from enemy variations, I’m going to keep working on things like a lose/restart screen and an upgrade menu. Stay tuned?"}, {"post_id": 48547, "ts": "2026-08-16T23:54:51Z", "hours": 5.0914, "text": "DEVLOG 7 I’m getting excited for how this is gonna turn out. With an actual prototype on hand, I can handle the fun side of the gameplay loop, the others being a respawn and upgrade system. I added procedural generation in order to create the map, which assigns the player a random seed from which a map is created. This makes for a unique but consistent map, and will hopefully reinforce the idea of the player learning from their mistakes because every run will be a chance to correct them. So far, in this map generation, there is a house, trash can, and tree, managed with the ScriptableObjects feature in Unity (which lets me store data for each prop more efficiently). These objects are assigned weights to affect the probability of each appearing on an object spawn. Although I knew probability weights existed, learning it conceptually and applying it was a little weird because I didn’t learn this in my statistics class. The house is tall and solid, but I added a grab feature to jump when approaching high ledges. This should make vertically scaling sections of the map more realistic in the future. The trash cans are also solid but can be knocked over. The tree can be walked through because it’s a background prop, but there will probably be variations that act as obstacles. Next on the list is adding enemy AIs, so the player can lose health to a secondary lose condition and that attacking is just as important as running."}, {"post_id": 44297, "ts": "2026-08-09T23:13:36Z", "hours": 2.1175, "text": "DEVLOG 6 Since this is supposed to be a side scroller, the lose condition is a horde of enemies that comes in from the left side and drains the player’s health. I did a lot of experimenting and reading documentation with Unity’s Mathf class, using it for things like exponential health drain (Pow, FloorToInt, Clamp). In the video is a placeholder sprite… but you can totally see the terror of the monsters… right?"}, {"post_id": 44227, "ts": "2026-08-09T20:53:58Z", "hours": 4.0431, "text": "DEVLOG 5 I added a mechanic that acts as both health and currency: blood. The idea is that killing enemies gives blood, getting hit loses blood, and saving blood can be used for upgrades. Balancing it this way will require a lot of thinking about game theory, but hopefully it’ll make gameplay more risk-intense while still being engaging and rewarding. I designed this UI block based on old Flash games and I’m going to try to lean toward that aesthetic."}, {"post_id": 31524, "ts": "2026-07-20T00:24:54Z", "hours": 2.4925, "text": "DEVLOG 4 Another main mechanic: attacking, and enemies that can die. After a few more critical mechanics are added, such as player health and enemy behaviors, I’ll finally be able to make this more unique."}, {"post_id": 25106, "ts": "2026-07-09T03:09:11Z", "hours": 3.3958, "text": "DEVLOG 3 REAL SPRITES!! Kind of… I drew out a bunch of prototype sprites on Clip Studio Paint and used an online website to generate a sprite sheet. Afterward, I sliced that sprite sheet into individual frames that could be selected in groups for each animation. Then, I had to use an Animation Controller to control when each animations played under certain conditions. I think I’ve said it in another devlog, but it’s way harder than it looks for the first time around. I have years of experience in Scratch but this is the complexity that comes with professional tools (Unity). Also, if you’re curious, I attached reference art for the character; lore coming soon? (It might relate to future gameplay mechanics…)"}, {"post_id": 20726, "ts": "2026-07-02T12:28:47Z", "hours": 2.5383, "text": "DEVLOG 2 I added jumping, but it took way longer than I thought. The plan was to make this high-action, so a simple up and down jump, like in many traditional platformers, would’ve been “restrictive” by putting the player a predefined amount of time in the air. Instead, I implemented variable jumping, where if you release the jump button early, you fall earlier. I drew inspiration from Hollow Knight (a metroidvania), but this was popularized by Super Mario Bros. Next on my priority list would either be coyote time (giving the player a small window to jump when off the platform) or working on attack hitboxes for the main gameplay loop. I’ll add actual sprites soon!! I have some concept art, they just need to be animation-ready and blend into the game."}, {"post_id": 20574, "ts": "2026-07-02T05:58:36Z", "hours": 1.2333, "text": "DEVLOG 1 My first proof-of-concept for this game: horizontal movement. It doesn’t look like much for an hour of work, but it turns out Unity can be very hard to learn… But anyways, it exists and that means it can continue to improve. I’ll also explain why the game is called ‘unwanted traffic’ in a future devlog. The player character does have a backstory."}]...
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Title: unwanted traffic by @hen | Stardance
Devlo Title: unwanted traffic by @hen | Stardance
Devlogs:
DEVLOG 1 My first proof-of-concept for this game: horizontal movement. It doesn’t look like much for an hour of work, but it turns out Unity can be very hard to learn… But anyways, it exists and that means it can continue to improve. I’ll also explain why the game is called ‘unwanted traffic’ in a future devlog. The player character does have a backstory.
DEVLOG 2 I added jumping, but it took way longer than I thought. The plan was to make this high-action, so a simple up and down jump, like in many traditional platformers, would’ve been “restrictive” by putting the player a predefined amount of time in the air. Instead, I implemented variable jumping, where if you release the jump button early, you fall earlier. I drew inspiration from Hollow Knight (a metroidvania), but this was popularized by Super Mario Bros. Next on my priority list would either be coyote time (giving the player a small window to jump when off the platform) or working on attack hitboxes for the main gameplay loop. I’ll add actual sprites soon!! I have some concept art, they just need to be animation-ready and blend into the game.
DEVLOG 3 REAL SPRITES!! Kind of… I drew out a bunch of prototype sprites on Clip Studio Paint and used an online website to generate a sprite sheet. Afterward, I sliced that sprite sheet into individual frames that could be selected in groups for each animation. Then, I had to use an Animation Controller to control when each animations played under certain conditions. I think I’ve said it in another devlog, but it’s way harder than it looks for the first time around. I have years of experience in Scratch but this is the complexity that comes with professional tools (Unity). Also, if you’re curious, I attached reference art for the character; lore coming soon? (It might relate to future gameplay mechanics…)
DEVLOG 4 Another main mechanic: attacking, and enemies that can die. After a few more critical mechanics are added, such as player health and enemy behaviors, I’ll finally be able to make this more unique.
DEVLOG 5 I added a mechanic that acts as both health and currency: blood. The idea is that killing enemies gives blood, getting hit loses blood, and saving blood can be used for upgrades. Balancing it this way will require a lot of thinking about game theory, but hopefully it’ll make gameplay more risk-intense while still being engaging and rewarding. I designed this UI block based on old Flash games and I’m going to try to lean toward that aesthetic.
DEVLOG 6 Since this is supposed to be a side scroller, the lose condition is a horde of enemies that comes in from the left side and drains the player’s health. I did a lot of experimenting and reading documentation with Unity’s Mathf class, using it for things like exponential health drain (Pow, FloorToInt, Clamp). In the video is a placeholder sprite… but you can totally see the terror of the monsters… right?
DEVLOG 7 I’m getting excited for how this is gonna turn out. With an actual prototype on hand, I can handle the fun side of the gameplay loop, the others being a respawn and upgrade system. I added procedural generation in order to create the map, which assigns the player a random seed from which a map is created. This makes for a unique but consistent map, and will hopefully reinforce the idea of the player learning from their mistakes because every run will be a chance to correct them. So far, in this map generation, there is a house, trash can, and tree, managed with the ScriptableObjects feature in Unity (which lets me store data for each prop more efficiently). These objects are assigned weights to affect the probability of each appearing on an object spawn. Although I knew probability weights existed, learning it conceptually and applying it was a little weird because I didn’t learn this in my statistics class. The house is tall and solid, but I added a grab feature to jump when approaching high ledges. This should make vertically scaling sections of the map more realistic in the future. The trash cans are also solid but can be knocked over. The tree can be walked through because it’s a background prop, but there will probably be variations that act as obstacles. Next on the list is adding enemy AIs, so the player can lose health to a secondary lose condition and that attacking is just as important as running.
DEVLOG 8 There is DANGER… The enemies are actually real instead of menacing vocaloid pears!! The first type I introduced is a zombie, which can… — Run toward the player — Jump over obstacles (with a varying height according to how high the obstacle actually is) — Kill. I’m actually pretty proud of the jumping solution (though maybe a professional wouldn’t like it…) — First, the zombie casts a raycast in front of itself, from its feet. The length of this raycast depends on how fast it’s going, so that higher speeds don’t make the zombie bump into the obstacle before actually getting over it. — Then, the zombie casts a raycast from the sky and descends until it hits the top of the obstacle. From the feet to the top, this gives obstacle height from which necessary jump strength can be calculated from a kinematics formula. (Yay AP Physics or something) There’s going to be more enemy variations in the future, but it takes a while… here are some plausible ideas though: — An enemy that physically blocks the player — An enemy that shoots projectiles — An enemy that explodes on death and therefore must be avoided instead of killed Aside from enemy variations, I’m going to keep working on things like a lose/restart screen and an upgrade menu. Stay tuned?
DEVLOG 9 In an earlier devlog, I mentioned that I wanted “BLOOD” to simultaneously act as currency, health, and possibly ability points. I also wanted peak blood to play a role as not just a leaderboard stat, but as something important to gameplay. With that in mind, I drafted the following systems: REBIRTH and REVENGE. REBIRTH: When your BLOOD reaches 0, or you end the run early (preserving blood and peak blood) to buy upgrades. Upgrades cost both BLOOD and PEAK BLOOD, so you can either continue using blood to keep the run going (acting as a larger health and ability pool, and having a chance to get blood / peak blood even higher), or end it earlier to spend it on upgrades. REVENGE: Available upon DEATH. Requires PEAK BLOOD to be greater than 100. Continue the run by setting your BLOOD to PEAK BLOOD. BLOOD and PEAK BLOOD will drain to 100 in 30 seconds, but the duration is extended or lowered from BLOOD gain and loss. In exchange, the player has enhanced stats for the duration of REVENGE. ~ In this sense, the player is forced to gamble their resources at all times, at stake to skill but unbeknownst of future obstacles. I believe this will make for a very engaging gameplay loop, but playtesting needs to be done to ensure it’s not frustrating or too punishing. However, I don’t know of any loops similar to this. If it’s the first, I am very excited for it. ~ For Devlog 9, I added buttons that appear on death for REBIRTH and REVENGE, where the former will reset the map and revenge will keep the game going. I also implemented tooltips with these buttons for more in-depth explanation when necessary. However, I recognize that this can eventually make the game text-heavy, so an in-game tutorial will be in the works. ~ And of course, these buttons will have custom assets! As a reminder, although some code is AI-generated, ALL OF THE ARTWORK, SPRITES, 3D MODELS, AND MUSIC ARE AND WILL BE COMPLETELY HUMANMADE. ~ Stick around for future updates :)
DEVLOG 10 The gameplay loop is being further developed… there’s upgrades now! In an earlier devlog, I mentioned that there was a mechanic called REVENGE which drained your blood for a strong, temporary boost. In contrast, UPGRADES are an alternative that gives you small, permanent boosts, but sets you back to the starting position. The point is to choose which path fits your style! I also added a main menu, but the background is coming soon. As a reminder, everything art and music related will be human-made, without AI. If you have any feedback, let me know! Stick around for future updates :)
DEVLOG 11 But wait, there’s more… I added two new enemy types: – Tank: Takes more hits to kill, does more damage, collides with the player (forcing the player to either jump over them or risk HP killing them for big bonuses). Encountered at 500m. – Shooter: Slightly more health than a base zombie, and rapidly shoots fast projectiles for the same damage. Sounds annoying, but encountered at 1000m, by which point the player should be either strong enough to facetank it, one-shot it, or attack it from afar with abilities. You can parry the bullets, but it’s very hard. Perhaps it could be extra rewarding. I think this is going to be all the enemies I’m adding in this version, the reason being that I want there to be an end goal (2000m distance) without getting too complex. – The enemies will get higher health and damage as the player travels further, but that will be it. The game is designed around punishing carelessness as well as awarding deliberate decision-making. In an earlier devlog, I mentioned that all obstacles and enemies will be the same each run (for each player). In this sense, the player improves in skill at the same time that they buy upgrades; two improvements per mistake. These are still not the actual sprites… As soon as the gameplay and UI are done, it’s going to be a cramming session of drawing. I just figured out how to use Lapse so maybe you can find my work there. Hint: I posted a video already :) Stay tuned for more…
DEVLOG 12 harry potter or something I’ve said this line in a number of devlogs before, but… BLOOD is meant to be both a currency and health, in order to increase the risk in decision making. In this wave of updates, I added abilities, which consume BLOOD but deal massive amounts of damage. Later abilities also grant movement. – Using an ability takes up both your health and currency for future upgrades, but in return you can kill enemies or clusters of enemies for a greater net payout. It can also be used to get out of bad situations. The caveat is to use them wisely, as using them too quickly will leave you weakened. I also added animated icons, but OBS was being too laggy… I still attached some images though. The majority of the gameplay loop is done, so redrawing everything is a very high priority at this moment. Stay tuned!!! The game will look VERY different.
DEVLOG 13 Sprites and stuff Not much to say here. Aside from game balancing, I’m starting to draw out sprites for the game in order to make it more appealing to the players and for whoever is looking at the devlog. Yeah I see you. If you’re curious, I’m drawing all of the sprites myself on Clip Studio Paint, and the linework/coloring will be largely inspired by flash-era games like Alien Hominid and Castle Crashers. (But I can’t draw that well…) Timelapses should be on Lapse if you’re interested. https://lapse.hackclub.com/user/@hen Stick around… again!...
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untitled text editor by @alessandro_09 | Stardance
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alessandro_09
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19.28
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[{"post_id": 81826, "ts": "202 [{"post_id": 81826, "ts": "2026-10-22T17:22:50Z", "hours": 2.1894, "text": "Day 5 - First GUI Rework!! I was a bit busy so I didn’t post a devlog yesterday, but anyway.. I FINALLY DID THE FIRST GUI REWORK!!! It took some time to plan and layout everything and it’s still not perfect. I’ll keep working onto it and make it better. I wanted to make a better one real quick just because I was bored. Useless to say, I’m using Raygui (again) for the GUI! I know that there are probably better libraries but I really love all the raylib ecosystem and I just want to learn even more about it! Thank god the creatore of raygui made a layout software for it, otherwise it would have been a PAIN to make everything look good. Anyway, like I said, everything is still a WORK IN PROGRESS . What’s next? Now, it’s time to work on file loading, saving, editing and creating! After that, I’ll probably work on the GUI again since I want to add styles, some menus and other things. I’m not sure if I’ll add more things after the GUI, I’m not sure cause Stardance is ending soon so I want to ship a working software before it ends so I’ll have to be fast. I’ll keep working on this project anyway cause I’m starting to love it a lot so I want to make it even better! SCREENSHOTSSS!!! YEAH"}, {"post_id": 81305, "ts": "2026-10-20T19:19:00Z", "hours": 4.5569, "text": "Day 4 - WE ARE SO BACK Okay, it’s been like… 27 days… I know yeah, I was quite busy and didn’t pay attention at stardance at all. But I kept working on the project from time to time But now.. I decided to finally lock in! After some time, I finally managed to get it work nicely and has basic functions! MULTI LINE TEXT!!! Hell yeah! I can finally write multi line text without problems! It should work good but could give some errors from time to time. Not sure.. Anyway, I also added a cursor, two debug optiosn to just see the actual cursor position cause on the screen it shows the value + 1 and then a way to see the grid where the text goes! I also added the space when you press Tab (need to adjust it cause I think it’s not the right way to implement it) Another thing I added is the possibility to move the cursor with the arrow keys! And that’s pretty much all for now… yeah. What I’m working on now? Now, I’ll start working on a way to add the scrollbar, maybe a way to select with the mouse where the cursor go and maybe I’ll start adding a way to create, edit and save files… Hope I’ll do it in time. Oh, also I’ll start working on a GUI hopefully. As of now it’s basically ass and it’s only with a light theme. If I manage, I could try to add dark theme. Thank you for everything! Here’s some screenshot of the program!"}, {"post_id": 72886, "ts": "2026-09-23T22:58:08Z", "hours": 4.6356, "text": "Day 3 - It’s almost here.. Okay.. since I went back to school I didn’t have time and even forgot to do devlogs to be fair. Yeah I know.. I’m lazy and pretty forgetful.. BUT WORRY NOT AS STARDANCE HAS BEEN EXTENDED UNTIL 31st OF OCTOBER!! So I have enough time to continue, polish off and ship this project of mine! Anyway, even though I haven’t made any significant devlog, it doesn’t mean I haven’t done anything… Actually, I managed to refactor pretty much the entire code to use OOP and classes! yayyy! Somehow I managed to learn the basics of OOP and as of now it’s actually quite nice and easier to work with, I guess. Other than that.. I’m actually even closer to get it done than ever! As of now, I’m writing a TextBuffer class that will handle all of the attributes and methods regarding the text modification! There’s still a lot to add but eventually, I’m getting there… In the next devlogs I’ll try and explain the structure more and maybe, if I’m not lazy, in about 3-4 devlogs I might actually be able to finish the TextBuffer class and could easily write multi-line text!!! (Devlogs will probably start again from monday cause Im too busy this weekend.) See y’all on the next devlog!"}, {"post_id": 67187, "ts": "2026-09-13T07:48:26Z", "hours": 2.3928, "text": "Day 2 - I honestly don’t know Okay. It’s been 4 days and I haven’t made too much progress since I was busy doing things and I need to go back to school tomorrow so I’m going to be even more busier. Quick recap What did I do? I’m trying to actually make the user be able to write… It kinda worked at the start, but only in one line so know I’m trying to figure out a way to do multiple lines as it should. Rewriting the entire code And I’m also deciding if I should rewrite the entire code to use OOP and check if it’s better but it’s going to be a pain. Even because I never used OOP in C++ to be fair but I’m gonna give it a try anyway. Respectfully? I’m going crazy"}, {"post_id": 64929, "ts": "2026-09-09T17:26:30Z", "hours": 5.5047, "text": "Day 1 - First devlog!! And just like I said before… There we are with my new project!! Yayy! My custom text editor! The project will be a simple text editor coded in C++! Since I still want to work on raylib, it will be based on that, cause I don’t want to learn OpenGL yet and do everything from 0… And even because I truly love the raylib library! Features? So, at this moment I’m still not sure of what I’m gonna add so I’ll start listing the features once I have a decent base of the project since it’s still a mess! If you have any idea or feature that you’d like, please, don’t hesitate to request it! I’m open to feedback of all kind! So just make a comment or shoot a DM! Why a text editor?… Isn’t that quite difficult? Yeah.. It is, as a matter of fact, with this devlog I logged about 5h 27mins cause nothing worked at first and there’s basically nothing. I can just press Enter and Backspace to add and remove lines. That’s all. But being a programmer is a journey that never ends. You never stop learning new things, especially from the start, or at least this is my opinion. I don’t care if the project is messy, bad, unoptimized and probably worse compared to others! My goal is to learn to make better things, and the only way to do it is to create things and push yourself even harder. Being a programmer is something that I truly love and I’m always looking to get better and learn new things, especially as a beginner. Even if it means trying to make hard projects like this one and maybe failing.. But I don’t see it as a failure, I see it as a way to get better and improve myself. And I truly hope that everyone can do the same. Do whatever you want and always believe in yourself. Last thing Alright, enough with the speech and let’s put and end to this devlog. I’ll work on creating the repo later and I’m gonna show a screenshot of the status of the project at this exact moment! Another thing… You may have notice that the project’s name has “untitled”, that’s because I don’t have a name for my software.. So please, if you have any suggestion on the name write them on the comments! Thank you everyone and see y’all on the next devlog!"}]...
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Title: untitled text editor by @alessandro_09 | St Title: untitled text editor by @alessandro_09 | Stardance
Devlogs:
Day 1 - First devlog!! And just like I said before… There we are with my new project!! Yayy! My custom text editor! The project will be a simple text editor coded in C++! Since I still want to work on raylib, it will be based on that, cause I don’t want to learn OpenGL yet and do everything from 0… And even because I truly love the raylib library! Features? So, at this moment I’m still not sure of what I’m gonna add so I’ll start listing the features once I have a decent base of the project since it’s still a mess! If you have any idea or feature that you’d like, please, don’t hesitate to request it! I’m open to feedback of all kind! So just make a comment or shoot a DM! Why a text editor?… Isn’t that quite difficult? Yeah.. It is, as a matter of fact, with this devlog I logged about 5h 27mins cause nothing worked at first and there’s basically nothing. I can just press Enter and Backspace to add and remove lines. That’s all. But being a programmer is a journey that never ends. You never stop learning new things, especially from the start, or at least this is my opinion. I don’t care if the project is messy, bad, unoptimized and probably worse compared to others! My goal is to learn to make better things, and the only way to do it is to create things and push yourself even harder. Being a programmer is something that I truly love and I’m always looking to get better and learn new things, especially as a beginner. Even if it means trying to make hard projects like this one and maybe failing.. But I don’t see it as a failure, I see it as a way to get better and improve myself. And I truly hope that everyone can do the same. Do whatever you want and always believe in yourself. Last thing Alright, enough with the speech and let’s put and end to this devlog. I’ll work on creating the repo later and I’m gonna show a screenshot of the status of the project at this exact moment! Another thing… You may have notice that the project’s name has “untitled”, that’s because I don’t have a name for my software.. So please, if you have any suggestion on the name write them on the comments! Thank you everyone and see y’all on the next devlog!
Day 2 - I honestly don’t know Okay. It’s been 4 days and I haven’t made too much progress since I was busy doing things and I need to go back to school tomorrow so I’m going to be even more busier. Quick recap What did I do? I’m trying to actually make the user be able to write… It kinda worked at the start, but only in one line so know I’m trying to figure out a way to do multiple lines as it should. Rewriting the entire code And I’m also deciding if I should rewrite the entire code to use OOP and check if it’s better but it’s going to be a pain. Even because I never used OOP in C++ to be fair but I’m gonna give it a try anyway. Respectfully? I’m going crazy
Day 3 - It’s almost here.. Okay.. since I went back to school I didn’t have time and even forgot to do devlogs to be fair. Yeah I know.. I’m lazy and pretty forgetful.. BUT WORRY NOT AS STARDANCE HAS BEEN EXTENDED UNTIL 31st OF OCTOBER!! So I have enough time to continue, polish off and ship this project of mine! Anyway, even though I haven’t made any significant devlog, it doesn’t mean I haven’t done anything… Actually, I managed to refactor pretty much the entire code to use OOP and classes! yayyy! Somehow I managed to learn the basics of OOP and as of now it’s actually quite nice and easier to work with, I guess. Other than that.. I’m actually even closer to get it done than ever! As of now, I’m writing a TextBuffer class that will handle all of the attributes and methods regarding the text modification! There’s still a lot to add but eventually, I’m getting there… In the next devlogs I’ll try and explain the structure more and maybe, if I’m not lazy, in about 3-4 devlogs I might actually be able to finish the TextBuffer class and could easily write multi-line text!!! (Devlogs will probably start again from monday cause Im too busy this weekend.) See y’all on the next devlog!
Day 4 - WE ARE SO BACK Okay, it’s been like… 27 days… I know yeah, I was quite busy and didn’t pay attention at stardance at all. But I kept working on the project from time to time But now.. I decided to finally lock in! After some time, I finally managed to get it work nicely and has basic functions! MULTI LINE TEXT!!! Hell yeah! I can finally write multi line text without problems! It should work good but could give some errors from time to time. Not sure.. Anyway, I also added a cursor, two debug optiosn to just see the actual cursor position cause on the screen it shows the value + 1 and then a way to see the grid where the text goes! I also added the space when you press Tab (need to adjust it cause I think it’s not the right way to implement it) Another thing I added is the possibility to move the cursor with the arrow keys! And that’s pretty much all for now… yeah. What I’m working on now? Now, I’ll start working on a way to add the scrollbar, maybe a way to select with the mouse where the cursor go and maybe I’ll start adding a way to create, edit and save files… Hope I’ll do it in time. Oh, also I’ll start working on a GUI hopefully. As of now it’s basically ass and it’s only with a light theme. If I manage, I could try to add dark theme. Thank you for everything! Here’s some screenshot of the program!
Day 5 - First GUI Rework!! I was a bit busy so I didn’t post a devlog yesterday, but anyway.. I FINALLY DID THE FIRST GUI REWORK!!! It took some time to plan and layout everything and it’s still not perfect. I’ll keep working onto it and make it better. I wanted to make a better one real quick just because I was bored. Useless to say, I’m using Raygui (again) for the GUI! I know that there are probably better libraries but I really love all the raylib ecosystem and I just want to learn even more about it! Thank god the creatore of raygui made a layout software for it, otherwise it would have been a PAIN to make everything look good. Anyway, like I said, everything is still a WORK IN PROGRESS . What’s next? Now, it’s time to work on file loading, saving, editing and creating! After that, I’ll probably work on the GUI again since I want to add styles, some menus and other things. I’m not sure if I’ll add more things after the GUI, I’m not sure cause Stardance is ending soon so I want to ship a working software before it ends so I’ll have to be fast. I’ll keep working on this project anyway cause I’m starting to love it a lot so I want to make it even better! SCREENSHOTSSS!!! YEAH...
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untitled shooting game by @DJ-13 | Stardance
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Title: untitled shooting game by @DJ-13 | Stardanc Title: untitled shooting game by @DJ-13 | Stardance...
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untitled rpg game by @vojtahojda1 | Stardance
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Title: untitled rpg game by @vojtahojda1 | Stardan Title: untitled rpg game by @vojtahojda1 | Stardance...
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1792428620.4372382
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untitled rhythm roguelike by @tongyu | Stardance
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tongyu
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0
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0.55
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0
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[]
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[{"post_id": 39825, "ts": "202 [{"post_id": 39825, "ts": "2026-08-03T02:26:47Z", "hours": 0.5531, "text": "i’m making a roguelike rhythm game where you have to use rhythm to fight enemies!! this is just the start. for the base mechanic i’m kind of just ripping off rhythm heaven’s beatspell game lol, more interesting stuff coming soon hopefully :p"}]...
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Title: untitled rhythm roguelike by @tongyu | Star Title: untitled rhythm roguelike by @tongyu | Stardance
Devlogs:
i’m making a roguelike rhythm game where you have to use rhythm to fight enemies!! this is just the start. for the base mechanic i’m kind of just ripping off rhythm heaven’s beatspell game lol, more interesting stuff coming soon hopefully :p...
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1792540394.6534123
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untitled project by @d_alsalim | Stardance
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Title: untitled project by @d_alsalim | Stardance
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1792565250.5779412
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1793170050.5779412
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10016
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untitled fighting game by @brny | Stardance
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brny
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0.36
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[{"post_id": 3671, "ts": "2026 [{"post_id": 3671, "ts": "2026-06-06T18:33:53Z", "hours": 0.36, "text": "Untitled fighting game is a silly fighting game where you can fight against everything. It takes a lot of inspirtation from old roblox games. Im making it in godot and making it 3d, currently i made the player move and gave it an arm"}]...
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Title: untitled fighting game by @brny | Stardance Title: untitled fighting game by @brny | Stardance
Devlogs:
Untitled fighting game is a silly fighting game where you can fight against everything. It takes a lot of inspirtation from old roblox games. Im making it in godot and making it 3d, currently i made the player move and gave it an arm...
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1792727583.559631
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untitled dream game by @-Sophie- | Stardance
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-Sophie-
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0
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0.96
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0
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[{"post_id": 76319, "ts": "202 [{"post_id": 76319, "ts": "2026-10-03T05:40:43Z", "hours": 0.9631, "text": "New untitled dream game! This game is basically like heavily rpg inspired almost but it’s also not. Also, the premise is supposed to be like combat but psychological because a lot of fighting in games is physical but I want there to be some kinda mental aspect to the fighting in this game. Dream switches This is the main mechanic where you’re teleported into another dimension, the person you’re fighting’s mind. In their mind there will be different dream settings and once you escape the first dream you go to the second – dreams don’t make sense. For example you transition from their childhood neighborhood to a random day at school they had. You’re doing this on a time crunch + the person’s mind agents are chasing you. You’re trying to find their inner mind (through the dream switches) and ignite it. I worked on a bit of how it could look like; a very basic prototype. made at the crisp hour of almost 12am"}]...
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Title: untitled dream game by @-Sophie- | Stardanc Title: untitled dream game by @-Sophie- | Stardance
Devlogs:
New untitled dream game! This game is basically like heavily rpg inspired almost but it’s also not. Also, the premise is supposed to be like combat but psychological because a lot of fighting in games is physical but I want there to be some kinda mental aspect to the fighting in this game. Dream switches This is the main mechanic where you’re teleported into another dimension, the person you’re fighting’s mind. In their mind there will be different dream settings and once you escape the first dream you go to the second – dreams don’t make sense. For example you transition from their childhood neighborhood to a random day at school they had. You’re doing this on a time crunch + the person’s mind agents are chasing you. You’re trying to find their inner mind (through the dream switches) and ignite it. I worked on a bit of how it could look like; a very basic prototype. made at the crisp hour of almost 12am...
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1792468139.8598692
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1793072939.8598692
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67611
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untitled (a game) by @hann | Stardance
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hann
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Title: untitled (a game) by @hann | Stardance
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unthinkmail by @undivisible | Stardance
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undivisible
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0.54
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[{"post_id": 4222, "ts": "2026 [{"post_id": 4222, "ts": "2026-06-07T13:36:26Z", "hours": 0.5442, "text": "added an icloud preset to my email mcp use it"}]...
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Title: unthinkmail by @undivisible | Stardance
De Title: unthinkmail by @undivisible | Stardance
Devlogs:
added an icloud preset to my email mcp use it...
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unsure what to name by @chai_joanne0505 | Stardanc unsure what to name by @chai_joanne0505 | Stardance...
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Title: unsure what to name by @chai_joanne0505 | S Title: unsure what to name by @chai_joanne0505 | Stardance...
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1792659245.2268252
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unstupefying rastar rc car by @todorso31 | Stardan unstupefying rastar rc car by @todorso31 | Stardance...
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Title: unstupefying rastar rc car by @todorso31 | Title: unstupefying rastar rc car by @todorso31 | Stardance...
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1792486257.7271416
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