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21048
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Alien animatronic by @Jollyspaceduck | Stardance
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Jollyspaceduck
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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: Alien animatronic by @Jollyspaceduck | Star Title: Alien animatronic by @Jollyspaceduck | Stardance...
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1793357355.8708482
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1793962155.8708482
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27589
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My first slack bot! by @muhammadabdullah2432009 | My first slack bot! by @muhammadabdullah2432009 | Stardance...
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muhammadabdullah2432009
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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: My first slack bot! by @muhammadabdullah243 Title: My first slack bot! by @muhammadabdullah2432009 | Stardance...
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1793357354.9428997
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1793962154.9428997
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6455
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Untitled project by @ishan_kapadia | Stardance
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ishan_kapadia
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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: Untitled project by @ishan_kapadia | Starda Title: Untitled project by @ishan_kapadia | Stardance...
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1793357354.0125632
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1793962154.0125632
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13206
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My Macropad by @Jimmy | Stardance
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Jimmy
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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: My Macropad by @Jimmy | Stardance
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1793357353.0760353
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1793962153.0760353
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3544
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macro pad 1.0 by @zxxz999 | Stardance
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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: macro pad 1.0 by @zxxz999 | Stardance
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1793357352.2053828
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1793962152.2053828
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7860
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x44 by @heisenberg | Stardance
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heisenberg
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0
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44.8
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0
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[]
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[{"post_id": 60229, "ts": "202 [{"post_id": 60229, "ts": "2026-09-02T13:51:16Z", "hours": 11.7039, "text": "Devlog 6 Continuing x44 after 2 months. I was very busy with school work. Coming back to it after a long time, i am seeing that my initial design had the Rust build worker doing too much. The CF Worker pushed a job to a queue and sent a ping to the VPS over HTTP. The Rust build worker then had to authenticate against CF’s REST API, pull the queue message, execute the build, upload artifacts to R2, and acknowledge the message. This over complicated the system. The Architectural Change Instead of the rust build worker pulling jobs queues after the ping, I made the control-plane worker both queue producer and queue consumer. Now the Pipeline Looks like this:- When a project is created or a git push occurs the Worker records a queued row in D1 and pushes the build configuration into the queue. The Worker then takes 1 job from the queue and send the build configuration to the Rust build worker, If a build is running CF natively waits for it to be acknowledged-no custom logic for it Then the Rust build worker finally runs the build and upload the build output to R2.[I acknowledge the job even if the build fails to prevent retry loops] No frontend changes, see my IDE"}, {"post_id": 30109, "ts": "2026-07-17T12:54:56Z", "hours": 5.2083, "text": "Devlog 5 I finished the /new-project page and wrote some types. While testing I found a major bug, that if a build request comes to the build-worker while a build is running then the output files gets overwritten, resulting in a broken deployment. I could fix it by having the outputs of the build on separate folders and uploading them one by one. But this approach wasn’t utilising the queues. I will change the structure to something like this, [Github Webhook/Initial Deploy] -> [Control-plane] -> [Cloudflare Queue] -> [control-plane queue handler] -> this sends the build details to the build-worker after building it will update the status of the deployment. This was i don’t have to manage concurrency my self I am spending a lot of time in styling. hope it looks good :?) Nexxt Building what I just explained. Improve the bland dashboard."}, {"post_id": 27080, "ts": "2026-07-12T10:00:23Z", "hours": 10.2703, "text": "Devlog 4 - Build the structure of the dashboard Just build the layout of the dashboard and created a new page for creating new projects[design inspired by cloudflare]. You might be thinking that this should not take 10 hours and you are right. My first thought was to not to create a new page but a dialog box. But the combobox I used for selecting repo was not registering the clicks, i was working with keyboard tho. After trying to debug a lot, I asked AI why it was not working as intended. Because I had both base-ui and radix-ui wasted 4 hours on it and ended up creating a new page altogether Next: Complete the /new-project page Connect the builder with the backend Add a detail page for projects"}, {"post_id": 20740, "ts": "2026-07-02T13:01:51Z", "hours": 9.2825, "text": "Devlog #3 Changes Made the landing page for x44. Tho it was mostly generated by AI, I did the authentication and styling for the button. Set-up drizzle orm and wrote the schema for the database. Authentication(used better-auth) The problems I faced I tried to make my own authentication system, and realised after more than two hours of work that there is still a lot of work to be done to make it secure. And i can use that time to add more features. So I switched to better-auth it was a great decision according to me. And if you are in search of an authentication framework I recommend you to check better-auth once them have amazing documentation. To initialise better-auth in cf worker, I first needed to initialse drizzle and it requires a D1 instance which in only available in the context of a request. So I made a getAuth function const getAuth = ( ctx : Context ) => { const db = drizzle ( ctx . env . DB , { schema }) const auth = betterAuth ({ database : drizzleAdapter ( db , { provider : \" sqlite \" , schema })}) return auth } Currently working on dashboard(this is not by AI) If you have any suggestion please comment, and you can view the system architecture in the previous devlog[i am not yet sure about the subdomain routing part, so that is not drawn]. ✌️"}, {"post_id": 13592, "ts": "2026-06-22T08:32:27Z", "hours": 4.3369, "text": "This commit was a big one. The build-worker finally got a proper API layer, added Axum with an auth middleware so only authorized clients can trigger builds. The whole flow is now queue-driven: the worker pulls jobs from Cloudflare Queues, runs the Docker build, uploads output to R2, and acknowledges the message. Feels way more production ready. Also spun up the monorepo structure properly. Added apps/control-plane (Cloudflare Worker), apps/website (Vite frontend), and packages/db-schema for shared types. pnpm workspaces are configured, root package.json has a dev:backend script. Basic .gitignore in place. The most frustrating thing was that the Cloudflare Queue send function is not working. I’ve spent hours trying to debug it, messages aren’t showing up on the CF dashboard at all. The pull/ack endpoints seem fine, but pushing messages into the queue is a dead end. Hoping that actually deploying the control-plane worker might fix it,maybe it’s a local dev environment issue with wrangler. Either way, this is the main blocker right now. If anyone has hit this, I’d love to hear how you solved it. Git commit: https://github.com/xxeisenberg/x44/commit/9b1669bd7e935043367ba32c2abadc1428f80596"}, {"post_id": 5363, "ts": "2026-06-09T03:11:41Z", "hours": 3.995, "text": "I have built the docker image that will build the code and a rust program that will run the docker container and upload the build output to Cloudflare R2."}]...
|
Title: x44 by @heisenberg | Stardance
Devlogs:
I Title: x44 by @heisenberg | Stardance
Devlogs:
I have built the docker image that will build the code and a rust program that will run the docker container and upload the build output to Cloudflare R2.
This commit was a big one. The build-worker finally got a proper API layer, added Axum with an auth middleware so only authorized clients can trigger builds. The whole flow is now queue-driven: the worker pulls jobs from Cloudflare Queues, runs the Docker build, uploads output to R2, and acknowledges the message. Feels way more production ready. Also spun up the monorepo structure properly. Added apps/control-plane (Cloudflare Worker), apps/website (Vite frontend), and packages/db-schema for shared types. pnpm workspaces are configured, root package.json has a dev:backend script. Basic .gitignore in place. The most frustrating thing was that the Cloudflare Queue send function is not working. I’ve spent hours trying to debug it, messages aren’t showing up on the CF dashboard at all. The pull/ack endpoints seem fine, but pushing messages into the queue is a dead end. Hoping that actually deploying the control-plane worker might fix it,maybe it’s a local dev environment issue with wrangler. Either way, this is the main blocker right now. If anyone has hit this, I’d love to hear how you solved it. Git commit: https://github.com/xxeisenberg/x44/commit/9b1669bd7e935043367ba32c2abadc1428f80596
Devlog #3 Changes Made the landing page for x44. Tho it was mostly generated by AI, I did the authentication and styling for the button. Set-up drizzle orm and wrote the schema for the database. Authentication(used better-auth) The problems I faced I tried to make my own authentication system, and realised after more than two hours of work that there is still a lot of work to be done to make it secure. And i can use that time to add more features. So I switched to better-auth it was a great decision according to me. And if you are in search of an authentication framework I recommend you to check better-auth once them have amazing documentation. To initialise better-auth in cf worker, I first needed to initialse drizzle and it requires a D1 instance which in only available in the context of a request. So I made a getAuth function const getAuth = ( ctx : Context ) => { const db = drizzle ( ctx . env . DB , { schema }) const auth = betterAuth ({ database : drizzleAdapter ( db , { provider : " sqlite " , schema })}) return auth } Currently working on dashboard(this is not by AI) If you have any suggestion please comment, and you can view the system architecture in the previous devlog[i am not yet sure about the subdomain routing part, so that is not drawn]. ✌️
Devlog 4 - Build the structure of the dashboard Just build the layout of the dashboard and created a new page for creating new projects[design inspired by cloudflare]. You might be thinking that this should not take 10 hours and you are right. My first thought was to not to create a new page but a dialog box. But the combobox I used for selecting repo was not registering the clicks, i was working with keyboard tho. After trying to debug a lot, I asked AI why it was not working as intended. Because I had both base-ui and radix-ui wasted 4 hours on it and ended up creating a new page altogether Next: Complete the /new-project page Connect the builder with the backend Add a detail page for projects
Devlog 5 I finished the /new-project page and wrote some types. While testing I found a major bug, that if a build request comes to the build-worker while a build is running then the output files gets overwritten, resulting in a broken deployment. I could fix it by having the outputs of the build on separate folders and uploading them one by one. But this approach wasn’t utilising the queues. I will change the structure to something like this, [Github Webhook/Initial Deploy] -> [Control-plane] -> [Cloudflare Queue] -> [control-plane queue handler] -> this sends the build details to the build-worker after building it will update the status of the deployment. This was i don’t have to manage concurrency my self I am spending a lot of time in styling. hope it looks good :?) Nexxt Building what I just explained. Improve the bland dashboard.
Devlog 6 Continuing x44 after 2 months. I was very busy with school work. Coming back to it after a long time, i am seeing that my initial design had the Rust build worker doing too much. The CF Worker pushed a job to a queue and sent a ping to the VPS over HTTP. The Rust build worker then had to authenticate against CF’s REST API, pull the queue message, execute the build, upload artifacts to R2, and acknowledge the message. This over complicated the system. The Architectural Change Instead of the rust build worker pulling jobs queues after the ping, I made the control-plane worker both queue producer and queue consumer. Now the Pipeline Looks like this:- When a project is created or a git push occurs the Worker records a queued row in D1 and pushes the build configuration into the queue. The Worker then takes 1 job from the queue and send the build configuration to the Rust build worker, If a build is running CF natively waits for it to be acknowledged-no custom logic for it Then the Rust build worker finally runs the build and upload the build output to R2.[I acknowledge the job even if the build fails to prevent retry loops] No frontend changes, see my IDE...
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1793357350.9687378
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1793962150.9687378
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38367
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Own WebOS by @Yazhiniyan | Stardance
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Yazhiniyan
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0
|
0.35
|
0
|
[]
|
[{"post_id": 34697, "ts": "202 [{"post_id": 34697, "ts": "2026-07-25T16:56:39Z", "hours": 0.3489, "text": "made the layout and working on the CSS"}]...
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Title: Own WebOS by @Yazhiniyan | Stardance
Devlo Title: Own WebOS by @Yazhiniyan | Stardance
Devlogs:
made the layout and working on the CSS...
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1793357349.958702
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1793962149.958702
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55899
|
Homemade Fume Extractor by @wchia333 | Stardance
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wchia333
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0
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3.78
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0
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[]
|
[{"post_id": 62616, "ts": "202 [{"post_id": 62616, "ts": "2026-09-06T02:40:50Z", "hours": 1.4417, "text": "Finished updated CAD, also started writing Github Repo. Hopefully I can ship my Sunday."}, {"post_id": 62553, "ts": "2026-09-06T00:19:25Z", "hours": 1.9356, "text": "Decided to design my fume extractor around the Artic P12. I finished the CAD, but then realized i wanted a custom PCB to control RPM and stuff so i did that. I also have to redo the CAD now."}, {"post_id": 59992, "ts": "2026-09-02T02:29:05Z", "hours": 0.4, "text": "Got most of the researching done, I think its just going to be 1 or 2 120mm fans connected to a switch. Maybe I will make it a bit more fancy but idk."}]...
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Title: Homemade Fume Extractor by @wchia333 | Star Title: Homemade Fume Extractor by @wchia333 | Stardance
Devlogs:
Got most of the researching done, I think its just going to be 1 or 2 120mm fans connected to a switch. Maybe I will make it a bit more fancy but idk.
Decided to design my fume extractor around the Artic P12. I finished the CAD, but then realized i wanted a custom PCB to control RPM and stuff so i did that. I also have to redo the CAD now.
Finished updated CAD, also started writing Github Repo. Hopefully I can ship my Sunday....
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1793357349.0347788
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1793962149.0347788
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55898
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Rok by @Rok | Stardance
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Rok
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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: Rok by @Rok | Stardance
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1793357348.1249049
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1793962148.1249049
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26595
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Untitled project by @Sripaadh | Stardance
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Sripaadh
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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: Untitled project by @Sripaadh | Stardance
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1793357347.22081
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1793962147.22081
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55897
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ORVos by @Exo | Stardance
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Exo
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0
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0.59
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0
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[]
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[{"post_id": 69093, "ts": "202 [{"post_id": 69093, "ts": "2026-09-16T11:13:07Z", "hours": 0.5939, "text": "I don’t usually have time for side projects but when I do, I normally work in short bursts. It helps me get a lot of my ideas for what the final version to look like. Today I just started making my OS, following the first page of the guide. It’s nothing fancy but It’s a good start in my opinion. Maybe tomorrow, I’ll have some interactive parts done and maybe by next week it’ll be fully working! For now, it’s time for me to take a short break and maybe revise my knowledge of js…."}]...
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Title: ORVos by @Exo | Stardance
Devlogs:
I don’t Title: ORVos by @Exo | Stardance
Devlogs:
I don’t usually have time for side projects but when I do, I normally work in short bursts. It helps me get a lot of my ideas for what the final version to look like. Today I just started making my OS, following the first page of the guide. It’s nothing fancy but It’s a good start in my opinion. Maybe tomorrow, I’ll have some interactive parts done and maybe by next week it’ll be fully working! For now, it’s time for me to take a short break and maybe revise my knowledge of js…....
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1793357346.2996244
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1793962146.2996244
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22148
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Tonne by @Canico | Stardance
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Canico
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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: Tonne by @Canico | Stardance
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1793357345.3671696
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1793962145.3671696
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55896
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Bbot by @BhavyaGudhka | Stardance
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BhavyaGudhka
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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: Bbot by @BhavyaGudhka | Stardance
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1793357344.410251
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1793962144.410251
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14699
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Hollow - Game Dev by @magomango | Stardance
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magomango
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1
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137.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T03:11:30Z", "hours": 137.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HOLLOW - 3D, 1st POV Retro (optional) Horror Game!! What I made: HOLLOW is a short first-person survival horror game in Godot 4, inspired by Puppet Combo games and Granny. You’re stuck in a house with a monster wandering the halls, and you have to explore, find items, and solve a chain of puzzles to escape. No weapons, so your only options are hiding and running. What was challenging: the enemy AI, by far. For a long time it ignored me completely, even when I stood right in front of it. It turned out my player’s camera and body were offset 115 units from where the game thought I was, so the monster was staring at an empty spot across the room. I also fought navigation meshes floating above the floor, imported 3D models launching themselves into the sky because of hidden built-in colliders, and getting the web build under itch.io’s size limit (527 MB to 465 MB by shrinking textures). What I’m proud of: the monster actually feels like it’s hunting you. It wanders, chases you when it spots you, keeps following you around corners, and searches the area after it loses you. I also built one reusable puzzle system that runs almost every puzzle in the game, plus a caged creature that asks you for things and reacts with its own animations. Tho it still looks kinda silly sometimes because it spins a bit or is kinda dumb. but thats good for the player!! Lol. How to test it: play in the browser or download for Windows/Mac. WASD move · Shift sprint · C crouch · E interact / pick up / use · V toggle the VHS filter Look at objects to get hints, and press E while holding the right item to use it. You get 5 hits per life and 3 lives. Downloads aren’t code-signed. On Windows click More info > Run anyway; on Mac right-click > Open. Happy Halloween, and I hope you enjoy it!!!", "repo": "https://github.com/magnolia345/StarDance-Hallow", "demo": "https://magnoliaggogog.itch.io/hallow"}]...
|
[{"post_id": 83154, "ts": "202 [{"post_id": 83154, "ts": "2026-10-27T02:25:22Z", "hours": 3.3642, "text": "Literally done. Finished decorating; adding end screens; making itch.io page Lazy lmao… but i js spent like 5 hours straight doing stuff (besides coding like making the readme actually read-ABLE lmao) BRUH ARE YOU KIDDING ME."}, {"post_id": 82855, "ts": "2026-10-26T01:12:13Z", "hours": 11.5164, "text": "ALMOST DONENNE ~ whats up DONE WITH ALL PUZZLES. LETTS GOOO implementation SO continuation from previous post - implementation of the puzzles Lots of puzzles, eg the lock to the exit, use the same mechanic, and I attach the same script where I input different things in the Inspector. Each Object X which takes Object Y leads to Event Z happening. Explaining the below image: I can attach the same script of code to different things. So obviously, Object X (where i attach the script) is the door in this case; Object Y is the key; and Event Z is the lock hiding. Sometimes the Event is something like dropping loot, which is making something visible and the mode switches from disabled to inherit at the bottom in Process. Future LITERALLY SO CLOSE TO SHIPPING FEFHEFR. maybe tonight… Just last decorations, death screen (oh yea, the enemy is so peakkkkk… reveal later) See you soon!"}, {"post_id": 81886, "ts": "2026-10-22T20:59:17Z", "hours": 7.7286, "text": "puzzles? how cool is this? ~ whats up started puzzles, hopefully gonna finish very soon? implementation Most of my puzzles involve doing something, then something else happens (eg appearing vs disappearing). So I just made a script and attached it to certain places where objects are supposed to be inter-actable with. more detailed desc later Future finish the puzzles oof"}, {"post_id": 80859, "ts": "2026-10-19T01:43:18Z", "hours": 12.4375, "text": "FAV ROOM + glow in the dark pumpkins?? ~ whats up so i got the enemy to work. thank god. PLUS I GOT MY FAVORITE-ST ROOM EVER MADE!! Implementation/fix for enemy Looping btw 2 rooms: wander code picked farthest random point, so movement was lwk sporadic and weird. So we switched to getting the first valid point randomly generated instead. Walked off into the void: bc the navigationmesh or where it can roam WAS PARTIALLY OUTSIDE. bruh. so just resized the NM Never saw me or chased: LMAO this was so funny. So apparently my body was like 115 WHOLE-STINKING units away from where the code thought I was.. so easy fix, but bruh. Lost me at corners when i sharp turned: chase_memory now is for keeping track of position even after losing sight. Also added the hit screen, which is like a little bit of blood, for funsies THE ROOM OMGGOGMG - this was so heavily inspired (not copied… cuz yk i got crates here) by that one bunker room in Stay Out of the House by PUPPETCOMBO (omg peakkk). it’s a maze in there. check out the 2nd image! Future PUZZLES. OMG (still) I have so many ideas and so little timeeee. PS: wanted to fit all images in one frame. (yea okay syre bvro)"}, {"post_id": 79448, "ts": "2026-10-14T01:05:09Z", "hours": 10.0569, "text": "GUMBALLS ~ whats up FINALLY finished decorating?? Okay, so I got the enemy to work - FOR LIKE 5 SECONDS - before i broke it again T-T. IDEK what I did bruh. Implementation So I baked a navigationmesh which is all the places the enemy can go (eg mostly where the player can go mostly) and then successfully (for a while at least) made it move randomly and chase the player when it crossed its line of view. It would even hit the player and make a bloody screen show up. BUT NOW IT DOESN’T WORK. HUhhh?? It doesn’t even move at all. So comes debugging: I integrated each step one by one instead of working on the code for like 5 hours and then testing it. Hopefully I can get this thing to work ugh. (My desc are lwk bad here but its because Im raging) Future PUZZLES. OMG I have so many ideas and so little timeeee. anyway, here’s this gumball machine which might be my favorite thing ever. toodles"}, {"post_id": 77150, "ts": "2026-10-05T19:44:07Z", "hours": 10.9308, "text": "WE GOT CABINETS ~ Happy Spooky-Season!! HORROR SEASON + whats up Player can finally open doors- nope not doors, those are harder to implement than cabinets. But then isn’t a door literally just a big cabinet? #showerthoughts Implementation Basically, interact ‘E’ asks whether the raycast, or the “imaginary line” shot out the player though the red dot in the center, hits the object. If the player is standing close enough and they press E, it turns the door 90 degrees about the side aixs. It took a bit to implement bc I kept MESSING UP what the raycast would collid with. Plus this cabinet is like A MILLION different pieces. it legit takes 10 seconds to scroll through everything. I mean ig bro. Future Do this to like all the other cabinets (T-T), fix enemy (idk why its glitching), implement puzzles. AND ADD HALLOWEEN EASTER EGGS! (or are they called Halloween Eggs bc its not rlly easter… #showerthoughtsagain… haha)"}, {"post_id": 72476, "ts": "2026-09-23T01:17:52Z", "hours": 10.0992, "text": "PLAYGROUND - and pick up I added this cool playground into the game, where you can actually go inside and even slide down the slide. Peak childhood nostalgia :) You can also now pick up items and drop them realistically, affected by gravity. I’m holding a hammer in this image! I think the game is coming along well. Slowly… AHhhh gotta pick up the pace."}, {"post_id": 71017, "ts": "2026-09-20T06:44:20Z", "hours": 8.9114, "text": "Still decorating… Sometimes the things you look the hardest for… Is just in plain sight… I also added in the enemy. Dw it won’t be a cubicle forever."}, {"post_id": 68393, "ts": "2026-09-15T01:40:40Z", "hours": 12.5781, "text": "** PARKOUR ** Still decorating. but im so proud of myself for making this little parkour. the ladder was so hard to get the player to actually get on T-T"}, {"post_id": 62367, "ts": "2026-09-05T18:10:53Z", "hours": 9.9689, "text": "Hallow Continued - MECHANICS ~ What’s been going on Still working on decorating. Aesthetics are important oookkk? Been working on mechanics, such as interacting. Since these models are from online, I have to resize everything and also make a function so they can be interacted with. How it works: basically you just have to be close enough to some object, then press ‘E’ to interact with the object, which then causes some change. For example, this cabinet opens, but I’m planning on adding different puzzles which isn’t as simple as opening a drawer. Issues: Since the hitbox (or CollisionShape3D in Godot) is over the whole cabinet, it opens all the drawers. I guess that makes it easier for the player lmao. But if I wanted to make it over each drawer, then I would’ve had to make smaller hitboxes and arranged them properly. I accidentally made this cabinet TOO TALL T-T. So I wonder how the player will get up there… (totally on purpose haha) It limits which models I could take from online. A lot of models are not separated into parts (eg drawer1 is attached permanently to drawer2), meaning they can’t actually open. I realized this half way thru scavenging. :( Also started on the enemy AI stuff, but it’s not that done yet. ~ Plan Continue decorating, making them interactable. I have also made a whole map of the layout and the fun puzzles I’m planning to put in. I would share it but spoilers… :) Credit for cabinet below: Bedside table: “Bedside table old” ( https://skfb.ly/owuAQ ) by Nollien is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/ ). SKETCHFAB is a peakkk website! pretty realistic looking things on here!"}, {"post_id": 54118, "ts": "2026-08-24T22:49:47Z", "hours": 6.8272, "text": "Hallow Continued - COUCHES ~ What’s been going on Really right now is one of the fun-ner parts: just adding in open-license 3D models from online and decorating the whole place (in- and ex-terior). And obviously crediting everything on this massive google doc. 👍 I was hoping it would be sorta fast, but tell me how it’s been a few hours already lol T-T ~ After this Make everything interact-able and bring in the props and tools you need to find to escape with. Some of these models don’t have an interior, so I’ll need to figure how to sideball that issue. And a gamedev’s worst nightmare: doors… 👀 Ohhh and also rearrange my whole filesystem and Scene panel. Uhhh which door is which again…. absolute monstrosity right now… Credit for sofa below: “trashy backyard sofa” ( https://skfb.ly/pHVBH ) by Schmoldt5000 is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/). SKETCHFAB is a peakkk website! pretty realistic looking things on here!"}, {"post_id": 47898, "ts": "2026-08-16T05:24:37Z", "hours": 19.6883, "text": "Devlog 2 - Layout Done It’s been a while since my last post, but I’ve finished the pretty giant layout. I think I want a couple of floors, but that might be ambitious. We’ll see. Right now it has over 10 rooms and an outside! The doors are a big large right now, but this is an orphanage and the player is a kid so maybe its ok. 😓 I also started brainstorming some puzzles. Next step: decorating the interior and exterior and adding in items."}, {"post_id": 27028, "ts": "2026-07-12T05:56:11Z", "hours": 12.6417, "text": "Devlog #1 - Hollow GAME Dev Hey everyone! This is my first time posting and first time ever doing anything Hack Club related. I’ve seen so many cool projects already, and it really inspired me to create something and ship it out. Lmao, skip all this rant and go to the bottom for the actual project to save time! I’m developing a GAME ! – A little about me and why I’m here : I LOVE horror! Especially horror games. However I’m more of a person who likes watching people play games and am too scared sometimes to play them myself. Things like the Resident Evil series, indie games (like by Puppet Combo), or even mobile games like Granny. So I thought why not make one myself since it’s summer and all. I’m familiar with programming but totally new to game dev, so this will be an interesting adventure. – What I’ve learned so far about the game dev process : There’s a LOT to learn and decide. Eg What gaming platform you wanna use (so many differences lmao) like unreal, unity, and godot Plot of your game (so MUCH stuff to consider here) General gameplay style (open exploration? cutscene hand holding gameplay?) How long you want your game to be (uhhh…) and so much more… 😓 I’ve tried making a GDD (game dev doc), and rn its still being refined as the vision comes together. —– MY GAME PREMISE —– Game name: Hollow Gist: The player is stuck in an Orphanage and strives for a way out + An investigator attempts to voyage to the Orphanage, but seeks shelter in somewhere unknown… (trying to go for the multiple enemy/story happening but its all connected…) **Inspo: **HEAVILY from Resident Evil 7 (the Baker’s House), the mobile game The Evil Nun, puppet combo games (like Stay Out of the House or Nun Massacre), random dreams I’ve had (lol) Platform: GODOT (highkey underrated) – Whats done so far a dark environment and a few bare rooms stamina bar that can be recharged flashlight movement controls 1/2 of door mechanics (so many memes about how game devs hate door physics hahaha.. yea me too) Js the first week, so player basic mechanics are in. – Future plans for posts Polish the environment and figuring out the enemy Finishing the GDD and posting clips of it Posting a short demo game on Itch.io Thanks for reading this post!"}]...
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Title: Hollow - Game Dev by @magomango | Stardance Title: Hollow - Game Dev by @magomango | Stardance
Devlogs:
Devlog #1 - Hollow GAME Dev Hey everyone! This is my first time posting and first time ever doing anything Hack Club related. I’ve seen so many cool projects already, and it really inspired me to create something and ship it out. Lmao, skip all this rant and go to the bottom for the actual project to save time! I’m developing a GAME ! – A little about me and why I’m here : I LOVE horror! Especially horror games. However I’m more of a person who likes watching people play games and am too scared sometimes to play them myself. Things like the Resident Evil series, indie games (like by Puppet Combo), or even mobile games like Granny. So I thought why not make one myself since it’s summer and all. I’m familiar with programming but totally new to game dev, so this will be an interesting adventure. – What I’ve learned so far about the game dev process : There’s a LOT to learn and decide. Eg What gaming platform you wanna use (so many differences lmao) like unreal, unity, and godot Plot of your game (so MUCH stuff to consider here) General gameplay style (open exploration? cutscene hand holding gameplay?) How long you want your game to be (uhhh…) and so much more… 😓 I’ve tried making a GDD (game dev doc), and rn its still being refined as the vision comes together. —– MY GAME PREMISE —– Game name: Hollow Gist: The player is stuck in an Orphanage and strives for a way out + An investigator attempts to voyage to the Orphanage, but seeks shelter in somewhere unknown… (trying to go for the multiple enemy/story happening but its all connected…) **Inspo: **HEAVILY from Resident Evil 7 (the Baker’s House), the mobile game The Evil Nun, puppet combo games (like Stay Out of the House or Nun Massacre), random dreams I’ve had (lol) Platform: GODOT (highkey underrated) – Whats done so far a dark environment and a few bare rooms stamina bar that can be recharged flashlight movement controls 1/2 of door mechanics (so many memes about how game devs hate door physics hahaha.. yea me too) Js the first week, so player basic mechanics are in. – Future plans for posts Polish the environment and figuring out the enemy Finishing the GDD and posting clips of it Posting a short demo game on Itch.io Thanks for reading this post!
Devlog 2 - Layout Done It’s been a while since my last post, but I’ve finished the pretty giant layout. I think I want a couple of floors, but that might be ambitious. We’ll see. Right now it has over 10 rooms and an outside! The doors are a big large right now, but this is an orphanage and the player is a kid so maybe its ok. 😓 I also started brainstorming some puzzles. Next step: decorating the interior and exterior and adding in items.
Hallow Continued - COUCHES ~ What’s been going on Really right now is one of the fun-ner parts: just adding in open-license 3D models from online and decorating the whole place (in- and ex-terior). And obviously crediting everything on this massive google doc. 👍 I was hoping it would be sorta fast, but tell me how it’s been a few hours already lol T-T ~ After this Make everything interact-able and bring in the props and tools you need to find to escape with. Some of these models don’t have an interior, so I’ll need to figure how to sideball that issue. And a gamedev’s worst nightmare: doors… 👀 Ohhh and also rearrange my whole filesystem and Scene panel. Uhhh which door is which again…. absolute monstrosity right now… Credit for sofa below: “trashy backyard sofa” ( https://skfb.ly/pHVBH ) by Schmoldt5000 is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/). SKETCHFAB is a peakkk website! pretty realistic looking things on here!
Hallow Continued - MECHANICS ~ What’s been going on Still working on decorating. Aesthetics are important oookkk? Been working on mechanics, such as interacting. Since these models are from online, I have to resize everything and also make a function so they can be interacted with. How it works: basically you just have to be close enough to some object, then press ‘E’ to interact with the object, which then causes some change. For example, this cabinet opens, but I’m planning on adding different puzzles which isn’t as simple as opening a drawer. Issues: Since the hitbox (or CollisionShape3D in Godot) is over the whole cabinet, it opens all the drawers. I guess that makes it easier for the player lmao. But if I wanted to make it over each drawer, then I would’ve had to make smaller hitboxes and arranged them properly. I accidentally made this cabinet TOO TALL T-T. So I wonder how the player will get up there… (totally on purpose haha) It limits which models I could take from online. A lot of models are not separated into parts (eg drawer1 is attached permanently to drawer2), meaning they can’t actually open. I realized this half way thru scavenging. :( Also started on the enemy AI stuff, but it’s not that done yet. ~ Plan Continue decorating, making them interactable. I have also made a whole map of the layout and the fun puzzles I’m planning to put in. I would share it but spoilers… :) Credit for cabinet below: Bedside table: “Bedside table old” ( https://skfb.ly/owuAQ ) by Nollien is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/ ). SKETCHFAB is a peakkk website! pretty realistic looking things on here!
** PARKOUR ** Still decorating. but im so proud of myself for making this little parkour. the ladder was so hard to get the player to actually get on T-T
Still decorating… Sometimes the things you look the hardest for… Is just in plain sight… I also added in the enemy. Dw it won’t be a cubicle forever.
PLAYGROUND - and pick up I added this cool playground into the game, where you can actually go inside and even slide down the slide. Peak childhood nostalgia :) You can also now pick up items and drop them realistically, affected by gravity. I’m holding a hammer in this image! I think the game is coming along well. Slowly… AHhhh gotta pick up the pace.
WE GOT CABINETS ~ Happy Spooky-Season!! HORROR SEASON + whats up Player can finally open doors- nope not doors, those are harder to implement than cabinets. But then isn’t a door literally just a big cabinet? #showerthoughts Implementation Basically, interact ‘E’ asks whether the raycast, or the “imaginary line” shot out the player though the red dot in the center, hits the object. If the player is standing close enough and they press E, it turns the door 90 degrees about the side aixs. It took a bit to implement bc I kept MESSING UP what the raycast would collid with. Plus this cabinet is like A MILLION different pieces. it legit takes 10 seconds to scroll through everything. I mean ig bro. Future Do this to like all the other cabinets (T-T), fix enemy (idk why its glitching), implement puzzles. AND ADD HALLOWEEN EASTER EGGS! (or are they called Halloween Eggs bc its not rlly easter… #showerthoughtsagain… haha)
GUMBALLS ~ whats up FINALLY finished decorating?? Okay, so I got the enemy to work - FOR LIKE 5 SECONDS - before i broke it again T-T. IDEK what I did bruh. Implementation So I baked a navigationmesh which is all the places the enemy can go (eg mostly where the player can go mostly) and then successfully (for a while at least) made it move randomly and chase the player when it crossed its line of view. It would even hit the player and make a bloody screen show up. BUT NOW IT DOESN’T WORK. HUhhh?? It doesn’t even move at all. So comes debugging: I integrated each step one by one instead of working on the code for like 5 hours and then testing it. Hopefully I can get this thing to work ugh. (My desc are lwk bad here but its because Im raging) Future PUZZLES. OMG I have so many ideas and so little timeeee. anyway, here’s this gumball machine which might be my favorite thing ever. toodles
FAV ROOM + glow in the dark pumpkins?? ~ whats up so i got the enemy to work. thank god. PLUS I GOT MY FAVORITE-ST ROOM EVER MADE!! Implementation/fix for enemy Looping btw 2 rooms: wander code picked farthest random point, so movement was lwk sporadic and weird. So we switched to getting the first valid point randomly generated instead. Walked off into the void: bc the navigationmesh or where it can roam WAS PARTIALLY OUTSIDE. bruh. so just resized the NM Never saw me or chased: LMAO this was so funny. So apparently my body was like 115 WHOLE-STINKING units away from where the code thought I was.. so easy fix, but bruh. Lost me at corners when i sharp turned: chase_memory now is for keeping track of position even after losing sight. Also added the hit screen, which is like a little bit of blood, for funsies THE ROOM OMGGOGMG - this was so heavily inspired (not copied… cuz yk i got crates here) by that one bunker room in Stay Out of the House by PUPPETCOMBO (omg peakkk). it’s a maze in there. check out the 2nd image! Future PUZZLES. OMG (still) I have so many ideas and so little timeeee. PS: wanted to fit all images in one frame. (yea okay syre bvro)
puzzles? how cool is this? ~ whats up started puzzles, hopefully gonna finish very soon? implementation Most of my puzzles involve doing something, then something else happens (eg appearing vs disappearing). So I just made a script and attached it to certain places where objects are supposed to be inter-actable with. more detailed desc later Future finish the puzzles oof
ALMOST DONENNE ~ whats up DONE WITH ALL PUZZLES. LETTS GOOO implementation SO continuation from previous post - implementation of the puzzles Lots of puzzles, eg the lock to the exit, use the same mechanic, and I attach the same script where I input different things in the Inspector. Each Object X which takes Object Y leads to Event Z happening. Explaining the below image: I can attach the same script of code to different things. So obviously, Object X (where i attach the script) is the door in this case; Object Y is the key; and Event Z is the lock hiding. Sometimes the Event is something like dropping loot, which is making something visible and the mode switches from disabled to inherit at the bottom in Process. Future LITERALLY SO CLOSE TO SHIPPING FEFHEFR. maybe tonight… Just last decorations, death screen (oh yea, the enemy is so peakkkkk… reveal later) See you soon!
Literally done. Finished decorating; adding end screens; making itch.io page Lazy lmao… but i js spent like 5 hours straight doing stuff (besides coding like making the readme actually read-ABLE lmao) BRUH ARE YOU KIDDING ME.
Ships:
HOLLOW - 3D, 1st POV Retro (optional) Horror Game!! What I made: HOLLOW is a short first-person survival horror game in Godot 4, inspired by Puppet Combo games and Granny. You’re stuck in a house with a monster wandering the halls, and you have to explore, find items, and solve a chain of puzzles to escape. No weapons, so your only options are hiding and running. What was challenging: the enemy AI, by far. For a long time it ignored me completely, even when I stood right in front of it. It turned out my player’s camera and body were offset 115 units from where the game thought I was, so the monster was staring at an empty spot across the room. I also fought navigation meshes floating above the floor, imported 3D models launching themselves into the sky because of hidden built-in colliders, and getting the web build under itch.io’s size limit (527 MB to 465 MB by shrinking textures). What I’m proud of: the monster actually feels like it’s hunting you. It wanders, chases you when it spots you, keeps following you around corners, and searches the area after it loses you. I also built one reusable puzzle system that runs almost every puzzle in the game, plus a caged creature that asks you for things and reacts with its own animations. Tho it still looks kinda silly sometimes because it spins a bit or is kinda dumb. but thats good for the player!! Lol. How to test it: play in the browser or download for Windows/Mac. WASD move · Shift sprint · C crouch · E interact / pick up / use · V toggle the VHS filter Look at objects to get hints, and press E while holding the right item to use it. You get 5 hits per life and 3 lives. Downloads aren’t code-signed. On Windows click More info > Run anyway; on Mac right-click > Open. Happy Halloween, and I hope you enjoy it!!!...
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1793357343.0964077
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1793443743.0964077
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36586
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8 ball sim 2d by @henry_ | Stardance
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henry_
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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: 8 ball sim 2d by @henry_ | Stardance
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1793357340.616175
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1793962140.616175
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55895
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Pico FIDO Key by @zsigisti | Stardance
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zsigisti
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0
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1.2
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0
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[]
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[{"post_id": 58098, "ts": "202 [{"post_id": 58098, "ts": "2026-08-30T13:32:28Z", "hours": 1.2, "text": "Getting my USB-A breakout to work I am still trying to tidy up my soldering and wiring but it’s finally coming together. Also i had to fix joint #4 from left to right because it didnt make contact properly"}]...
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Title: Pico FIDO Key by @zsigisti | Stardance
Dev Title: Pico FIDO Key by @zsigisti | Stardance
Devlogs:
Getting my USB-A breakout to work I am still trying to tidy up my soldering and wiring but it’s finally coming together. Also i had to fix joint #4 from left to right because it didnt make contact properly...
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1793357339.5292997
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1793962139.5292997
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55894
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My own site! by @Yutkhi | Stardance
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Yutkhi
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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: My own site! by @Yutkhi | Stardance
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1793357337.2402654
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1793962137.2402654
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70384
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Converter by @brighina_tommaso | Stardance
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brighina_tommaso
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1
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10.01
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T14:56:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app", "repo": "https://github.com/brighinatommaso-eng/Converter", "demo": "https://github.com/brighinatommaso-eng/Converter/releases/latest"}]...
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[{"post_id": 84446, "ts": "202 [{"post_id": 84446, "ts": "2026-10-29T17:22:20Z", "hours": 0.5828, "text": "New release!! Pdf to docx conversion became perfect thanks to a specific model in the app, new setup.exe for Windows and Linux build!"}, {"post_id": 82989, "ts": "2026-10-26T13:45:09Z", "hours": 3.9544, "text": "New release with document conversion engine improved"}, {"post_id": 82341, "ts": "2026-10-24T16:33:51Z", "hours": 1.4747, "text": "I want to also make it an online version, so a web app"}, {"post_id": 82285, "ts": "2026-10-24T13:51:27Z", "hours": 3.4872, "text": "Trying to improve the engine behind the text files conversions"}, {"post_id": 80760, "ts": "2026-10-18T18:27:07Z", "hours": 0.3053, "text": "My goal now to add more supported files format"}]...
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Title: Converter by @brighina_tommaso | Stardance
Title: Converter by @brighina_tommaso | Stardance
Devlogs:
My goal now to add more supported files format
Trying to improve the engine behind the text files conversions
I want to also make it an online version, so a web app
New release with document conversion engine improved
New release!! Pdf to docx conversion became perfect thanks to a specific model in the app, new setup.exe for Windows and Linux build!
Ships:
I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app...
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1793357334.4893034
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1793443734.4893034
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21776
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python Terminal multitool by @robopugo | Stardance
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robopugo
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0
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100.46
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0
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[]
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[{"post_id": 74687, "ts": "202 [{"post_id": 74687, "ts": "2026-09-28T00:14:07Z", "hours": 2.3161, "text": "added some file based commands (ls, pwd, cd.) to the repl, and created this cool colorized ascii img shower, as shown in img. Also finally reached 100hrs on this project, yipee!, some stats: over 100 functions, and over 4.5k lines (only 600 are empty), 57 imports, rougley 50% of functions have doc-strings and typed args, and over 3k word of documentation in the code. 19 classes. All in python."}, {"post_id": 73695, "ts": "2026-09-25T18:36:24Z", "hours": 0.8197, "text": "A pretty easy feature that makes it significantly smoother and better. For example –A which doesn’t clear the screen, nor prints the help text. Overall pretty good QOL feature for the repl. (python)"}, {"post_id": 72941, "ts": "2026-09-24T02:42:33Z", "hours": 1.0939, "text": "added finishing touches to the markdown renderer. And went ahead and made another cool func that shows the dependencies of a function. Which was a pretty fun challenge. Also good news stardance is being extended to oct. 31. What team are you? (python)"}, {"post_id": 72462, "ts": "2026-09-23T00:52:34Z", "hours": 1.6061, "text": "I got themes working for the markdown renderer, but I got to lock in on everything else since Stardance is almost over. (video is bright.) (python)"}, {"post_id": 71380, "ts": "2026-09-20T18:32:51Z", "hours": 2.2656, "text": "made a readme veiwer similar to glow, that is fully customizable. supports h1-h6 p, lists, quotes, bold, italic, crossed, code inline, code blocks, and highlighted text. Main challenge was doing it without regex’s. (python)"}, {"post_id": 70697, "ts": "2026-09-19T16:33:43Z", "hours": 2.5603, "text": "created this cool little form that you can fill out for a function to auto generate a docstring for it by default coppies it to clipboard but you can also have it auto write it in file. (i will admit i had to use some ai to figure out how to get it to write in file) (python)"}, {"post_id": 69297, "ts": "2026-09-16T19:21:29Z", "hours": 2.0033, "text": "added a favorites menu, and the ability to add functions to the favorites. Also added .ax and .ay . (python)"}, {"post_id": 66142, "ts": "2026-09-11T19:27:48Z", "hours": 0.6558, "text": ".mx was a fun new challenge after my little break from the tool, like .my it shows multiple docs, also supports the multi run, next feature to add is text warping. Hopefully I can get in 5hrs soon so i can get the limited stickers. :) (python)"}, {"post_id": 65530, "ts": "2026-09-10T18:44:46Z", "hours": 0.5775, "text": "it looks a lot better in the terminal but i made a big clock widget."}, {"post_id": 65130, "ts": "2026-09-10T01:49:46Z", "hours": 0.5306, "text": "small devlog, so one thing about my project is that it’s built to help others make tui’s, but not all projects are in python, so how did I learn to make this well I started here: https://gist.github.com/fnky/458719343aabd01cfb17a3a4f7296797 , ANSI escape codes are just cli terminal coloring, add in some unicode and you got a cool stylized thingy. The img is an example of something I quickly built to showcase how much tui’s improve visuals, check it out here: https://codehs.com/sandbox/robopugo/gfojafowj/run . It’s still in python. Just wanted to share how I got introduced to Tui’s since I figured others might also want to find a way to get started."}, {"post_id": 64507, "ts": "2026-09-08T23:21:15Z", "hours": 8.0453, "text": "[this will be a longer devlog]. So what are these 2 things, and what do they have to do with stylized docs, glad you asked. After designing a stylized help func, I made a main menu / repl that shows you the names of all the functions and you can type the name to see its stylized doc card. The first img shows all of the names of the functions in my module currently, the second shows all of the helper funcs / commands in the repl. (not all are implemented, but most are). The main features I like are that it’s stateful with a back command, and the .run command which lets you run the example code right there. I uploaded a long form video to my YT channel if you want to see it in action: https://youtu.be/niP3qDd2KkY"}, {"post_id": 53249, "ts": "2026-08-23T18:08:17Z", "hours": 1.6172, "text": "made the border a gradient, which honestly, just looks really good. Now going to work on the menu."}, {"post_id": 53086, "ts": "2026-08-23T14:46:16Z", "hours": 4.8411, "text": "Hello, been a while, but I’m finally happy with it, so some context: python has these things called doc-strings which are basically special comments in a function that explain what the function does and how to use it, you can see this with the help() function. I wanted to make my own version, but stylized, and i succeeded, and mine is pretty dynamic. How it works: it uses a list of headers to make sections and then styles them based on indentation. (also shows color palate in bottom right). Planning on making some sort of menu to easily read these."}, {"post_id": 48254, "ts": "2026-08-16T15:40:00Z", "hours": 1.1075, "text": "started to mess with fonts and sadly a lot of fonts don’t support “\\n”, but this one does, and i used wrap to apply the 4 color gradient to it, planning on working on adding the random text, and maybe another loading throbber of sorts. (python)"}, {"post_id": 46636, "ts": "2026-08-14T01:06:04Z", "hours": 1.2514, "text": "added a wrap func that is used to dynamically apply colors to strings, allowing you to easily print text that’s color is a gradient. (python)"}, {"post_id": 44356, "ts": "2026-08-10T02:03:15Z", "hours": 0.4517, "text": "I haven’t really documented this on star dance, but you can use ascii (or any color type or set of symbols, or even just data) in the gradients instead of rgb…"}, {"post_id": 44331, "ts": "2026-08-10T00:48:40Z", "hours": 2.0283, "text": "made a multi positional interpolated gradient in python, simply put, a gradient where you can have any amount of colors and you can pick their position."}, {"post_id": 43027, "ts": "2026-08-08T02:27:09Z", "hours": 5.0992, "text": "a terminal 4 color gradient that uses bilinear interpolation and ANSI. Also made a 1d gradient tool, and both can be used for data gradients. (python)"}, {"post_id": 41393, "ts": "2026-08-05T16:03:38Z", "hours": 4.8672, "text": "donut i made that uses ANSI instead of Ascii to render. (python)"}, {"post_id": 40451, "ts": "2026-08-03T23:35:41Z", "hours": 0.8589, "text": "I think i speak computer now… reading terminal chars and converting to rgb, was easy…."}, {"post_id": 40420, "ts": "2026-08-03T22:14:26Z", "hours": 3.2111, "text": "was organizing my code and starting to add documentation, but got sidetracked and made this cool loading bar. Also im looking into adding ideas from https://charm.land/ but in python. (python)"}, {"post_id": 39587, "ts": "2026-08-02T17:42:08Z", "hours": 0.6153, "text": "21 demos completed, (defiantly not enough), added better char reading and the abilityto read words on the terminal, for better input options. (python)"}, {"post_id": 39189, "ts": "2026-08-01T23:51:39Z", "hours": 1.7586, "text": "finished up the clock then made a rhythm game. Planning on adding more features too it soon."}, {"post_id": 36716, "ts": "2026-07-28T23:05:45Z", "hours": 0.4114, "text": "clock works a lot better now, actually rotates properly, and hour is smoother."}, {"post_id": 36447, "ts": "2026-07-28T16:03:08Z", "hours": 1.3456, "text": "been a while since my last devlog, recently made a cool clock, based on realtime."}, {"post_id": 32116, "ts": "2026-07-21T01:50:24Z", "hours": 0.9439, "text": "got some plans, and started to go deep into the rabbit hole…"}, {"post_id": 29186, "ts": "2026-07-15T22:24:35Z", "hours": 1.0206, "text": "yay!, 40+ dependencies."}, {"post_id": 28972, "ts": "2026-07-15T16:20:22Z", "hours": 4.1825, "text": "created a screen mirror demo that i used to create a video for stardance socials: https://www.youtube.com/shorts/hIqH1Aea_eg and a basic windows spotlight img fetcher to have more imgs to showcase working in terminal, and started working on a quiz generator that could be used for better terminal install wizards, cool quizzes, or settings menus."}, {"post_id": 27706, "ts": "2026-07-13T14:31:29Z", "hours": 2.6381, "text": "added a video renderer, sadly text is pretty illegable on it, but it’s rendering them in the terminal so. Also has ability to pause videos as shown in the video with “ “, and even unpause, the video was downloaded with a another tool in this multitool im making. The video rendering uses sixel. (python)"}, {"post_id": 27235, "ts": "2026-07-12T16:53:20Z", "hours": 0.6825, "text": "got a .gif to load and run in the terminal (python), using sixtel."}, {"post_id": 27190, "ts": "2026-07-12T15:02:48Z", "hours": 1.2111, "text": "my dogo printed out with python, using sixtel."}, {"post_id": 26823, "ts": "2026-07-11T20:44:02Z", "hours": 0.9311, "text": "started to work on the dynamic window system more. But is verry much a wip, for the foreseeable future, but kinda works well enough to be functional for now."}, {"post_id": 24961, "ts": "2026-07-08T21:00:13Z", "hours": 0.6175, "text": "not much, just added loading text, so that when you load up the app, it doesn’t just freeze while figuring out what types your disks are. Also made it check for new disks every 10s."}, {"post_id": 24363, "ts": "2026-07-07T21:31:38Z", "hours": 4.3692, "text": "added this box, which grabs your memory stats, and disk stats, and is compatible with all themes."}, {"post_id": 23503, "ts": "2026-07-06T14:57:30Z", "hours": 1.9622, "text": "It’s starting to come together, and look really good, the top is a CPU usage visualizer, with a core by core view. Time in top center, and the bottom, is a cava-like audio visualizer (has it’s own demo too). Planning on adding coloring to the audio visualizer next, followed by more util functions. (python)"}, {"post_id": 22898, "ts": "2026-07-05T15:15:25Z", "hours": 2.0142, "text": "added the ability to switch themes with k, l and favorite themes with j, and also added a way to play music and download music through yt-dlp. (python)"}, {"post_id": 22197, "ts": "2026-07-04T15:30:43Z", "hours": 1.3022, "text": "here’s the nord theme in use, i “borrowed” some themes from btop’s repo, and have configured my current code to use the colors dynamically."}, {"post_id": 22158, "ts": "2026-07-04T14:07:07Z", "hours": 1.9108, "text": "Made a cool theme selector / preview, that allows you to view .theme files in the terminal, with arrow key navigation. left and right to switch the theme your viewing, up to favorite, and down to quit. I also made a custom debug theme for better contrast."}, {"post_id": 21571, "ts": "2026-07-03T16:27:40Z", "hours": 2.895, "text": "spent roughly 3 hours, making the CPU graph, might make it a gradient, or just move on to one of the other boxes. (python)"}, {"post_id": 13996, "ts": "2026-06-22T23:30:42Z", "hours": 2.9417, "text": "created the first square / section in my btop clone demo, gets info using winreg and psutil. (python)"}, {"post_id": 13455, "ts": "2026-06-22T01:10:12Z", "hours": 5.6906, "text": "I’ve been working on a custom box drawer, that works by giving it a list of corners and the length between them (sides) to draw a box with Unicode chars. Along with a couple of functions to get data from your pc, and a btop4win clone, (img) currently just have the outline and top bar, though."}, {"post_id": 12815, "ts": "2026-06-20T23:36:17Z", "hours": 1.0661, "text": "added another demo: were you can move your cursor with arrow keys, or just click where you want to type to start typing at that location, and if you middle click it will erase. It also uses the ‘esc’ key to exit. (python)"}, {"post_id": 12716, "ts": "2026-06-20T19:30:11Z", "hours": 0.9069, "text": "created a random based themed draw."}, {"post_id": 12674, "ts": "2026-06-20T18:21:21Z", "hours": 0.9928, "text": "added a canvas class with some drawing tools, like line, rect, circle."}, {"post_id": 12628, "ts": "2026-06-20T17:02:24Z", "hours": 1.2578, "text": "created a flipper zero cli."}, {"post_id": 12554, "ts": "2026-06-20T14:38:32Z", "hours": 2.5325, "text": "Finally, was able to add controller inputs, and handling for multiple inputs simultaniously, the img below shows me using both the left stick and right stick of a controller at the same time. Only using python, and the inputs module."}, {"post_id": 12141, "ts": "2026-06-19T20:48:24Z", "hours": 0.8978, "text": "added yet another demo, that allows you to place a constantly updating clock (as shown below) anywhere in your terminal window with python alone."}, {"post_id": 12081, "ts": "2026-06-19T18:33:35Z", "hours": 0.7272, "text": "made yet another demo, LC is left click, RC is right click, SU is scroll up, SD is scroll down, MC is middle click."}, {"post_id": 11998, "ts": "2026-06-19T16:03:02Z", "hours": 2.3969, "text": "just finished making another demo, how it works is you click on the x’s to increase your score and you can type “q” to quit and see stats. Had a lot of trouble making sure everything was cross terminal."}, {"post_id": 11512, "ts": "2026-06-18T20:04:49Z", "hours": 1.5133, "text": "added all core utility functions, plan on creating more demos, and useful functions next."}, {"post_id": 11386, "ts": "2026-06-18T17:03:50Z", "hours": 0.9169, "text": "created 2 demo func’s to show colors, and created a cursor class, that can control the cursor"}]...
|
Title: python Terminal multitool by @robopugo | St Title: python Terminal multitool by @robopugo | Stardance
Devlogs:
created 2 demo func’s to show colors, and created a cursor class, that can control the cursor
added all core utility functions, plan on creating more demos, and useful functions next.
just finished making another demo, how it works is you click on the x’s to increase your score and you can type “q” to quit and see stats. Had a lot of trouble making sure everything was cross terminal.
made yet another demo, LC is left click, RC is right click, SU is scroll up, SD is scroll down, MC is middle click.
added yet another demo, that allows you to place a constantly updating clock (as shown below) anywhere in your terminal window with python alone.
Finally, was able to add controller inputs, and handling for multiple inputs simultaniously, the img below shows me using both the left stick and right stick of a controller at the same time. Only using python, and the inputs module.
created a flipper zero cli.
added a canvas class with some drawing tools, like line, rect, circle.
created a random based themed draw.
added another demo: were you can move your cursor with arrow keys, or just click where you want to type to start typing at that location, and if you middle click it will erase. It also uses the ‘esc’ key to exit. (python)
I’ve been working on a custom box drawer, that works by giving it a list of corners and the length between them (sides) to draw a box with Unicode chars. Along with a couple of functions to get data from your pc, and a btop4win clone, (img) currently just have the outline and top bar, though.
created the first square / section in my btop clone demo, gets info using winreg and psutil. (python)
spent roughly 3 hours, making the CPU graph, might make it a gradient, or just move on to one of the other boxes. (python)
Made a cool theme selector / preview, that allows you to view .theme files in the terminal, with arrow key navigation. left and right to switch the theme your viewing, up to favorite, and down to quit. I also made a custom debug theme for better contrast.
here’s the nord theme in use, i “borrowed” some themes from btop’s repo, and have configured my current code to use the colors dynamically.
added the ability to switch themes with k, l and favorite themes with j, and also added a way to play music and download music through yt-dlp. (python)
It’s starting to come together, and look really good, the top is a CPU usage visualizer, with a core by core view. Time in top center, and the bottom, is a cava-like audio visualizer (has it’s own demo too). Planning on adding coloring to the audio visualizer next, followed by more util functions. (python)
added this box, which grabs your memory stats, and disk stats, and is compatible with all themes.
not much, just added loading text, so that when you load up the app, it doesn’t just freeze while figuring out what types your disks are. Also made it check for new disks every 10s.
started to work on the dynamic window system more. But is verry much a wip, for the foreseeable future, but kinda works well enough to be functional for now.
my dogo printed out with python, using sixtel.
got a .gif to load and run in the terminal (python), using sixtel.
added a video renderer, sadly text is pretty illegable on it, but it’s rendering them in the terminal so. Also has ability to pause videos as shown in the video with “ “, and even unpause, the video was downloaded with a another tool in this multitool im making. The video rendering uses sixel. (python)
created a screen mirror demo that i used to create a video for stardance socials: https://www.youtube.com/shorts/hIqH1Aea_eg and a basic windows spotlight img fetcher to have more imgs to showcase working in terminal, and started working on a quiz generator that could be used for better terminal install wizards, cool quizzes, or settings menus.
yay!, 40+ dependencies.
got some plans, and started to go deep into the rabbit hole…
been a while since my last devlog, recently made a cool clock, based on realtime.
clock works a lot better now, actually rotates properly, and hour is smoother.
finished up the clock then made a rhythm game. Planning on adding more features too it soon.
21 demos completed, (defiantly not enough), added better char reading and the abilityto read words on the terminal, for better input options. (python)
was organizing my code and starting to add documentation, but got sidetracked and made this cool loading bar. Also im looking into adding ideas from https://charm.land/ but in python. (python)
I think i speak computer now… reading terminal chars and converting to rgb, was easy….
donut i made that uses ANSI instead of Ascii to render. (python)
a terminal 4 color gradient that uses bilinear interpolation and ANSI. Also made a 1d gradient tool, and both can be used for data gradients. (python)
made a multi positional interpolated gradient in python, simply put, a gradient where you can have any amount of colors and you can pick their position.
I haven’t really documented this on star dance, but you can use ascii (or any color type or set of symbols, or even just data) in the gradients instead of rgb…
added a wrap func that is used to dynamically apply colors to strings, allowing you to easily print text that’s color is a gradient. (python)
started to mess with fonts and sadly a lot of fonts don’t support “\n”, but this one does, and i used wrap to apply the 4 color gradient to it, planning on working on adding the random text, and maybe another loading throbber of sorts. (python)
Hello, been a while, but I’m finally happy with it, so some context: python has these things called doc-strings which are basically special comments in a function that explain what the function does and how to use it, you can see this with the help() function. I wanted to make my own version, but stylized, and i succeeded, and mine is pretty dynamic. How it works: it uses a list of headers to make sections and then styles them based on indentation. (also shows color palate in bottom right). Planning on making some sort of menu to easily read these.
made the border a gradient, which honestly, just looks really good. Now going to work on the menu.
[this will be a longer devlog]. So what are these 2 things, and what do they have to do with stylized docs, glad you asked. After designing a stylized help func, I made a main menu / repl that shows you the names of all the functions and you can type the name to see its stylized doc card. The first img shows all of the names of the functions in my module currently, the second shows all of the helper funcs / commands in the repl. (not all are implemented, but most are). The main features I like are that it’s stateful with a back command, and the .run command which lets you run the example code right there. I uploaded a long form video to my YT channel if you want to see it in action: https://youtu.be/niP3qDd2KkY
small devlog, so one thing about my project is that it’s built to help others make tui’s, but not all projects are in python, so how did I learn to make this well I started here: https://gist.github.com/fnky/458719343aabd01cfb17a3a4f7296797 , ANSI escape codes are just cli terminal coloring, add in some unicode and you got a cool stylized thingy. The img is an example of something I quickly built to showcase how much tui’s improve visuals, check it out here: https://codehs.com/sandbox/robopugo/gfojafowj/run . It’s still in python. Just wanted to share how I got introduced to Tui’s since I figured others might also want to find a way to get started.
it looks a lot better in the terminal but i made a big clock widget.
.mx was a fun new challenge after my little break from the tool, like .my it shows multiple docs, also supports the multi run, next feature to add is text warping. Hopefully I can get in 5hrs soon so i can get the limited stickers. :) (python)
added a favorites menu, and the ability to add functions to the favorites. Also added .ax and .ay . (python)
created this cool little form that you can fill out for a function to auto generate a docstring for it by default coppies it to clipboard but you can also have it auto write it in file. (i will admit i had to use some ai to figure out how to get it to write in file) (python)
made a readme veiwer similar to glow, that is fully customizable. supports h1-h6 p, lists, quotes, bold, italic, crossed, code inline, code blocks, and highlighted text. Main challenge was doing it without regex’s. (python)
I got themes working for the markdown renderer, but I got to lock in on everything else since Stardance is almost over. (video is bright.) (python)
added finishing touches to the markdown renderer. And went ahead and made another cool func that shows the dependencies of a function. Which was a pretty fun challenge. Also good news stardance is being extended to oct. 31. What team are you? (python)
A pretty easy feature that makes it significantly smoother and better. For example –A which doesn’t clear the screen, nor prints the help text. Overall pretty good QOL feature for the repl. (python)
added some file based commands (ls, pwd, cd.) to the repl, and created this cool colorized ascii img shower, as shown in img. Also finally reached 100hrs on this project, yipee!, some stats: over 100 functions, and over 4.5k lines (only 600 are empty), 57 imports, rougley 50% of functions have doc-strings and typed args, and over 3k word of documentation in the code. 19 classes. All in python....
|
1793357333.0634837
|
1793962133.0634837
|
|
55893
|
Personal website by @yaswanth | Stardance
|
yaswanth
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Personal website by @yaswanth | Stardance
|
1793357332.1774447
|
1793962132.1774447
|
|
55892
|
Surf by @ng_qi_an | Stardance
|
ng_qi_an
|
0
|
8.98
|
0
|
[]
|
[{"post_id": 71662, "ts": "202 [{"post_id": 71662, "ts": "2026-09-21T08:16:33Z", "hours": 4.1472, "text": "It all works! 🤖 Added a working AI to the chat 🔍 Indicator for web results 👀 Brand new chat animation too for some eyecandy Chats save and generate names automatically ♥️ Nice little blue button that shows up when you press control, signals that it’ll go to make a new chat instead of searching Check out demo belowwwwww"}, {"post_id": 59617, "ts": "2026-09-01T15:13:41Z", "hours": 1.3097, "text": "Chat design! 💬 Added some fresher animations, and made a mock chat message UI. 📖 Right now, it’s showing some demo messages. AI-sdk is already implemented, just need to link to a provider (might consider hackclub-ai) 🤖 Also tidied up some code, and made the whole page move with the sidebar as compared to before when it was floating. ✨ Check out the vid! 📹"}, {"post_id": 59332, "ts": "2026-09-01T01:54:46Z", "hours": 1.6858, "text": "Animations & Chat Added the chat creation flow! For this, I used a new library called Dexie, which makes Indexed DB easier. I’ve never tried storing data in Indexed DB before, so this is pretty cool! Chats are also kept locally for security :) Theres a new Sidebar button as well, popping out with a neat animation. Going to work onto making the Chat UI design and the actual ai flow"}, {"post_id": 58038, "ts": "2026-08-30T11:50:40Z", "hours": 1.84, "text": "Introducing: Surf! 🏄 A better way to surf the web ✨ I’ve always wanted to design a custom new tab, and what better way to do so than this mission! Recently, I came across Dia browser, and it’s really solid! For my advanced feature, I wanted to incorporate Dia’s hybrid search box, where the search box switches between Google and AI chat automatically. I’ve laid out the basic layout & design, along with Google autocomplete, Google search, and the chat prompt design. The search box works just like Google’s right now, with arrow keys and autocomplete results directly under it. If the text begins to get too long, or overflow into a new line, the search box automatically converts into an AI prompt input! Will be working on making the chat mechanic actually work next. Check out the video!"}]...
|
Title: Surf by @ng_qi_an | Stardance
Devlogs:
Int Title: Surf by @ng_qi_an | Stardance
Devlogs:
Introducing: Surf! 🏄 A better way to surf the web ✨ I’ve always wanted to design a custom new tab, and what better way to do so than this mission! Recently, I came across Dia browser, and it’s really solid! For my advanced feature, I wanted to incorporate Dia’s hybrid search box, where the search box switches between Google and AI chat automatically. I’ve laid out the basic layout & design, along with Google autocomplete, Google search, and the chat prompt design. The search box works just like Google’s right now, with arrow keys and autocomplete results directly under it. If the text begins to get too long, or overflow into a new line, the search box automatically converts into an AI prompt input! Will be working on making the chat mechanic actually work next. Check out the video!
Animations & Chat Added the chat creation flow! For this, I used a new library called Dexie, which makes Indexed DB easier. I’ve never tried storing data in Indexed DB before, so this is pretty cool! Chats are also kept locally for security :) Theres a new Sidebar button as well, popping out with a neat animation. Going to work onto making the Chat UI design and the actual ai flow
Chat design! 💬 Added some fresher animations, and made a mock chat message UI. 📖 Right now, it’s showing some demo messages. AI-sdk is already implemented, just need to link to a provider (might consider hackclub-ai) 🤖 Also tidied up some code, and made the whole page move with the sidebar as compared to before when it was floating. ✨ Check out the vid! 📹
It all works! 🤖 Added a working AI to the chat 🔍 Indicator for web results 👀 Brand new chat animation too for some eyecandy Chats save and generate names automatically ♥️ Nice little blue button that shows up when you press control, signals that it’ll go to make a new chat instead of searching Check out demo belowwwwww...
|
1793357331.2672327
|
1794221331.2672327
|
|
18504
|
My very own WebOS by @F1rino1s | Stardance
|
F1rino1s
|
0
|
2.1
|
0
|
[]
|
[{"post_id": 9281, "ts": "2026 [{"post_id": 9281, "ts": "2026-06-15T16:11:10Z", "hours": 1.7294, "text": "refined the page’s look"}, {"post_id": 8763, "ts": "2026-06-14T15:59:07Z", "hours": 0.3697, "text": "i just finished the first page of the website"}]...
|
Title: My very own WebOS by @F1rino1s | Stardance
Title: My very own WebOS by @F1rino1s | Stardance
Devlogs:
i just finished the first page of the website
refined the page’s look...
|
1793357330.2698512
|
1793962130.2698512
|
|
55891
|
Forge2Vanilla by @jef_geraerts | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Forge2Vanilla by @jef_geraerts | Stardance
|
1793357329.272424
|
1793962129.272424
|
|
2824
|
Terrain generator by @kuba_ch101 | Stardance
|
kuba_ch101
|
0
|
0.35
|
0
|
[]
|
[{"post_id": 1092, "ts": "2026 [{"post_id": 1092, "ts": "2026-06-02T22:24:45Z", "hours": 0.3472, "text": "now i can modify mesh resolution"}]...
|
Title: Terrain generator by @kuba_ch101 | Stardanc Title: Terrain generator by @kuba_ch101 | Stardance
Devlogs:
now i can modify mesh resolution...
|
1793357328.366557
|
1793962128.366557
|
|
18823
|
My first slack bot! by @FireNinja | Stardance
|
FireNinja
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @FireNinja | Stardan Title: My first slack bot! by @FireNinja | Stardance...
|
1793357327.4030802
|
1793962127.4030802
|
|
55889
|
My own site! by @jean_here | Stardance
|
jean_here
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @jean_here | Stardance
|
1793357326.4785385
|
1793962126.4785385
|
|
55888
|
solar system by @Maharoob | Stardance
|
Maharoob
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: solar system by @Maharoob | Stardance
|
1793357325.5054986
|
1793962125.5054986
|
|
55887
|
alarm by @awaizali1990 | Stardance
|
awaizali1990
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: alarm by @awaizali1990 | Stardance
|
1793357324.5561843
|
1793962124.5561843
|
|
29590
|
my APOD site by @Huroli | Stardance
|
Huroli
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my APOD site by @Huroli | Stardance
|
1793357323.6118164
|
1793962123.6118164
|
|
19136
|
Asteroid Defense Game by @Harsh_Dev | Stardance
|
Harsh_Dev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Asteroid Defense Game by @Harsh_Dev | Stard Title: Asteroid Defense Game by @Harsh_Dev | Stardance...
|
1793357322.6958063
|
1793962122.6958063
|
|
3461
|
NOVA - AI Memory by @Vsync_66 | Stardance
|
Vsync_66
|
0
|
41.08
|
0
|
[]
|
[{"post_id": 60795, "ts": "202 [{"post_id": 60795, "ts": "2026-09-03T12:00:10Z", "hours": 14.0722, "text": "This is what I call a perception producer. Every agentic framework has input and output. Input represents what an AI perceives in the world. This could be text, images, sounds, and more. This first one is a basic system time daemon. Because with every agentic framework I’ve used (Hermes, Openclaw, more), the AI doesn’t know what time it is! This solution is so ridiculously simple, I don’t know why people overlook it. Every minute, the context payload that goes into an API call gets updated with the new time. And yes, I made it prompt caching safe. (by ordering context blocks very specifically.) The loop is technically complete. A developer could just attach more input sources (like user messages, reminders, etc) and output tools, to turn this into a useful system. But I have to refactor some code, and update documentation."}, {"post_id": 27220, "ts": "2026-07-12T16:27:05Z", "hours": 9.595, "text": "Two Major Milestones… Context system is done! There’s a lot of data flow, async operations, and flexibility involved. Model calling is also done. LiteLLM is very powerful… But it requires a lot of error checking with configs and model preferences. The world model is being built… And it’s feeling more like a separate project itself. A ridiculous amount of data flow is involved here… More than context. And even more logic. Considering that with AI memory, accuracy and precision drops mostly in the retrieval part. Not the storage. But, slowly, I’m making progress! Writing down my thoughts has helped a lot."}, {"post_id": 22992, "ts": "2026-07-05T18:04:33Z", "hours": 10.8619, "text": "Thought about prompt caching and the OpenAI API. As long as the system prompt stays the same… It doesn’t matter what’s included in ‘user’ or ‘assistant’. You’ll still be able to use prompt caching! Also cleaned up code and added many edge cases/logic improvements."}, {"post_id": 21053, "ts": "2026-07-02T20:37:45Z", "hours": 4.2961, "text": "Lots of refactoring… But /nova can now take input from multiple endpoints, and have context ready, when an AI API needs it. Learned a lot about classes and asyncio logic!"}, {"post_id": 19985, "ts": "2026-07-01T13:45:49Z", "hours": 1.1789, "text": "Messy, messy code. I was 95% there to getting a clean response… But, after 30 minutes of debugging, I’m able to get a response from Ollama Cloud! Next step is to clean up my code, and see if I can split it. (Shoving everything into ‘File1.py’ gets messy)"}, {"post_id": 19368, "ts": "2026-06-30T17:24:11Z", "hours": 1.0792, "text": "Spent time creating a way to take inputs from a program, assemble it into a python dict, and convert that into a JSON block. Will use later with LiteLLM!"}]...
|
Title: NOVA - AI Memory by @Vsync_66 | Stardance
Title: NOVA - AI Memory by @Vsync_66 | Stardance
Devlogs:
Spent time creating a way to take inputs from a program, assemble it into a python dict, and convert that into a JSON block. Will use later with LiteLLM!
Messy, messy code. I was 95% there to getting a clean response… But, after 30 minutes of debugging, I’m able to get a response from Ollama Cloud! Next step is to clean up my code, and see if I can split it. (Shoving everything into ‘File1.py’ gets messy)
Lots of refactoring… But /nova can now take input from multiple endpoints, and have context ready, when an AI API needs it. Learned a lot about classes and asyncio logic!
Thought about prompt caching and the OpenAI API. As long as the system prompt stays the same… It doesn’t matter what’s included in ‘user’ or ‘assistant’. You’ll still be able to use prompt caching! Also cleaned up code and added many edge cases/logic improvements.
Two Major Milestones… Context system is done! There’s a lot of data flow, async operations, and flexibility involved. Model calling is also done. LiteLLM is very powerful… But it requires a lot of error checking with configs and model preferences. The world model is being built… And it’s feeling more like a separate project itself. A ridiculous amount of data flow is involved here… More than context. And even more logic. Considering that with AI memory, accuracy and precision drops mostly in the retrieval part. Not the storage. But, slowly, I’m making progress! Writing down my thoughts has helped a lot.
This is what I call a perception producer. Every agentic framework has input and output. Input represents what an AI perceives in the world. This could be text, images, sounds, and more. This first one is a basic system time daemon. Because with every agentic framework I’ve used (Hermes, Openclaw, more), the AI doesn’t know what time it is! This solution is so ridiculously simple, I don’t know why people overlook it. Every minute, the context payload that goes into an API call gets updated with the new time. And yes, I made it prompt caching safe. (by ordering context blocks very specifically.) The loop is technically complete. A developer could just attach more input sources (like user messages, reminders, etc) and output tools, to turn this into a useful system. But I have to refactor some code, and update documentation....
|
1793357321.4490483
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1793962121.4490483
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|
16707
|
My very own WebOS by @pokinock | Stardance
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pokinock
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0
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0.0
|
0
|
[]
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[]
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Title: My very own WebOS by @pokinock | Stardance
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1793357320.4717374
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1793962120.4717374
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13114
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Untitled by @meri | Stardance
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meri
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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: Untitled by @meri | Stardance
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1793357319.5621023
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1793962119.5621023
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18964
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My first slack bot! by @Flamez | Stardance
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Flamez
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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: My first slack bot! by @Flamez | Stardance
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1793357318.5952766
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1793962118.5952766
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70375
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Technoblade Never Dies by @PahalDesai | Stardance
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PahalDesai
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T12:57:46Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Technoblade Never Dies Hi everyone, This is a small tribute to technoblade, an american minecraft youtuber who passed away battling cancer. I used basic html and css to make this site. Features a paragraph on technoblade famous quotes and memorable momments those quotes and momments are clickable and viewable Thank you for taking a look at my project", "repo": "https://github.com/pahal-desai/technoblade", "demo": "https://pahal-desai.github.io/technoblade/"}]...
|
[{"post_id": 81762, "ts": "202 [{"post_id": 81762, "ts": "2026-10-22T12:39:48Z", "hours": 0.3142, "text": "Added a readme file."}, {"post_id": 81761, "ts": "2026-10-22T12:20:28Z", "hours": 0.7708, "text": "Finished the website by adding some images an fixing the layout of the pages where the quotes and funny moments are played!"}, {"post_id": 81609, "ts": "2026-10-21T19:05:56Z", "hours": 1.2747, "text": "Devlog 2 Added a few quotes said by him and made them playable!"}, {"post_id": 80979, "ts": "2026-10-19T14:18:06Z", "hours": 1.6333, "text": "Devlog 1 Hi. This is a small website to give tribute to Technoblade. Right now, I made some basic stuff like a paragraph about him, a heading masked with the Minecraft pig texture and a crown on top of it. I also did a little bit of styling of the paragraph."}]...
|
Title: Technoblade Never Dies by @PahalDesai | Sta Title: Technoblade Never Dies by @PahalDesai | Stardance
Devlogs:
Devlog 1 Hi. This is a small website to give tribute to Technoblade. Right now, I made some basic stuff like a paragraph about him, a heading masked with the Minecraft pig texture and a crown on top of it. I also did a little bit of styling of the paragraph.
Devlog 2 Added a few quotes said by him and made them playable!
Finished the website by adding some images an fixing the layout of the pages where the quotes and funny moments are played!
Added a readme file.
Ships:
Technoblade Never Dies Hi everyone, This is a small tribute to technoblade, an american minecraft youtuber who passed away battling cancer. I used basic html and css to make this site. Features a paragraph on technoblade famous quotes and memorable momments those quotes and momments are clickable and viewable Thank you for taking a look at my project...
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1793357317.3510346
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1793443717.3510346
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25354
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My awesome macropad! by @preetham2 | Stardance
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preetham2
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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: My awesome macropad! by @preetham2 | Starda Title: My awesome macropad! by @preetham2 | Stardance...
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1793357316.4418342
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1793962116.4418342
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29997
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Handheld Computer by @Faizy179 | Stardance
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Faizy179
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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: Handheld Computer by @Faizy179 | Stardance
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1793357315.5459154
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1793962115.5459154
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38809
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MWDC by @Buul | Stardance
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Buul
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0
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3.15
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0
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[]
|
[{"post_id": 35230, "ts": "202 [{"post_id": 35230, "ts": "2026-07-26T15:10:38Z", "hours": 1.6017, "text": "MWDC - Calculator for Minecraft sword damage (material, enchant & critical hits) I’ve added the option to imput your sword material, using if-statements and the minecraft wiki for the base damage. You can also select your sharpness level, it calculates the damage with this formula: 1 + (sharpness_level -1) * 0.5 I’ve also added the option to make your attack a critical hit. I just used this simple formula: base_damage * 1.5 It calculates your total damage in this order: Picks the base damage depending on the material. Multiplies the base damage with 1.5 if it’s a critical hit. Adds bonus damage depending on the sharpness level. Future plans I’ve only started today so im planning on expanding it by a lot! There are 3 features im sertain i want to add. More weapons like the Axe, Mace & Spear. Option to choose armor for the targeted hit. With protection enchants. More stats like DPS Some of these are gonna be a struggle to add. But im gonna try my best and annoy my friend!:>"}, {"post_id": 34588, "ts": "2026-07-25T13:18:59Z", "hours": 1.5511, "text": "I spend my time today and yesterday to learn Python. So i did some assignments to learn it a bit. I made a little game guess the number with helped a lot to learn! My plan for now on is to make a calculator for minecraft weapon damage. I still need to start working on it. But atleast im a bit more familiar with python. I really want to get better at Python. So when a friend of mine invited me i started working! I came up with the idea because i play Minecraft a lot and i was curious how the game calculates the damage. And a Sword is a bit basic. But the Mace and the Spear work allot differently. I also switched from VS code to Antigravity IDE. So ai could help me more easy when i need it to. Here is a screenshot of my guess the number game."}]...
|
Title: MWDC by @Buul | Stardance
Devlogs:
I spend Title: MWDC by @Buul | Stardance
Devlogs:
I spend my time today and yesterday to learn Python. So i did some assignments to learn it a bit. I made a little game guess the number with helped a lot to learn! My plan for now on is to make a calculator for minecraft weapon damage. I still need to start working on it. But atleast im a bit more familiar with python. I really want to get better at Python. So when a friend of mine invited me i started working! I came up with the idea because i play Minecraft a lot and i was curious how the game calculates the damage. And a Sword is a bit basic. But the Mace and the Spear work allot differently. I also switched from VS code to Antigravity IDE. So ai could help me more easy when i need it to. Here is a screenshot of my guess the number game.
MWDC - Calculator for Minecraft sword damage (material, enchant & critical hits) I’ve added the option to imput your sword material, using if-statements and the minecraft wiki for the base damage. You can also select your sharpness level, it calculates the damage with this formula: 1 + (sharpness_level -1) * 0.5 I’ve also added the option to make your attack a critical hit. I just used this simple formula: base_damage * 1.5 It calculates your total damage in this order: Picks the base damage depending on the material. Multiplies the base damage with 1.5 if it’s a critical hit. Adds bonus damage depending on the sharpness level. Future plans I’ve only started today so im planning on expanding it by a lot! There are 3 features im sertain i want to add. More weapons like the Axe, Mace & Spear. Option to choose armor for the targeted hit. With protection enchants. More stats like DPS Some of these are gonna be a struggle to add. But im gonna try my best and annoy my friend!:>...
|
1793357314.618192
|
1793962114.618192
|
|
29544
|
Untitled by @Babaykl | Stardance
|
Babaykl
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0
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0.0
|
0
|
[]
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[]
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Title: Untitled by @Babaykl | Stardance
|
1793357313.6991396
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1793962113.6991396
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28442
|
Minimalist Budget 3D Printer by @reetncosine | Sta Minimalist Budget 3D Printer by @reetncosine | Stardance...
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reetncosine
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0
|
2.84
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0
|
[]
|
[{"post_id": 21173, "ts": "202 [{"post_id": 21173, "ts": "2026-07-02T23:54:23Z", "hours": 0.8886, "text": "Day 3 - Lots of Research about the y axis"}, {"post_id": 19594, "ts": "2026-06-30T23:01:35Z", "hours": 1.1333, "text": "Day 2 - Importing the rest of the models and starting to lay it out"}, {"post_id": 18697, "ts": "2026-06-29T21:41:31Z", "hours": 0.8167, "text": "Day 1 - Importing the files"}]...
|
Title: Minimalist Budget 3D Printer by @reetncosin Title: Minimalist Budget 3D Printer by @reetncosine | Stardance
Devlogs:
Day 1 - Importing the files
Day 2 - Importing the rest of the models and starting to lay it out
Day 3 - Lots of Research about the y axis...
|
1793357312.726952
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1793962112.726952
|
|
24108
|
ANAT - LightWeight Network Anomaly Detector by @ge ANAT - LightWeight Network Anomaly Detector by @geeksec | Stardance...
|
geeksec
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0
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0.0
|
0
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[]
|
[]
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Title: ANAT - LightWeight Network Anomaly Detector Title: ANAT - LightWeight Network Anomaly Detector by @geeksec | Stardance...
|
1793357311.7908425
|
1793962111.7908425
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12983
|
My awesome macropad! by @1tzAmaan | Stardance
|
1tzAmaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @1tzAmaan | Stardan Title: My awesome macropad! by @1tzAmaan | Stardance...
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1793357310.8474715
|
1793962110.8474715
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15921
|
Untitled by @p14277376 | Stardance
|
p14277376
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @p14277376 | Stardance
|
1793357307.7913153
|
1793962107.7913153
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28564
|
Dodge The Spikes by @vindognz | Stardance
|
vindognz
|
1
|
24.0
|
323
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T10:11:14Z", "hours": 24.0, "multiplier": 13.34, "payout": 323, "blessing": "neutral", "text": "I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!", "repo": "https://github.com/vindognz/dodge-the-spikes", "demo": "https://vindognz.github.io/dodge-the-spikes/"}]...
|
[{"post_id": 80848, "ts": "202 [{"post_id": 80848, "ts": "2026-10-19T00:31:27Z", "hours": 2.6886, "text": "It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!"}, {"post_id": 76872, "ts": "2026-10-04T21:50:40Z", "hours": 1.1408, "text": "Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish."}, {"post_id": 75849, "ts": "2026-10-01T10:37:06Z", "hours": 3.24, "text": "HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!"}, {"post_id": 75140, "ts": "2026-09-29T08:47:13Z", "hours": 9.0861, "text": "Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages."}, {"post_id": 22405, "ts": "2026-07-04T21:24:46Z", "hours": 5.9817, "text": "Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!"}, {"post_id": 18960, "ts": "2026-06-30T04:16:26Z", "hours": 1.7533, "text": "I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!"}, {"post_id": 18846, "ts": "2026-06-30T01:30:24Z", "hours": 0.3053, "text": "First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!"}]...
|
Title: Dodge The Spikes by @vindognz | Stardance
Title: Dodge The Spikes by @vindognz | Stardance
Devlogs:
First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!
I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!
Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!
Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages.
HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!
Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish.
It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!
Ships:
I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!...
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1793357306.4574115
|
1793443706.4574115
|
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40041
|
My own site! by @enthony_stark | Stardance
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enthony_stark
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0
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0.0
|
0
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[]
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[]
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Title: My own site! by @enthony_stark | Stardance
|
1793357305.4654694
|
1793962105.4654694
|
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3099
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Project hexapod by @Meta | Stardance
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Meta
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0
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0.0
|
0
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[]
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[]
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Title: Project hexapod by @Meta | Stardance
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1793357304.4857194
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1793962104.4857194
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35047
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My own site! by @Oussema_Msadak | Stardance
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Oussema_Msadak
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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: My own site! by @Oussema_Msadak | Stardance
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1793357303.199429
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1793962103.199429
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34836
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My own site! by @rushilverse1 | Stardance
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rushilverse1
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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: My own site! by @rushilverse1 | Stardance
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1793357302.2897203
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1793962102.2897203
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37596
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Number Guessing Neural Network by @crazydave | Sta Number Guessing Neural Network by @crazydave | Stardance...
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1
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15.0
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265
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T12:33:54Z", "hours": 15.0, "multiplier": 17.3, "payout": 265, "blessing": "neutral", "text": "I made an evolutionary neural network from scratch which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and it learnt a rough version of binary search from scratch, which I think is super cool! The most challenging part of this project was determining a fitness function which best allowed the model to learn what I wanted it to learn, and many iterations of the fitness function would lead to the model making safe guesses, repeating guesses, or getting stuck in loops. I also added command line arguments to the code so that people can use it in their terminal without editing the python file. To test it, follow the install instructions on the README, you can either download the python code and run that, or download the compiled versions in the releases page on Github.", "repo": "https://github.com/rufus-gh/number-guesser-ml", "demo": "https://github.com/rufus-gh/number-guesser-ml/releases"}]...
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[{"post_id": 39946, "ts": "202 [{"post_id": 39946, "ts": "2026-08-03T08:46:23Z", "hours": 2.37, "text": "I tried to make a website that people could view this on but I couldn’t figure out how to do it without fully rewriting the neural net in javascript, which will take a very long time (maybe I will do this in a future ship), so instead I made a file called interactive.py which lets people test out the model’s number guessing skills. I also simplified the fitness function a lot as much of the old fitness function was redundant due to previous changes that I made, and it now simply returns -self.guesses. I also made compiled versions of it for windows, Mac, and linux, so that people without python installed can try it out, it’s on the GitHub releases page. Also the pull requests look super sus with thousands of lines of code change but it is because I store the best model in a .pkl which was being changed as I worked on it so makes loads of changes to the commit :("}, {"post_id": 32952, "ts": "2026-07-22T13:16:27Z", "hours": 3.7592, "text": "I decided to implement the change where the model outputs a number between 0 and 1 to represent somewhere within the high/low range of numbers it can currently guess between, and also added a new input to the neural network telling it the number of guesses so far. Both of these changes drastically improved the model and now it averages around 9 guesses to find the number, which is an amazing result. I only got to this after playing around with trying to change the fitness function again to not much success, but I am glad this idea worked. Next time I work on it I will add a user interface on an online website with the final trained model so people can try it out."}, {"post_id": 32761, "ts": "2026-07-22T03:54:17Z", "hours": 5.2847, "text": "After training it overnight it was able to solve the game in an average of 35 attempts, however as I cut it off after 50 I reckon the actual attempts would be much higher. Due to this lack of performance, I have decided to try and improve the fitness function so that it trains more effectively. I spent many hours trying to modify the fitness function and test it hoping that it would lead to a better solve rate but so far I am without success. It would keep repeatedly guessing the same number so I added a penalty if it guesses the same number as the round before. It would then alternate between guessing two numbers, so I tried to increase the reward if it got a correct solve. After those changes and a few other experiments, I was still unable to get it to train properly and seems to still perform poorly with the new fitness function after 1000 generations of training. The graph below shows the fitness of the best model per generation, and you can see quick initial improvement before it stagnates for the rest of the training time. I am considering changing the output from being a number between 1 and 1000 to being a number within the high/low range, where 0 represents the current low and 1 represents the current high, and hopefully after training it would learn to guess around 0.5 each time. Another strategy I could implement would be to give the network more information, such as guesses from even more rounds, round number, or width of the search interval and maybe increase the number of hidden layers and/or neurons in those hidden layers."}, {"post_id": 32432, "ts": "2026-07-21T16:39:50Z", "hours": 3.8986, "text": "I am trying to make an evolutionary neural network which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and I am hoping that it will learn binary search from scratch, which would be cool. The first version that I made had a very low solve rate as I hadn’t done the fitness function very well, but this version I have changed the fitness function and a 50 generation quick run was showing good results, so I am going to run it with 10000 generations and then go to sleep, and hopefully when I wake up it will be done fingers crossed. Let me know if you have any other interesting number games/number related things I could try and train it to do, any ideas are welcome!"}]...
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Title: Number Guessing Neural Network by @crazydav Title: Number Guessing Neural Network by @crazydave | Stardance
Devlogs:
I am trying to make an evolutionary neural network which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and I am hoping that it will learn binary search from scratch, which would be cool. The first version that I made had a very low solve rate as I hadn’t done the fitness function very well, but this version I have changed the fitness function and a 50 generation quick run was showing good results, so I am going to run it with 10000 generations and then go to sleep, and hopefully when I wake up it will be done fingers crossed. Let me know if you have any other interesting number games/number related things I could try and train it to do, any ideas are welcome!
After training it overnight it was able to solve the game in an average of 35 attempts, however as I cut it off after 50 I reckon the actual attempts would be much higher. Due to this lack of performance, I have decided to try and improve the fitness function so that it trains more effectively. I spent many hours trying to modify the fitness function and test it hoping that it would lead to a better solve rate but so far I am without success. It would keep repeatedly guessing the same number so I added a penalty if it guesses the same number as the round before. It would then alternate between guessing two numbers, so I tried to increase the reward if it got a correct solve. After those changes and a few other experiments, I was still unable to get it to train properly and seems to still perform poorly with the new fitness function after 1000 generations of training. The graph below shows the fitness of the best model per generation, and you can see quick initial improvement before it stagnates for the rest of the training time. I am considering changing the output from being a number between 1 and 1000 to being a number within the high/low range, where 0 represents the current low and 1 represents the current high, and hopefully after training it would learn to guess around 0.5 each time. Another strategy I could implement would be to give the network more information, such as guesses from even more rounds, round number, or width of the search interval and maybe increase the number of hidden layers and/or neurons in those hidden layers.
I decided to implement the change where the model outputs a number between 0 and 1 to represent somewhere within the high/low range of numbers it can currently guess between, and also added a new input to the neural network telling it the number of guesses so far. Both of these changes drastically improved the model and now it averages around 9 guesses to find the number, which is an amazing result. I only got to this after playing around with trying to change the fitness function again to not much success, but I am glad this idea worked. Next time I work on it I will add a user interface on an online website with the final trained model so people can try it out.
I tried to make a website that people could view this on but I couldn’t figure out how to do it without fully rewriting the neural net in javascript, which will take a very long time (maybe I will do this in a future ship), so instead I made a file called interactive.py which lets people test out the model’s number guessing skills. I also simplified the fitness function a lot as much of the old fitness function was redundant due to previous changes that I made, and it now simply returns -self.guesses. I also made compiled versions of it for windows, Mac, and linux, so that people without python installed can try it out, it’s on the GitHub releases page. Also the pull requests look super sus with thousands of lines of code change but it is because I store the best model in a .pkl which was being changed as I worked on it so makes loads of changes to the commit :(
Ships:
I made an evolutionary neural network from scratch which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and it learnt a rough version of binary search from scratch, which I think is super cool! The most challenging part of this project was determining a fitness function which best allowed the model to learn what I wanted it to learn, and many iterations of the fitness function would lead to the model making safe guesses, repeating guesses, or getting stuck in loops. I also added command line arguments to the code so that people can use it in their terminal without editing the python file. To test it, follow the install instructions on the README, you can either download the python code and run that, or download the compiled versions in the releases page on Github....
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1793357299.931623
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1793443699.931623
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32717
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Free site to swap books! by @Sumayya_Abduraximova Free site to swap books! by @Sumayya_Abduraximova | Stardance...
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Sumayya_Abduraximova
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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: Free site to swap books! by @Sumayya_Abdura Title: Free site to swap books! by @Sumayya_Abduraximova | Stardance...
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1793357297.2120075
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1793962097.2120075
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