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Untitled by @Adammm | Stardance
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Adammm
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Title: Untitled by @Adammm | Stardance
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My own site! by @inatlusnamor | Stardance
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inatlusnamor
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Title: My own site! by @inatlusnamor | Stardance
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1792889491.1766849
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1792889488.7326047
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35740
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StudyFlow by @Nikhilsahu | Stardance
|
Nikhilsahu
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0
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59.0
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0
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[]
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[{"post_id": 29352, "ts": "202 [{"post_id": 29352, "ts": "2026-07-16T07:33:33Z", "hours": 3.0, "text": "Started working on StudyFlow today The focus was setting up the overall application structure before adding any study features. Removed the default Next.js starter content and built the main layout with a reusable sidebar and top navigation. Spent some time making sure the layout is responsive so future modules can fit into the same structure without needing redesigns."}, {"post_id": 29403, "ts": "2026-07-16T10:22:25Z", "hours": 2.0, "text": "Continued building the dashboard interface. Worked on the overview section with reusable cards, study statistics and today’s summary. Instead of focusing on functionality, I spent time making the dashboard feel clean and easy to scan since this will be the first screen users see every day. I didn’t faced any problem till now as it was like using old project blocks to this project"}, {"post_id": 29585, "ts": "2026-07-16T16:52:58Z", "hours": 3.0, "text": "Finished the remaining dashboard widgets using placeholder data. Added upcoming exams, recent activity, study progress and quick actions to better simulate a real productivity application. The dashboard now feels complete enough to move on to actual study management features in the next phase."}, {"post_id": 29676, "ts": "2026-07-16T19:00:44Z", "hours": 0.0, "text": "Wrapped up the first part by creating the remaining application pages and connecting them through the navigation. Most of these pages currently contain placeholders, but having the routing in place will make it easier to build each feature independently without changing the overall application structure."}, {"post_id": 29948, "ts": "2026-07-17T04:15:22Z", "hours": 3.0, "text": "Started building the study management section today. Instead of jumping into task tracking immediately, I focused on giving each subject its own overview card with study progress, pending work and total study hours. The idea is to make it easier to understand where most of the time is being spent before adding more detailed planning tools."}, {"post_id": 30213, "ts": "2026-07-17T16:50:38Z", "hours": 7.0, "text": "Worked on the core task management and planning experience today. Added reusable task components with status indicators and upcoming deadlines to make the interface feel closer to a real productivity tool. Most of the work went into organizing information so students can quickly see what needs attention without feeling overwhelmed. Also finished the second phase by bringing together planning and progress tracking. Added a daily planner, study streaks, and goal tracking to create a smoother day-to-day workflow. Everything currently uses local dummy data, but the overall structure is now in place and ready to be connected with real user data in future phases."}, {"post_id": 30578, "ts": "2026-07-18T08:39:30Z", "hours": 4.0, "text": "Started working on the planning section today. Built the first version of the monthly study calendar with support for study sessions, exams and upcoming deadlines using dummy data. Most of the work went into making the calendar easy to navigate while keeping it visually clean for future planning features."}, {"post_id": 30858, "ts": "2026-07-18T20:11:08Z", "hours": 4.0, "text": "Continued improving the planning experience by adding a weekly planner and study timeline. The goal was to help students visualize their day instead of only managing individual tasks. These sections currently use local data but provide a much clearer overview of upcoming study sessions and important events.Continued improving the planning experience by adding a weekly planner and study timeline. The goal was to help students visualize their day instead of only managing individual tasks. These sections currently use local data but provide a much clearer overview of upcoming study sessions and important events."}, {"post_id": 31104, "ts": "2026-07-19T07:17:03Z", "hours": 3.0, "text": "Expanded the calendar by introducing detailed day information and upcoming activity panels. This makes it easier to see important exams, deadlines and study sessions without switching between different parts of the application. The layout now feels much closer to a complete planning workspace."}, {"post_id": 31260, "ts": "2026-07-19T15:04:34Z", "hours": 1.0, "text": "Finished this phase by refining the overall experience with subtle interface animations and visual improvements. Added lightweight background effects, smoother transitions and loading placeholders to make the application feel more polished while keeping the interface responsive and distraction-free. The focus was improving usability through small details rather than adding unnecessary visual effects."}, {"post_id": 31700, "ts": "2026-07-20T09:55:24Z", "hours": 5.0, "text": "Started working on the notes section today. The goal was to create a clean space where students can keep important study notes without making the interface feel crowded. Built the basic notes page along with reusable note cards so the layout can easily handle larger collections as more features are added later. Most of the time went into organizing the layout and making sure it stays comfortable to use on different screen sizes."}, {"post_id": 32192, "ts": "2026-07-21T06:10:16Z", "hours": 6.0, "text": "Continued improving the notes experience by focusing on how students interact with their content. Added a dedicated editor, note preview and filtering options to make switching between notes much easier. Also introduced a reusable empty state component that can be shared across different parts of the application whenever there isn’t any content to display. The notes module now feels much closer to a complete productivity feature instead of a simple text area."}, {"post_id": 32288, "ts": "2026-07-21T11:13:09Z", "hours": 4.0, "text": "Hello everyone! Welcome back to another StudyFlow update. Today’s work focused on something users usually don’t notice until it’s missing. I started adding local data persistence so the app remembers your work even after refreshing the browser. The first modules to get this are tasks and notes, since those are the features people interact with the most. It’s a small change visually, but it makes the app feel much closer to something I would actually use every day. The next step is extending the same behaviour to the remaining study modules. Thanks for reading!"}, {"post_id": 32386, "ts": "2026-07-21T15:14:29Z", "hours": 3.0, "text": "Another small StudyFlow update today. I spent some time cleaning up parts of the dashboard instead of adding completely new features. A few components now receive their data through props, which makes them easier to reuse as more study features are added later. I also started saving small user preferences, so simple things like calendar views don’t reset every time the page reloads. Nothing flashy this time, but these changes make the project much easier to build on going forward. See you in the next devlog!"}, {"post_id": 32558, "ts": "2026-07-21T20:20:25Z", "hours": 3.0, "text": "Welcome to another StudyFlow devlog. I wanted the app to feel a little more welcoming instead of dropping users straight onto the dashboard. StudyFlow now greets first-time users with a simple message explaining that everything is automatically saved on their device, so there’s no need to create an account before getting started. I also replaced the placeholder settings page with the first real version, which will eventually become the place where users can manage their study preferences. Thanks for reading!"}, {"post_id": 32873, "ts": "2026-07-22T09:58:28Z", "hours": 5.0, "text": "Hello everyone! Welcome back to another StudyFlow devlog. This time I started working on the goals section. Instead of treating goals as just another checklist, I wanted them to feel like something students can actually use to track long-term progress. I spent most of the time building the layout and reusable goal cards so future features can be added without changing the overall structure. There’s still a lot left to do, but it’s nice to finally see another major section of the application coming together. Thanks for reading!"}, {"post_id": 33030, "ts": "2026-07-22T16:17:12Z", "hours": 3.0, "text": "Hello everyone! Another quick StudyFlow update. I continued improving the goals module by making it much more interactive. Goals can now be managed more naturally, and I also introduced reusable progress bars that will be shared across different parts of the application. One thing I’ve been trying to do throughout this project is avoid building isolated components. Whenever possible, I want features to be reusable so adding new modules later becomes much easier. More analytics coming next. Thanks for reading!"}]...
|
Title: StudyFlow by @Nikhilsahu | Stardance
Devlo Title: StudyFlow by @Nikhilsahu | Stardance
Devlogs:
Hello everyone! Another quick StudyFlow update. I continued improving the goals module by making it much more interactive. Goals can now be managed more naturally, and I also introduced reusable progress bars that will be shared across different parts of the application. One thing I’ve been trying to do throughout this project is avoid building isolated components. Whenever possible, I want features to be reusable so adding new modules later becomes much easier. More analytics coming next. Thanks for reading!
Hello everyone! Welcome back to another StudyFlow devlog. This time I started working on the goals section. Instead of treating goals as just another checklist, I wanted them to feel like something students can actually use to track long-term progress. I spent most of the time building the layout and reusable goal cards so future features can be added without changing the overall structure. There’s still a lot left to do, but it’s nice to finally see another major section of the application coming together. Thanks for reading!
Welcome to another StudyFlow devlog. I wanted the app to feel a little more welcoming instead of dropping users straight onto the dashboard. StudyFlow now greets first-time users with a simple message explaining that everything is automatically saved on their device, so there’s no need to create an account before getting started. I also replaced the placeholder settings page with the first real version, which will eventually become the place where users can manage their study preferences. Thanks for reading!
Another small StudyFlow update today. I spent some time cleaning up parts of the dashboard instead of adding completely new features. A few components now receive their data through props, which makes them easier to reuse as more study features are added later. I also started saving small user preferences, so simple things like calendar views don’t reset every time the page reloads. Nothing flashy this time, but these changes make the project much easier to build on going forward. See you in the next devlog!
Hello everyone! Welcome back to another StudyFlow update. Today’s work focused on something users usually don’t notice until it’s missing. I started adding local data persistence so the app remembers your work even after refreshing the browser. The first modules to get this are tasks and notes, since those are the features people interact with the most. It’s a small change visually, but it makes the app feel much closer to something I would actually use every day. The next step is extending the same behaviour to the remaining study modules. Thanks for reading!
Continued improving the notes experience by focusing on how students interact with their content. Added a dedicated editor, note preview and filtering options to make switching between notes much easier. Also introduced a reusable empty state component that can be shared across different parts of the application whenever there isn’t any content to display. The notes module now feels much closer to a complete productivity feature instead of a simple text area.
Started working on the notes section today. The goal was to create a clean space where students can keep important study notes without making the interface feel crowded. Built the basic notes page along with reusable note cards so the layout can easily handle larger collections as more features are added later. Most of the time went into organizing the layout and making sure it stays comfortable to use on different screen sizes.
Finished this phase by refining the overall experience with subtle interface animations and visual improvements. Added lightweight background effects, smoother transitions and loading placeholders to make the application feel more polished while keeping the interface responsive and distraction-free. The focus was improving usability through small details rather than adding unnecessary visual effects.
Expanded the calendar by introducing detailed day information and upcoming activity panels. This makes it easier to see important exams, deadlines and study sessions without switching between different parts of the application. The layout now feels much closer to a complete planning workspace.
Continued improving the planning experience by adding a weekly planner and study timeline. The goal was to help students visualize their day instead of only managing individual tasks. These sections currently use local data but provide a much clearer overview of upcoming study sessions and important events.Continued improving the planning experience by adding a weekly planner and study timeline. The goal was to help students visualize their day instead of only managing individual tasks. These sections currently use local data but provide a much clearer overview of upcoming study sessions and important events.
Started working on the planning section today. Built the first version of the monthly study calendar with support for study sessions, exams and upcoming deadlines using dummy data. Most of the work went into making the calendar easy to navigate while keeping it visually clean for future planning features.
Worked on the core task management and planning experience today. Added reusable task components with status indicators and upcoming deadlines to make the interface feel closer to a real productivity tool. Most of the work went into organizing information so students can quickly see what needs attention without feeling overwhelmed. Also finished the second phase by bringing together planning and progress tracking. Added a daily planner, study streaks, and goal tracking to create a smoother day-to-day workflow. Everything currently uses local dummy data, but the overall structure is now in place and ready to be connected with real user data in future phases.
Started building the study management section today. Instead of jumping into task tracking immediately, I focused on giving each subject its own overview card with study progress, pending work and total study hours. The idea is to make it easier to understand where most of the time is being spent before adding more detailed planning tools.
Wrapped up the first part by creating the remaining application pages and connecting them through the navigation. Most of these pages currently contain placeholders, but having the routing in place will make it easier to build each feature independently without changing the overall application structure.
Finished the remaining dashboard widgets using placeholder data. Added upcoming exams, recent activity, study progress and quick actions to better simulate a real productivity application. The dashboard now feels complete enough to move on to actual study management features in the next phase.
Continued building the dashboard interface. Worked on the overview section with reusable cards, study statistics and today’s summary. Instead of focusing on functionality, I spent time making the dashboard feel clean and easy to scan since this will be the first screen users see every day. I didn’t faced any problem till now as it was like using old project blocks to this project
Started working on StudyFlow today The focus was setting up the overall application structure before adding any study features. Removed the default Next.js starter content and built the main layout with a reusable sidebar and top navigation. Spent some time making sure the layout is responsive so future modules can fit into the same structure without needing redesigns....
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20147
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thoughts. by @Imtiaz | Stardance
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Imtiaz
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0
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0.0
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[]
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Title: thoughts. by @Imtiaz | Stardance
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1792889483.8330564
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1793753483.8330564
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22937
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nah.ai by @justrivaan | Stardance
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justrivaan
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0
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0.0
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[]
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Title: nah.ai by @justrivaan | Stardance
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1792889483.026624
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1793753483.026624
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25021
|
Deal Hunter by @Slayer | Stardance
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Slayer
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0
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0.0
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[]
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[]
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Title: Deal Hunter by @Slayer | Stardance
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1792889482.2056804
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1793753482.2056804
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6755
|
Printerblot by @alec | Stardance
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alec
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[]
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Title: Printerblot by @alec | Stardance
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1792889481.3987913
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1793753481.3987913
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11683
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NULL
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NULL
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1792889480.6013393
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1793753480.6013393
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14352
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1792889479.7923887
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1793753479.7923887
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14158
|
i press wrong button lol how i remove this by @Tan i press wrong button lol how i remove this by @Tanaphol | Stardance...
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Tanaphol
|
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: i press wrong button lol how i remove this Title: i press wrong button lol how i remove this by @Tanaphol | Stardance...
|
1792889478.9680972
|
1793753478.9680972
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51966
|
leveler-tool by @Hackerskills | Stardance
|
Hackerskills
|
0
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[]
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[]
|
Title: leveler-tool by @Hackerskills | Stardance
|
1792889477.9783475
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1793753477.9783475
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48397
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1792889476.305926
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1792889475.4128053
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1793753475.4128053
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27069
|
WarioWare Game by @ThaoVi | Stardance
|
ThaoVi
|
0
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0.0
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0
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[]
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[]
|
Title: WarioWare Game by @ThaoVi | Stardance
|
1792889474.59542
|
1793753474.59542
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51955
|
Fluxworks by @biotest05 | Stardance
|
biotest05
|
0
|
3.55
|
0
|
[]
|
[{"post_id": 51753, "ts": "202 [{"post_id": 51753, "ts": "2026-08-21T16:04:13Z", "hours": 1.3714, "text": "added an actual building system, wire system and behaviours for buildings (eg. solar panel produces 3 energy units every second now)"}, {"post_id": 51360, "ts": "2026-08-20T23:50:20Z", "hours": 2.1794, "text": "started the project, and ive maybe done some decent progress so far in about 2 hours. ive already done grid placement, camera movement + zooming and a ui for buying items"}]...
|
Title: Fluxworks by @biotest05 | Stardance
Devlog Title: Fluxworks by @biotest05 | Stardance
Devlogs:
started the project, and ive maybe done some decent progress so far in about 2 hours. ive already done grid placement, camera movement + zooming and a ui for buying items
added an actual building system, wire system and behaviours for buildings (eg. solar panel produces 3 energy units every second now)...
|
1792889473.7698903
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1793753473.7698903
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1793753467.0851831
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55612
|
The Terminal by @unknown_lizzard | Stardance
|
unknown_lizzard
|
0
|
26.47
|
0
|
[]
|
[{"post_id": 59246, "ts": "202 [{"post_id": 59246, "ts": "2026-08-31T22:41:06Z", "hours": 9.7383, "text": "DevLog #4 Lore and Endings spent this one on the actual game instead of the look of it. the filesystem is full of real lore now instead of placeholder text, and there are hidden folders you can only get into if you already know the name. also got the prediction engine working properly. the ai predicts what file youre about to open and it shows up in /predictions. if you read something else it hits you with PREDICTION FAILED and the confidence drops, which is basically the whole thing. there are four endings now. one where you do what it says, one where you keep breaking the predictions, one where you find voss’s real message (its encrypted so you have to decode it yourself), and a secret one where you type null twice. the game remembers how many times youve connected now too. player.dat said previous contacts 1 the first run and it goes up every time even after you close the tab. creeped me out a little honestly. at one point i had the terminal inside a little window with a titlebar but it looked wrong for the vibe so i took it off and just kept the colors. next i want to add the ai saying stuff when youre idle and some more variety in the predictions so it doesnt feel so samey."}, {"post_id": 58843, "ts": "2026-08-31T12:56:24Z", "hours": 5.8769, "text": "DevLog #3 Terminal Polish spent a bit of time polishing the appearence of the terminal, now the little location thing on the left is green so the outputs are seperated more cleanly I also made the little cursor/arrow blink , like in a real terminal and made some other little changes at some point i had issue with the terminal not rendering correctly but I fixed it with a center div for the next devlog i’ll be working on the lore and the progression of the game, it still needs a bit of work"}, {"post_id": 57375, "ts": "2026-08-29T14:36:35Z", "hours": 9.3203, "text": "DevLog #2 The Lore this part took me alot of time, i ahd to come up with some sort of story for this puzzle, I won’t spoil it for you but i think you guys will love it, I also spent some time making the cat commands refining some thing and fixing some bugs one of the bugs i encountered was the file path not appearing correctly when using ls, It was pretty easy i just had to include in every argument because or else it wouldn’t show up every time. I also made the text files with content inside of them and little hints that will allow you to solve this puzzle! Tonight i’ll work a bit on the appearence of the terminal it looks a bit boring rn"}, {"post_id": 56914, "ts": "2026-08-28T22:43:38Z", "hours": 1.5314, "text": "Devlog #1 - The Terminal This is gonna be the first game i’m making on stardance. I’ll try to no give too many hints or reveal anything on the devlogs, so for this game, you’ll be in the terminal and try to solve a puzzle by navigating through the filesystem and looking at the different files. I spent about 1 hour and a half making the terminal and the filesystem, i cant say it was easy but with a bit of research I managed to get multiple commands working like ls and cd. I’m also still working on the lore and story and I think you guys will love it!"}]...
|
Title: The Terminal by @unknown_lizzard | Stardanc Title: The Terminal by @unknown_lizzard | Stardance
Devlogs:
Devlog #1 - The Terminal This is gonna be the first game i’m making on stardance. I’ll try to no give too many hints or reveal anything on the devlogs, so for this game, you’ll be in the terminal and try to solve a puzzle by navigating through the filesystem and looking at the different files. I spent about 1 hour and a half making the terminal and the filesystem, i cant say it was easy but with a bit of research I managed to get multiple commands working like ls and cd. I’m also still working on the lore and story and I think you guys will love it!
DevLog #2 The Lore this part took me alot of time, i ahd to come up with some sort of story for this puzzle, I won’t spoil it for you but i think you guys will love it, I also spent some time making the cat commands refining some thing and fixing some bugs one of the bugs i encountered was the file path not appearing correctly when using ls, It was pretty easy i just had to include in every argument because or else it wouldn’t show up every time. I also made the text files with content inside of them and little hints that will allow you to solve this puzzle! Tonight i’ll work a bit on the appearence of the terminal it looks a bit boring rn
DevLog #3 Terminal Polish spent a bit of time polishing the appearence of the terminal, now the little location thing on the left is green so the outputs are seperated more cleanly I also made the little cursor/arrow blink , like in a real terminal and made some other little changes at some point i had issue with the terminal not rendering correctly but I fixed it with a center div for the next devlog i’ll be working on the lore and the progression of the game, it still needs a bit of work
DevLog #4 Lore and Endings spent this one on the actual game instead of the look of it. the filesystem is full of real lore now instead of placeholder text, and there are hidden folders you can only get into if you already know the name. also got the prediction engine working properly. the ai predicts what file youre about to open and it shows up in /predictions. if you read something else it hits you with PREDICTION FAILED and the confidence drops, which is basically the whole thing. there are four endings now. one where you do what it says, one where you keep breaking the predictions, one where you find voss’s real message (its encrypted so you have to decode it yourself), and a secret one where you type null twice. the game remembers how many times youve connected now too. player.dat said previous contacts 1 the first run and it goes up every time even after you close the tab. creeped me out a little honestly. at one point i had the terminal inside a little window with a titlebar but it looked wrong for the vibe so i took it off and just kept the colors. next i want to add the ai saying stuff when youre idle and some more variety in the predictions so it doesnt feel so samey....
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sten0 by @pizzalover125 | Stardance
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Title: sten0 by @pizzalover125 | Stardance
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+1 Jump Skate Escape by @Wontonify | Stardance
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Wontonify
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[{"post_id": 61890, "ts": "202 [{"post_id": 61890, "ts": "2026-09-05T01:48:50Z", "hours": 9.2422, "text": "Devlog #042 Race world is now officially out! Sorry it took so long, these past days I have been really busy with school and haven’t worked on much. I think this will be my last proper devlog of the game, the next will probably just be preparing the project for shipping."}, {"post_id": 60031, "ts": "2026-09-02T04:25:41Z", "hours": 7.7886, "text": "Devlog #041 Changes More analytics More badges OP daily rewards to increase retention Map improvements Revive and Race UI Re-implementation of revive popup"}, {"post_id": 56973, "ts": "2026-08-29T00:50:21Z", "hours": 4.4531, "text": "Devlog #040 World 2 is now officially out! Stayed up late yesterday to get some bug fixes in straight after publish but we should be good for now."}, {"post_id": 56468, "ts": "2026-08-28T07:47:54Z", "hours": 3.7669, "text": "Devlog #039 Added in funnels so that I can see where the users are leaving and why are they are leaving. Hopefully this can help me decide what to add to improve game stats."}, {"post_id": 55513, "ts": "2026-08-27T12:33:37Z", "hours": 4.9758, "text": "Devlog #038 Took a temporary detour to make the race map and also improved upon World 2. Every 5 minutes, the user can choose to participate in a “Race” with other people. The winner of the race will receive wins (I haven’t really decided what to give yet) and its sort of just like a fun little event."}, {"post_id": 55405, "ts": "2026-08-27T06:50:48Z", "hours": 2.1469, "text": "Devlog #037 Fully finished up the balancing, so that World 2 takes 2x the time to beat as World 1."}, {"post_id": 55368, "ts": "2026-08-27T04:35:52Z", "hours": 8.6767, "text": "Devlog #036 Changes This devlog was supposed to be out yesterday but HackaTime servers were down and so I couldn’t post. Anyways, the entirely of W2 is now complete (aside from balancing) which I still have to do. The issue is that WalkSpeed is locked to +1 per level, but the world two map is the same size so you start slamming into walls. Game Stats We have almost 10k people signed up for the World 2 release date in a few days (WHICH IS CRAZY)! And we also hit 20k home recommendations which is nice and hopefully that number keeps growing."}, {"post_id": 53652, "ts": "2026-08-24T09:46:54Z", "hours": 2.5603, "text": "Devlog #035 Got the rest of the spawn done including new skateboards and training areas!"}, {"post_id": 53597, "ts": "2026-08-24T06:48:48Z", "hours": 1.4014, "text": "Devlog #034 Finished up the entirety of the main map! Got the spawn to do (new training areas + skateboard models) and I should be good to start scripting the second world!"}, {"post_id": 53020, "ts": "2026-08-23T12:27:36Z", "hours": 4.1781, "text": "Devlog #033 Finished up 4 more sections! I just got the “Black Hole” section to do now and the main build for W2 is done!"}, {"post_id": 52870, "ts": "2026-08-23T07:41:29Z", "hours": 1.0503, "text": "Devlog #032 Finished up the 6th section! This one is definitely one of the more unique ones out of the batch, and I think I’m going to do something similar for the ones after that as well. World 1 had like a biome sort of theme such areas such as “Forest”, “Ice”, “Dune” and “Sakura” so the theme for World 2 would be planets. 🪐 So far I’ve completed Earth, Moon, Mercury, Mars, Venus and Saturn. I’ve also tried to implement details of each planet inside the build itself, so for Saturn (shown in image) I added arches above the top since it has rings and also added a bunch of small floating rocks as “moons”"}, {"post_id": 52850, "ts": "2026-08-23T06:35:47Z", "hours": 3.8669, "text": "Devlog #031 Finished the first 5 sections of W2! I added these cross sectioned lasers just to mix it up and make world two a little more different than world 1. Also some guy has 41 hours on the game lol"}, {"post_id": 52089, "ts": "2026-08-22T05:02:06Z", "hours": 0.97, "text": "Devlog #030 Working on World TWO!"}, {"post_id": 52061, "ts": "2026-08-22T03:43:27Z", "hours": 4.7569, "text": "Devlog #029 There’s been a major bug with the UI on top of the skateboards where sometimes it just wouldn’t show. I think this is something do with the Roblox glyph engine, I’ve had an issue similar to this before but it was with another game and it has significantly more textlabels, and the text was flickering instead of just blatantly not showing. I’ve added adonis with dex which lets me view studio properties inside of Roblox so I can see whether its a studio issue or just my code. Additional Changes Added group reward with brand new skateboard Added badges"}, {"post_id": 51608, "ts": "2026-08-21T11:41:11Z", "hours": 3.1489, "text": "Devlog #028 Added in some more thumbnails and am also in the process of trialing different titles. Somehow this thumbnail is leading by far with 4% CTR."}, {"post_id": 51499, "ts": "2026-08-21T07:49:16Z", "hours": 2.1506, "text": "Devlog #027 Just realised that this entire time I haven’t been uploading to github. Unfortunately there isn’t an easy way to upload files to git directly from the studio but I do now have script sync enabled and will try to commit at least once every devlog. Not really sure about the times when the devlog is mainly about building, as I can’t just directly upload the rbxm file since I use so many bought assets. Eventually during the final ship I will spend the time to create a map with the assets stripped out. Changes Added admin command system Added daily rewards Fixed major bugs regarding shop + boosts Added friend boosts and train area boost when multiple people are training on the same rail Right now I’m working on the map for W2, hopefully I can get this finished fast!"}, {"post_id": 51438, "ts": "2026-08-21T04:37:21Z", "hours": 0.8681, "text": "Devlog #026 Not really a devlog lol but we just hit all ages!"}, {"post_id": 50871, "ts": "2026-08-20T10:13:32Z", "hours": 4.825, "text": "Devlog #025 Massive overhaul. Before there were way too many different values for the user to handle, so I decided to simplify it. Now, every single obtainable item in the game revolves around XP. XP is obtained by moving or being at one of the training grounds. Obtaining XP increase progress towards your LEVEL, which controls things like WalkSpeed, Jumps, Ramp Boost."}, {"post_id": 50776, "ts": "2026-08-20T04:40:27Z", "hours": 6.8889, "text": "Devlog #024 Testing some more thumbnails for maximum click rate. I’m working on a pretty big rework change right now which is why this devlog has so much time attached to it but I wanted to let yall know."}, {"post_id": 50070, "ts": "2026-08-19T03:49:00Z", "hours": 3.2386, "text": "Devlog #023 THUMBNAILS + RELEASE! Game link: https://www.roblox.com/games/92438199141937/1-Skate-Obby-Escape"}, {"post_id": 49431, "ts": "2026-08-18T08:27:23Z", "hours": 9.9875, "text": "Devlog #022 New UI + Polish Changes! Honestly these past few devlogs I kinda got no idea what to say, I could go on about the thousands of tiny value changes I did but that’d be boring so here’s the more important things. Changes You can now choose your own speed, as long as it is lower than your max New hazard systems, such as the floor rising and platforms suddenly dropping Bunch of bug fixes and polish changes WE ARE SO SO SO CLOSE TO RELEASE! Thumbnails are being made as I speak!"}, {"post_id": 48069, "ts": "2026-08-16T11:01:26Z", "hours": 11.5511, "text": "Devlog #021 Changes Added more monetization Added revive system Scripted upgrade machine More polish changes The game is nearing its complete! Hopefully I am able to release soon once I get some thumbnails made."}, {"post_id": 47251, "ts": "2026-08-15T01:46:11Z", "hours": 3.4672, "text": "Devlog #020 Finished up the final two sections!"}, {"post_id": 46876, "ts": "2026-08-14T12:43:32Z", "hours": 1.6408, "text": "Devlog #019 Believe it or not but this upgrade machine took me nearly 2 hours 😭"}, {"post_id": 46826, "ts": "2026-08-14T10:57:52Z", "hours": 10.6086, "text": "Devlog #018 MASSIVE MAP IMPROVEMENTS P.S. THERE ARE MORE THAN 1 IMAGE"}, {"post_id": 45685, "ts": "2026-08-12T10:34:44Z", "hours": 5.0622, "text": "Devlog #017 Continued working on the map! All walls are up now just working on decoration and other small map improvements!"}, {"post_id": 45579, "ts": "2026-08-12T05:13:00Z", "hours": 3.0192, "text": "Devlog #016 Got awesome asset pack 🔥and continuing work on completing the map expansion + revamp!"}, {"post_id": 45106, "ts": "2026-08-11T11:49:48Z", "hours": 8.6303, "text": "Devlog #015 Changes Expanded and Reworked Map Reworked Boost Mechanism (AGAIN!) More Polishing Made the map significant bigger to encompass new and improved boosting mechanism. I cannot tell you how many times I have rewrote the boost mechanism so HOPEFULLY this is the last time 🤞"}, {"post_id": 43888, "ts": "2026-08-09T10:28:53Z", "hours": 9.9439, "text": "** Devlog #014** Did a bunch more polishing / doc work and continue worked on improving current map and world 2 map."}, {"post_id": 43232, "ts": "2026-08-08T11:35:27Z", "hours": 9.9789, "text": "Devlog #013 Trails and Monetization are now complete!. I also did a LOT more polishing and also started on the build for World 2!"}, {"post_id": 42510, "ts": "2026-08-07T09:39:12Z", "hours": 9.9669, "text": "Devlog #012 Changes Scripted level and click system Finalised boost system Scripted rebirth Training zones now work Skateboards are purchasable and affect your power per click Scripted 3 leaderboards, playtime, power and wins Pads at every island give wins upon contact and teleport back to spawn The majority of the game is complete, all that’s left is the monetization and the trails. The work detailed within this devlog has been spread out across some of the previous sessions so they were definitely not all done in this time!"}, {"post_id": 41792, "ts": "2026-08-06T06:23:30Z", "hours": 5.1358, "text": "Devlog #011 Got some trails made! There hasn’t been much action in the last few devlogs especially on the scripting side because I’m waiting for the completion of a few more systems before summarizing them all."}, {"post_id": 41204, "ts": "2026-08-05T08:59:44Z", "hours": 5.0711, "text": "Devlog #010 MASSIVE MAP REWORK + EXPANSION!"}, {"post_id": 40680, "ts": "2026-08-04T11:27:47Z", "hours": 5.8708, "text": "Devlog #009 Changes Implemented animations Refined and polished boost ramp system Added skateboard (upgrades coming soon!)"}, {"post_id": 40041, "ts": "2026-08-03T12:05:30Z", "hours": 5.1867, "text": "Devlog #008 Got some skateboard animations made! RIP Robux 🥲"}, {"post_id": 39361, "ts": "2026-08-02T09:10:02Z", "hours": 5.1403, "text": "Devlog #007 Additions Setup backend data saving using ProfileStore Setup communication via Knit Scripted clicking system to obtain “Power” every time you click Started on ramp boosts (still needs significant polishing) Physics isn’t my strong suit so hopefully I can figure this out soon!"}, {"post_id": 38674, "ts": "2026-08-01T05:43:05Z", "hours": 2.7356, "text": "Devlog #006 Changes Improved main map FINALLY! Map is basically done. I can finally move on to the scripting."}, {"post_id": 38599, "ts": "2026-08-01T02:32:35Z", "hours": 1.8689, "text": "Devlog #005 Changes Revamped spawn area Placed new skateboards in their designated location Added AFK zone models (will place later) Finally nearing the completion of the map! Although basic, I think it looks pretty good for my first time. Can’t wait to get started on the scripting side, everything should be a lot more smooth there."}, {"post_id": 38546, "ts": "2026-08-01T00:40:31Z", "hours": 2.7036, "text": "Devlog #004 Changes Revamped Map Received commission for skateboards and UI Hopefully I’m near the completion of the map, apologies if these last few devlogs have been rather slow since its my first time building an entire map. I have a commercial license for the skateboard models and the UI but I unfortunately cannot share them in a github public repo."}, {"post_id": 38160, "ts": "2026-07-31T12:32:05Z", "hours": 1.1008, "text": "Devlog #003 Finished off the spawn area"}, {"post_id": 38137, "ts": "2026-07-31T11:20:20Z", "hours": 1.8019, "text": "Devlog #002 Continued expanding the map and now there’s slopes going higher and higher. This is my first time officially building a full map for the first time, so I decided to do something simple for now."}, {"post_id": 38081, "ts": "2026-07-31T09:23:27Z", "hours": 1.8181, "text": "Devlog #001 This is my first time learning BUILDING in Roblox Studio, so I chose a relatively simple game. I’m mainly a scripter, so this is a new experience for me. The idea for this game is basically like a simulator where the player can get further and further."}]...
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Title: +1 Jump Skate Escape by @Wontonify | Starda Title: +1 Jump Skate Escape by @Wontonify | Stardance
Devlogs:
Devlog #001 This is my first time learning BUILDING in Roblox Studio, so I chose a relatively simple game. I’m mainly a scripter, so this is a new experience for me. The idea for this game is basically like a simulator where the player can get further and further.
Devlog #002 Continued expanding the map and now there’s slopes going higher and higher. This is my first time officially building a full map for the first time, so I decided to do something simple for now.
Devlog #003 Finished off the spawn area
Devlog #004 Changes Revamped Map Received commission for skateboards and UI Hopefully I’m near the completion of the map, apologies if these last few devlogs have been rather slow since its my first time building an entire map. I have a commercial license for the skateboard models and the UI but I unfortunately cannot share them in a github public repo.
Devlog #005 Changes Revamped spawn area Placed new skateboards in their designated location Added AFK zone models (will place later) Finally nearing the completion of the map! Although basic, I think it looks pretty good for my first time. Can’t wait to get started on the scripting side, everything should be a lot more smooth there.
Devlog #006 Changes Improved main map FINALLY! Map is basically done. I can finally move on to the scripting.
Devlog #007 Additions Setup backend data saving using ProfileStore Setup communication via Knit Scripted clicking system to obtain “Power” every time you click Started on ramp boosts (still needs significant polishing) Physics isn’t my strong suit so hopefully I can figure this out soon!
Devlog #008 Got some skateboard animations made! RIP Robux 🥲
Devlog #009 Changes Implemented animations Refined and polished boost ramp system Added skateboard (upgrades coming soon!)
Devlog #010 MASSIVE MAP REWORK + EXPANSION!
Devlog #011 Got some trails made! There hasn’t been much action in the last few devlogs especially on the scripting side because I’m waiting for the completion of a few more systems before summarizing them all.
Devlog #012 Changes Scripted level and click system Finalised boost system Scripted rebirth Training zones now work Skateboards are purchasable and affect your power per click Scripted 3 leaderboards, playtime, power and wins Pads at every island give wins upon contact and teleport back to spawn The majority of the game is complete, all that’s left is the monetization and the trails. The work detailed within this devlog has been spread out across some of the previous sessions so they were definitely not all done in this time!
Devlog #013 Trails and Monetization are now complete!. I also did a LOT more polishing and also started on the build for World 2!
** Devlog #014** Did a bunch more polishing / doc work and continue worked on improving current map and world 2 map.
Devlog #015 Changes Expanded and Reworked Map Reworked Boost Mechanism (AGAIN!) More Polishing Made the map significant bigger to encompass new and improved boosting mechanism. I cannot tell you how many times I have rewrote the boost mechanism so HOPEFULLY this is the last time 🤞
Devlog #016 Got awesome asset pack 🔥and continuing work on completing the map expansion + revamp!
Devlog #017 Continued working on the map! All walls are up now just working on decoration and other small map improvements!
Devlog #018 MASSIVE MAP IMPROVEMENTS P.S. THERE ARE MORE THAN 1 IMAGE
Devlog #019 Believe it or not but this upgrade machine took me nearly 2 hours 😭
Devlog #020 Finished up the final two sections!
Devlog #021 Changes Added more monetization Added revive system Scripted upgrade machine More polish changes The game is nearing its complete! Hopefully I am able to release soon once I get some thumbnails made.
Devlog #022 New UI + Polish Changes! Honestly these past few devlogs I kinda got no idea what to say, I could go on about the thousands of tiny value changes I did but that’d be boring so here’s the more important things. Changes You can now choose your own speed, as long as it is lower than your max New hazard systems, such as the floor rising and platforms suddenly dropping Bunch of bug fixes and polish changes WE ARE SO SO SO CLOSE TO RELEASE! Thumbnails are being made as I speak!
Devlog #023 THUMBNAILS + RELEASE! Game link: https://www.roblox.com/games/92438199141937/1-Skate-Obby-Escape
Devlog #024 Testing some more thumbnails for maximum click rate. I’m working on a pretty big rework change right now which is why this devlog has so much time attached to it but I wanted to let yall know.
Devlog #025 Massive overhaul. Before there were way too many different values for the user to handle, so I decided to simplify it. Now, every single obtainable item in the game revolves around XP. XP is obtained by moving or being at one of the training grounds. Obtaining XP increase progress towards your LEVEL, which controls things like WalkSpeed, Jumps, Ramp Boost.
Devlog #026 Not really a devlog lol but we just hit all ages!
Devlog #027 Just realised that this entire time I haven’t been uploading to github. Unfortunately there isn’t an easy way to upload files to git directly from the studio but I do now have script sync enabled and will try to commit at least once every devlog. Not really sure about the times when the devlog is mainly about building, as I can’t just directly upload the rbxm file since I use so many bought assets. Eventually during the final ship I will spend the time to create a map with the assets stripped out. Changes Added admin command system Added daily rewards Fixed major bugs regarding shop + boosts Added friend boosts and train area boost when multiple people are training on the same rail Right now I’m working on the map for W2, hopefully I can get this finished fast!
Devlog #028 Added in some more thumbnails and am also in the process of trialing different titles. Somehow this thumbnail is leading by far with 4% CTR.
Devlog #029 There’s been a major bug with the UI on top of the skateboards where sometimes it just wouldn’t show. I think this is something do with the Roblox glyph engine, I’ve had an issue similar to this before but it was with another game and it has significantly more textlabels, and the text was flickering instead of just blatantly not showing. I’ve added adonis with dex which lets me view studio properties inside of Roblox so I can see whether its a studio issue or just my code. Additional Changes Added group reward with brand new skateboard Added badges
Devlog #030 Working on World TWO!
Devlog #031 Finished the first 5 sections of W2! I added these cross sectioned lasers just to mix it up and make world two a little more different than world 1. Also some guy has 41 hours on the game lol
Devlog #032 Finished up the 6th section! This one is definitely one of the more unique ones out of the batch, and I think I’m going to do something similar for the ones after that as well. World 1 had like a biome sort of theme such areas such as “Forest”, “Ice”, “Dune” and “Sakura” so the theme for World 2 would be planets. 🪐 So far I’ve completed Earth, Moon, Mercury, Mars, Venus and Saturn. I’ve also tried to implement details of each planet inside the build itself, so for Saturn (shown in image) I added arches above the top since it has rings and also added a bunch of small floating rocks as “moons”
Devlog #033 Finished up 4 more sections! I just got the “Black Hole” section to do now and the main build for W2 is done!
Devlog #034 Finished up the entirety of the main map! Got the spawn to do (new training areas + skateboard models) and I should be good to start scripting the second world!
Devlog #035 Got the rest of the spawn done including new skateboards and training areas!
Devlog #036 Changes This devlog was supposed to be out yesterday but HackaTime servers were down and so I couldn’t post. Anyways, the entirely of W2 is now complete (aside from balancing) which I still have to do. The issue is that WalkSpeed is locked to +1 per level, but the world two map is the same size so you start slamming into walls. Game Stats We have almost 10k people signed up for the World 2 release date in a few days (WHICH IS CRAZY)! And we also hit 20k home recommendations which is nice and hopefully that number keeps growing.
Devlog #037 Fully finished up the balancing, so that World 2 takes 2x the time to beat as World 1.
Devlog #038 Took a temporary detour to make the race map and also improved upon World 2. Every 5 minutes, the user can choose to participate in a “Race” with other people. The winner of the race will receive wins (I haven’t really decided what to give yet) and its sort of just like a fun little event.
Devlog #039 Added in funnels so that I can see where the users are leaving and why are they are leaving. Hopefully this can help me decide what to add to improve game stats.
Devlog #040 World 2 is now officially out! Stayed up late yesterday to get some bug fixes in straight after publish but we should be good for now.
Devlog #041 Changes More analytics More badges OP daily rewards to increase retention Map improvements Revive and Race UI Re-implementation of revive popup
Devlog #042 Race world is now officially out! Sorry it took so long, these past days I have been really busy with school and haven’t worked on much. I think this will be my last proper devlog of the game, the next will probably just be preparing the project for shipping....
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Fixing Bios Locked Laptop by @Partholimew | Starda Fixing Bios Locked Laptop by @Partholimew | Stardance...
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Title: Fixing Bios Locked Laptop by @Partholimew | Title: Fixing Bios Locked Laptop by @Partholimew | Stardance...
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My first slack bot! by @d4rk4rctic | Stardance
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Title: My first slack bot! by @d4rk4rctic | Starda Title: My first slack bot! by @d4rk4rctic | Stardance...
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PLEASE DELETE by @Lokpriyanth | Stardance
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Title: PLEASE DELETE by @Lokpriyanth | Stardance
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My first slack bot! by @zachwilkinson-rowe | Stard My first slack bot! by @zachwilkinson-rowe | Stardance...
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Title: My first slack bot! by @zachwilkinson-rowe Title: My first slack bot! by @zachwilkinson-rowe | Stardance...
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Frictionless by @nano | Stardance
|
nano
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @nano | Stardance
|
1792889412.5441146
|
1793753412.5441146
|
|
2686
|
. by @zazzie | Stardance
|
zazzie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: . by @zazzie | Stardance
|
1792889411.716442
|
1793753411.716442
|