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3637
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Thanks for Mining That! by @StarCoder | Stardance
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StarCoder
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1
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58.0
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543
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T00:15:27Z", "hours": 58.0, "multiplier": 11.26, "payout": 543, "blessing": "neutral", "text": "I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!", "repo": "https://github.com/StarCoder369/Thanks-for-Mining-That-", "demo": "https://starcoder.itch.io/thanks-for-mining-that"}]...
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[{"post_id": 37340, "ts": "202 [{"post_id": 37340, "ts": "2026-07-30T00:03:53Z", "hours": 4.155, "text": "Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!"}, {"post_id": 27840, "ts": "2026-07-13T18:41:17Z", "hours": 8.3661, "text": "Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!"}, {"post_id": 23250, "ts": "2026-07-06T02:51:32Z", "hours": 6.5392, "text": "Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!"}, {"post_id": 20104, "ts": "2026-07-01T16:58:40Z", "hours": 14.5667, "text": "Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!"}, {"post_id": 10332, "ts": "2026-06-17T00:29:22Z", "hours": 6.9314, "text": "Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably)."}, {"post_id": 6584, "ts": "2026-06-11T01:59:40Z", "hours": 14.935, "text": "Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)"}, {"post_id": 1072, "ts": "2026-06-02T21:43:01Z", "hours": 2.2311, "text": "I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback."}]...
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Title: Thanks for Mining That! by @StarCoder | Sta Title: Thanks for Mining That! by @StarCoder | Stardance
Devlogs:
I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback.
Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)
Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably).
Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!
Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!
Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!
Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!
Ships:
I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!...
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1793087357.497481
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DElI SIMULATOR by @sklebi | Stardance
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sklebi
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1
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9.51
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37
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T15:32:24Z", "hours": 7.0, "multiplier": 5.51, "payout": 37, "blessing": "neutral", "text": "I made a deli simulator based off of a friend’s suggestion. You run a deli and buy employees and stock up on food and things. Have fun playing :) (p.s if you have any name suggestions i should add to the customer base, feel free to dm me)!!", "repo": "https://github.com/Sklebi/Deli-Simulator", "demo": "https://github.com/Sklebi/Deli-Simulator/releases/tag/v1.0.0"}]...
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[{"post_id": 50008, "ts": "202 [{"post_id": 50008, "ts": "2026-08-19T01:12:49Z", "hours": 0.73, "text": "REMASTERED DEVLOG #2 Hullo! Was really confused today so that’s fun -> Finished a leaving loop (image below) -> I was trying for hella long to try and make a game cycle like this without lots of nested loops but idk how to do it still unfortunately (ai was really confusing) -> Added the actions page & finished the first part of the tutorial -> Get the official backstory lol (yes lore got added!) -> added ascii art for the deli! very fun looking mushroom building :) that’s it for today"}, {"post_id": 49153, "ts": "2026-08-17T19:40:58Z", "hours": 1.7786, "text": "REMASTERED DEVLOG #1 Hello! This is my first devlog for my new Deli Simulator! My original game was my first python project ever so I really wanted to remake it after learning a bit more about OOP -> In this devlog, I added a player class and added actions for them. This removes the like 30 nested loops I had in my previous code making it more efficient -> I added a player name & inventory -> You can check your balance -> You can buy things -> You can add items into your inventory"}, {"post_id": 26613, "ts": "2026-07-11T15:22:29Z", "hours": 0.5872, "text": "pyinstaller !!"}, {"post_id": 26572, "ts": "2026-07-11T14:10:17Z", "hours": 2.58, "text": "deli has been opened and you can get customers"}, {"post_id": 25457, "ts": "2026-07-09T18:49:16Z", "hours": 3.6611, "text": "Adding the ability to setup the deli now!"}]...
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Title: DElI SIMULATOR by @sklebi | Stardance
Devl Title: DElI SIMULATOR by @sklebi | Stardance
Devlogs:
Adding the ability to setup the deli now!
deli has been opened and you can get customers
pyinstaller !!
REMASTERED DEVLOG #1 Hello! This is my first devlog for my new Deli Simulator! My original game was my first python project ever so I really wanted to remake it after learning a bit more about OOP -> In this devlog, I added a player class and added actions for them. This removes the like 30 nested loops I had in my previous code making it more efficient -> I added a player name & inventory -> You can check your balance -> You can buy things -> You can add items into your inventory
REMASTERED DEVLOG #2 Hullo! Was really confused today so that’s fun -> Finished a leaving loop (image below) -> I was trying for hella long to try and make a game cycle like this without lots of nested loops but idk how to do it still unfortunately (ai was really confusing) -> Added the actions page & finished the first part of the tutorial -> Get the official backstory lol (yes lore got added!) -> added ascii art for the deli! very fun looking mushroom building :) that’s it for today
Ships:
I made a deli simulator based off of a friend’s suggestion. You run a deli and buy employees and stock up on food and things. Have fun playing :) (p.s if you have any name suggestions i should add to the customer base, feel free to dm me)!!...
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1793000954.5956469
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1793087354.5956469
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33798
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SplitTrip by @Rez_ | Stardance
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Rez_
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T15:00:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an easy to use and open-source trip planner that allows easy trip planning for multi-day backpacking journeys. SplitTrip integrates Leaflet maps for an easy to use UI, along side with trip planning with multiple modes of transport, and even allows the user to export the entire trip as a PDF with a map, for on the go usage, even without the comfort of Wi-Fi and a computer.", "repo": "https://github.com/Reziqs/SplitTrip", "demo": "https://reziqs.github.io/SplitTrip/"}]...
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[{"post_id": 27181, "ts": "202 [{"post_id": 27181, "ts": "2026-07-12T14:44:47Z", "hours": 1.3481, "text": "Added OpenSourceMaps Leaflet Route Integration, so for Car and Bus routes, it shows the shortest path down to the road."}, {"post_id": 26873, "ts": "2026-07-11T22:06:07Z", "hours": 1.8431, "text": "Basically finished! SplitTrip is a tool to help Interrailers and Backpackers plan weeks worth of trips across multiple modes of transport, from walking, to cars, and beyond. Currently I am using Leaflet Maps, and React with JSX. SplitTrip now supports PDF exporting, so you can print out your entire trip for easy access out in the wilderness. I hope to expand SplitTrip to help make journies easier for young people like myself looking to start travelling the world!"}, {"post_id": 26714, "ts": "2026-07-11T17:44:16Z", "hours": 0.2975, "text": "There has to be an easier way to compile train stations, this is mind numbing haha."}]...
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Title: SplitTrip by @Rez_ | Stardance
Devlogs:
Th Title: SplitTrip by @Rez_ | Stardance
Devlogs:
There has to be an easier way to compile train stations, this is mind numbing haha.
Basically finished! SplitTrip is a tool to help Interrailers and Backpackers plan weeks worth of trips across multiple modes of transport, from walking, to cars, and beyond. Currently I am using Leaflet Maps, and React with JSX. SplitTrip now supports PDF exporting, so you can print out your entire trip for easy access out in the wilderness. I hope to expand SplitTrip to help make journies easier for young people like myself looking to start travelling the world!
Added OpenSourceMaps Leaflet Route Integration, so for Car and Bus routes, it shows the shortest path down to the road.
Ships:
I made an easy to use and open-source trip planner that allows easy trip planning for multi-day backpacking journeys. SplitTrip integrates Leaflet maps for an easy to use UI, along side with trip planning with multiple modes of transport, and even allows the user to export the entire trip as a PDF with a map, for on the go usage, even without the comfort of Wi-Fi and a computer....
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1793000953.4483564
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1793087353.4483564
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23651
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60% layout keyboard tester by @jahnavi1 | Stardanc 60% layout keyboard tester by @jahnavi1 | Stardance...
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jahnavi1
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T17:44:43Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i created an 60% layout keyboard tester using html and css and javascript,it is mainly created for 60%layout keyboard,the challenging part was fixing the errors on my own-_-", "repo": "https://github.com/jahnavi19212/keyboard-tester", "demo": "https://jahnavi19212.github.io/keyboard-tester/"}]...
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[{"post_id": 13827, "ts": "202 [{"post_id": 13827, "ts": "2026-06-22T17:33:22Z", "hours": 2.8911, "text": "i created a 60% layout keyboard tester using html,css,js"}]...
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Title: 60% layout keyboard tester by @jahnavi1 | S Title: 60% layout keyboard tester by @jahnavi1 | Stardance
Devlogs:
i created a 60% layout keyboard tester using html,css,js
Ships:
i created an 60% layout keyboard tester using html and css and javascript,it is mainly created for 60%layout keyboard,the challenging part was fixing the errors on my own-_-...
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1793000952.5891416
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1793087352.5891416
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8856
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The Ares Horizon by @alomnsh | Stardance
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alomnsh
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2
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48.73
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322
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T03:08:53Z", "hours": 19.0, "multiplier": 11.4, "payout": 217, "blessing": "neutral", "text": "What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}, {"ship_num": 2, "ts": "2026-06-20T17:02:20Z", "hours": 12.0, "multiplier": 9.08, "payout": 105, "blessing": "neutral", "text": "I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}]...
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[{"post_id": 68726, "ts": "202 [{"post_id": 68726, "ts": "2026-09-15T17:01:15Z", "hours": 2.5175, "text": "Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??"}, {"post_id": 53416, "ts": "2026-08-23T23:10:43Z", "hours": 8.8311, "text": "Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more"}, {"post_id": 40503, "ts": "2026-08-04T02:29:20Z", "hours": 6.3825, "text": "Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik"}, {"post_id": 31582, "ts": "2026-07-20T02:55:39Z", "hours": 2.7858, "text": "Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)"}, {"post_id": 29177, "ts": "2026-07-15T22:03:47Z", "hours": 2.2292, "text": "Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)"}, {"post_id": 26902, "ts": "2026-07-11T23:05:32Z", "hours": 1.5653, "text": "Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization."}, {"post_id": 26133, "ts": "2026-07-10T19:03:00Z", "hours": 2.0886, "text": "My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship."}, {"post_id": 20472, "ts": "2026-07-02T02:15:56Z", "hours": 0.4544, "text": "Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened"}, {"post_id": 20339, "ts": "2026-07-01T22:18:29Z", "hours": 6.5228, "text": "v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up"}, {"post_id": 16038, "ts": "2026-06-26T01:44:55Z", "hours": 1.09, "text": "I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later."}, {"post_id": 14716, "ts": "2026-06-23T22:26:53Z", "hours": 2.4447, "text": "v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo"}, {"post_id": 12589, "ts": "2026-06-20T15:41:49Z", "hours": 1.0719, "text": "Finished my README and fixed crash bug with typewriter when the window is closed while it is typing"}, {"post_id": 11662, "ts": "2026-06-19T00:21:39Z", "hours": 1.5231, "text": "Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug"}, {"post_id": 10267, "ts": "2026-06-16T22:16:48Z", "hours": 4.3747, "text": "Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points."}, {"post_id": 8857, "ts": "2026-06-14T18:59:46Z", "hours": 3.4211, "text": "Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva"}, {"post_id": 7134, "ts": "2026-06-11T22:21:25Z", "hours": 1.2161, "text": "Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch"}]...
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Title: The Ares Horizon by @alomnsh | Stardance
D Title: The Ares Horizon by @alomnsh | Stardance
Devlogs:
Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch
Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva
Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points.
Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug
Finished my README and fixed crash bug with typewriter when the window is closed while it is typing
v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo
I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later.
v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up
Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened
My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship.
Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization.
Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)
Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)
Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik
Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more
Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??
Ships:
I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.
What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud....
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1793000951.3744287
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1793087351.3744287
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36100
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Mathemactor by @UmarFarooq | Stardance
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UmarFarooq
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2
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T17:35:09Z", "hours": 3.0, "multiplier": 2.36, "payout": 4, "blessing": "neutral", "text": "I updated my project. Added graphs using function-plot library with highlighted roots for linear, quadratic and simultaneous linear equations. Imaginary roots are also supported now.", "repo": "https://github.com/Umar-Farooq-5757/mathemactor", "demo": "https://mathemactor.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-16T19:02:30Z", "hours": 1.0, "multiplier": 2.85, "payout": 4, "blessing": "neutral", "text": "I created a mathematics equation solver webapp. The equation solution handling part was a bit tricky, but I managed to do it. This app is for users who know even basic maths.", "repo": "https://github.com/Umar-Farooq-5757/mathemactor", "demo": "https://mathemactor.netlify.app/"}]...
|
[{"post_id": 33595, "ts": "202 [{"post_id": 33595, "ts": "2026-07-23T17:21:37Z", "hours": 0.4375, "text": "Now, mathemactor also supports imaginary roots for quadratic equations. But, graph is not available for equations with complex/imaginary roots."}, {"post_id": 33434, "ts": "2026-07-23T11:41:46Z", "hours": 1.3472, "text": "Integrated function-plot library for showing graphs of equations with highlighted roots. You can zoom in or out and see the roots."}, {"post_id": 33317, "ts": "2026-07-23T03:51:12Z", "hours": 1.6347, "text": "Implemented step by step solution for quadratic equations. Now, you can see each step of quadratic equation getting solved. Separate solutions are available for both roots."}, {"post_id": 29661, "ts": "2026-07-16T18:43:05Z", "hours": 1.3489, "text": "I started working on a mathematics equation solver webapp last year. And after creating its most basic version, I moved forward. But now, I thought I need to add some more features i it. Here is a feature that I have added: Showing step-by-step solution of Linear equation. See the equation going towards solution at each step. What’s next? Looking forward to add the same feature for quadratic equations"}]...
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Title: Mathemactor by @UmarFarooq | Stardance
Dev Title: Mathemactor by @UmarFarooq | Stardance
Devlogs:
I started working on a mathematics equation solver webapp last year. And after creating its most basic version, I moved forward. But now, I thought I need to add some more features i it. Here is a feature that I have added: Showing step-by-step solution of Linear equation. See the equation going towards solution at each step. What’s next? Looking forward to add the same feature for quadratic equations
Implemented step by step solution for quadratic equations. Now, you can see each step of quadratic equation getting solved. Separate solutions are available for both roots.
Integrated function-plot library for showing graphs of equations with highlighted roots. You can zoom in or out and see the roots.
Now, mathemactor also supports imaginary roots for quadratic equations. But, graph is not available for equations with complex/imaginary roots.
Ships:
I created a mathematics equation solver webapp. The equation solution handling part was a bit tricky, but I managed to do it. This app is for users who know even basic maths.
I updated my project. Added graphs using function-plot library with highlighted roots for linear, quadratic and simultaneous linear equations. Imaginary roots are also supported now....
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1793000950.2413168
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1793087350.2413168
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2670
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Star Sign Project Hub by @JM | Stardance
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JM
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1
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6.0
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39
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T22:18:42Z", "hours": 6.0, "multiplier": 6.2, "payout": 39, "blessing": "neutral", "text": "I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice.", "repo": "https://github.com/Not-JM/Star-Sign-Project-Hub", "demo": "https://star-sign-project-hub.vercel.app/"}]...
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[{"post_id": 4559, "ts": "2026 [{"post_id": 4559, "ts": "2026-06-07T22:04:24Z", "hours": 3.3678, "text": "Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!"}, {"post_id": 2988, "ts": "2026-06-05T22:19:52Z", "hours": 1.9583, "text": "Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!"}, {"post_id": 2572, "ts": "2026-06-05T04:26:46Z", "hours": 0.9611, "text": "Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner"}]...
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Title: Star Sign Project Hub by @JM | Stardance
D Title: Star Sign Project Hub by @JM | Stardance
Devlogs:
Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner
Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!
Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!
Ships:
I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice....
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1793000949.0902805
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1793087349.0902805
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23608
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My first slack bot! by @ravshan | Stardance
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ravshan
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1
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0.28
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T14:02:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an ai based chat that responds to you and can make warm conversations if needed. It is also excellent replacement for boring chats. The thing was hard about it was that hard to detect your mistakes, but at least I came over it, and now finally can launch my first project.", "repo": "https://github.com/rasatov69-debug/quizzi", "demo": "https://slack.com"}]...
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[{"post_id": 16798, "ts": "202 [{"post_id": 16798, "ts": "2026-06-27T08:43:10Z", "hours": 0.2844, "text": "on bot that responds to you immediately and works 24/7."}, {"post_id": 14314, "ts": "2026-06-23T12:22:20Z", "hours": 0.29, "text": "So, currently I’m getting one step close to finish one of my first project that I completed with coding experience. I’m feeling incredible to make something by my own."}]...
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Title: My first slack bot! by @ravshan | Stardance Title: My first slack bot! by @ravshan | Stardance
Devlogs:
So, currently I’m getting one step close to finish one of my first project that I completed with coding experience. I’m feeling incredible to make something by my own.
on bot that responds to you immediately and works 24/7.
Ships:
I made an ai based chat that responds to you and can make warm conversations if needed. It is also excellent replacement for boring chats. The thing was hard about it was that hard to detect your mistakes, but at least I came over it, and now finally can launch my first project....
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1793000948.1839907
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1793087348.1839907
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24723
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Nidofy v2 by @NiDo | Stardance
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NiDo
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2
|
10.0
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97
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T16:24:01Z", "hours": 0.0, "multiplier": 3.14, "payout": 1, "blessing": "neutral", "text": "I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;) Hint for the easter egg- Check the routes in App.jsx", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-vite", "demo": "https://nido.dino.icu:3031/"}, {"ship_num": 2, "ts": "2026-06-28T16:59:58Z", "hours": 10.0, "multiplier": 9.45, "payout": 96, "blessing": "neutral", "text": "I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;)", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-vite", "demo": "https://nido.dino.icu:3031/"}]...
|
[{"post_id": 22230, "ts": "202 [{"post_id": 22230, "ts": "2026-07-04T16:21:41Z", "hours": 0.4025, "text": "So as the suggestions said, I made the cards dark. While I was at it, I also added a footer."}, {"post_id": 17699, "ts": "2026-06-28T16:48:24Z", "hours": 0.6333, "text": "I added an easter egg! I won’t reveal the link. It’s a challenge for y’all to find but ya. I’ll ship it now."}, {"post_id": 17606, "ts": "2026-06-28T14:04:34Z", "hours": 0.6261, "text": "So copy works! I was planning to have a copy all poems buttons but currently the backend doesn’t implement a proper get all poems with content endpoint, so the frontend would have to loop through how many ever poems are there (currently 48) requesting the content for each one… that’s definatly not a good idea unless the goal is to make the backend cry. Anyways, I’ll just deploy it to my self-hosted server and ship it!"}, {"post_id": 17490, "ts": "2026-06-28T09:17:36Z", "hours": 0.3719, "text": "I’ve finished implementing the poem skeleton! I’ll just add a copy button like the old version of the site had and with that I can ship this project!!"}, {"post_id": 17425, "ts": "2026-06-28T06:21:06Z", "hours": 2.2181, "text": "I’m almost done, I’ve finished the my poems page and the poem page. I think I’m going to skip the projects and admin page of my old site for now as I’m fine with the old admin dashboard and I’m not really adding stuff to the projects pages anyways. So for now, I’ll just add the skeleton UI for the poem page (the other pages already have their own skeleton UIs) and I’ll push it to my server. Self-hosted btw The current version of it is already live. I’m still thinking of what next should I add. But before all of that, I should probably push everything to a github repo."}, {"post_id": 14486, "ts": "2026-06-23T16:58:40Z", "hours": 6.3414, "text": "Okie so I’m currently working on the home page. I’m using React with MIUI, Framer Motion, SwiperJS, React Icons and also Tailwind CSS. It’s coming together pretty well not gonna lie"}]...
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Title: Nidofy v2 by @NiDo | Stardance
Devlogs:
Ok Title: Nidofy v2 by @NiDo | Stardance
Devlogs:
Okie so I’m currently working on the home page. I’m using React with MIUI, Framer Motion, SwiperJS, React Icons and also Tailwind CSS. It’s coming together pretty well not gonna lie
I’m almost done, I’ve finished the my poems page and the poem page. I think I’m going to skip the projects and admin page of my old site for now as I’m fine with the old admin dashboard and I’m not really adding stuff to the projects pages anyways. So for now, I’ll just add the skeleton UI for the poem page (the other pages already have their own skeleton UIs) and I’ll push it to my server. Self-hosted btw The current version of it is already live. I’m still thinking of what next should I add. But before all of that, I should probably push everything to a github repo.
I’ve finished implementing the poem skeleton! I’ll just add a copy button like the old version of the site had and with that I can ship this project!!
So copy works! I was planning to have a copy all poems buttons but currently the backend doesn’t implement a proper get all poems with content endpoint, so the frontend would have to loop through how many ever poems are there (currently 48) requesting the content for each one… that’s definatly not a good idea unless the goal is to make the backend cry. Anyways, I’ll just deploy it to my self-hosted server and ship it!
I added an easter egg! I won’t reveal the link. It’s a challenge for y’all to find but ya. I’ll ship it now.
So as the suggestions said, I made the cards dark. While I was at it, I also added a footer.
Ships:
I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;)
I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;) Hint for the easter egg- Check the routes in App.jsx...
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1793000947.0241816
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1793087347.0241816
|
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31360
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About me - Choc0latesauce :3 by @Choc0latesauce | About me - Choc0latesauce :3 by @Choc0latesauce | Stardance...
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Choc0latesauce
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T15:08:07Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic html based about me page which is dedicated to introducing myself and my interests. It is my first time ever coding in html, using vs code and deploying a project on github, so I’m very proud of what I’ve been able to achieve! I hope it’s decent enough to be shippable and I can’t wait to improve :3", "repo": "https://github.com/Choc0latesauce/About-Choc0latesauce", "demo": "https://choc0latesauce.github.io/About-Choc0latesauce/main.html"}]...
|
[{"post_id": 32996, "ts": "202 [{"post_id": 32996, "ts": "2026-07-22T14:54:47Z", "hours": 1.4458, "text": "My final version! Fixed YouTube links, replaced the placeholder image, further expanded the content and improved formatting. I’m still not amazing at this, but I had lots of fun, and am looking forward to learning more!"}, {"post_id": 31030, "ts": "2026-07-19T02:45:49Z", "hours": 0.4192, "text": "Tried the handle moving windows thing and absolutely failed lol, Might just stick to python"}, {"post_id": 31011, "ts": "2026-07-19T02:08:30Z", "hours": 2.5642, "text": "I am starting to get a grasp of more complex features such as styles and js integration, though I do need to work on my formatting a little bit more, I am excited to continue with my project even more!"}, {"post_id": 30316, "ts": "2026-07-17T19:28:17Z", "hours": 1.2719, "text": "It’s been a very long time since I last used HTML so I am loosely following the tutorial and am practicing my writing + coding skills by talking about my projects and passion for computer hardware, while also trying to remember the various html codes again lol"}]...
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Title: About me - Choc0latesauce :3 by @Choc0lates Title: About me - Choc0latesauce :3 by @Choc0latesauce | Stardance
Devlogs:
It’s been a very long time since I last used HTML so I am loosely following the tutorial and am practicing my writing + coding skills by talking about my projects and passion for computer hardware, while also trying to remember the various html codes again lol
I am starting to get a grasp of more complex features such as styles and js integration, though I do need to work on my formatting a little bit more, I am excited to continue with my project even more!
Tried the handle moving windows thing and absolutely failed lol, Might just stick to python
My final version! Fixed YouTube links, replaced the placeholder image, further expanded the content and improved formatting. I’m still not amazing at this, but I had lots of fun, and am looking forward to learning more!
Ships:
I made a basic html based about me page which is dedicated to introducing myself and my interests. It is my first time ever coding in html, using vs code and deploying a project on github, so I’m very proud of what I’ve been able to achieve! I hope it’s decent enough to be shippable and I can’t wait to improve :3...
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1793000945.85434
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1793087345.85434
|
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32216
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My very own WebOS by @yayabskt | Stardance
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yayabskt
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2
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34.08
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10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T12:39:38Z", "hours": 1.0, "multiplier": 10.26, "payout": 10, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}, {"ship_num": 2, "ts": "2026-07-12T01:26:25Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (\"GO BEYOND PLUS ULTRA\"💫✨ the little quote in the top bar is an \"my hero acadamy\" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}]...
|
[{"post_id": 65599, "ts": "202 [{"post_id": 65599, "ts": "2026-09-10T20:46:00Z", "hours": 5.0192, "text": "heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!"}, {"post_id": 27687, "ts": "2026-07-13T14:01:07Z", "hours": 4.0569, "text": "my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)"}, {"post_id": 27131, "ts": "2026-07-12T12:38:00Z", "hours": 0.5167, "text": "i’m making the note editable and deletable heheh"}, {"post_id": 26968, "ts": "2026-07-12T02:10:24Z", "hours": 0.4844, "text": "DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage"}, {"post_id": 26936, "ts": "2026-07-12T00:47:44Z", "hours": 2.0942, "text": "DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay"}, {"post_id": 26845, "ts": "2026-07-11T21:22:13Z", "hours": 1.6344, "text": "DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!"}, {"post_id": 26336, "ts": "2026-07-11T02:08:14Z", "hours": 4.1733, "text": "DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)"}, {"post_id": 25644, "ts": "2026-07-10T01:43:21Z", "hours": 4.0392, "text": "DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu"}, {"post_id": 25024, "ts": "2026-07-08T23:13:03Z", "hours": 3.2472, "text": "DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow"}, {"post_id": 24852, "ts": "2026-07-08T18:09:26Z", "hours": 2.3606, "text": "DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text"}, {"post_id": 24765, "ts": "2026-07-08T15:32:08Z", "hours": 2.7617, "text": "DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk"}, {"post_id": 24634, "ts": "2026-07-08T11:06:04Z", "hours": 1.6814, "text": "DEV LOG#03 i’m trying to make the vs code ide looks"}, {"post_id": 24402, "ts": "2026-07-07T22:45:06Z", "hours": 0.8692, "text": "DEV LOG#02 i’m trying to make it loo like code in vs code"}, {"post_id": 24295, "ts": "2026-07-07T19:30:32Z", "hours": 0.9594, "text": "DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)"}]...
|
Title: My very own WebOS by @yayabskt | Stardance
Title: My very own WebOS by @yayabskt | Stardance
Devlogs:
DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)
DEV LOG#02 i’m trying to make it loo like code in vs code
DEV LOG#03 i’m trying to make the vs code ide looks
DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk
DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text
DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow
DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu
DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)
DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!
DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay
DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage
i’m making the note editable and deletable heheh
my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)
heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!
Ships:
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! ("GO BEYOND PLUS ULTRA"💫✨ the little quote in the top bar is an "my hero acadamy" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )...
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1793000944.6147463
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1793087344.6147463
|
|
16753
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Flower game by @Alafandri | Stardance
|
Alafandri
|
1
|
4.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:05:54Z", "hours": 4.0, "multiplier": 4.1, "payout": 17, "blessing": "neutral", "text": "I made a godot game to improve myself in using godot and getting more familiar with its programming language. Challenging was keeping the motivation. When you are hit with a problem suddnely out of nowhere then it can be so annoying tracking down the cause of the problem. I am proud of the art. I think i did very well with it. When people test out my project they should know that it’s not much but I still spent a lot of time trying my best to make it so I hope you enjoy!", "repo": "https://github.com/Alafandri/StardanceProject", "demo": "https://alafandri.itch.io/flower-game"}]...
|
[{"post_id": 11568, "ts": "202 [{"post_id": 11568, "ts": "2026-06-18T21:07:00Z", "hours": 0.7981, "text": "Devlog #4 Hello everyone, this is the fourth devlog! Everything new: Goal Timer Main menu A way to win Victory screen So basically the biggest thing I have added this time is that this game is now actually winnable. Obviously this isn’t and won’t be the final version for the game but the main core systems are in place now. That means that I can now start working on other things like adding some visual effects and polishing the game out even more. I feel like this isn’t enough for the game so I absolutely want to expand on this game. So next time you can hope for more polished version of the game. And I will also be starting to sort everything because stuff are pretty messy currently. That is it for today so see you next time!"}, {"post_id": 10936, "ts": "2026-06-17T22:31:10Z", "hours": 1.1256, "text": "Devlog #3 Hello everyone once again! Back here with the third devlog!!! This one adds quite a few things. Everything new: Gave everything an actual function(meaning that the tools can actually do something now) Lives End screen It’s a very simple game but I got big plans for it(which I will keep as a secret for now) and so far I have been having so much fun making it. Just making something yourself and feeling productive instead of rotting in bed all day watching youtube feels so nice. The people who have commented or like my posts thank you so much cause yall are so nice and just the best. I love the feeling when I have made some actual changes to the game and then I go to github desktop to push all the changes and I can see everything that is about to be committed to github it just feels so satisfying. This keeps me going and I really hope that this post might motivate someone to work on their project cause yall projects motivate me. You guys got so much passion and are just so talented that I just love so much. Anyways I got a little distracted so let’s continue talking about the changes to the game. So as you might have read from everything new then everything has a function now finally. There is finally some gameplay, yay. But yeah, I made the tools movable already in the last devlog so that’s been a thing in the game already but they actually didn’t do anything before but now I have made a little randomized system where the flower picks a random thing that it wants and displays it on the text label. If you give the correct thing then nothing happens but if you give the wrong thing then you lose a live. It’s a pretty simple system. And obviously if you run out of lives then everything will be turned invisible and the end screen appears. Planned next: a timer goal start screen make it more satisfying But that is it for this devlog! See you next time. Byeeee. :)"}, {"post_id": 10244, "ts": "2026-06-16T21:33:28Z", "hours": 1.0611, "text": "Devlog #2 Hey everyone! The second devlog for my godot game is finally here! I have done several new things: Drag and drop system Drawn some sprites Written some lore(I like my games with lore, it helps me guide) Basic gameplay loop idea Probably the biggest thing currently is the drag and drop system. Even though not complex at all then still very important feature for the game. The drag and drop system is important cause the whole game will be relying on it and I wanted for it to feel nice. I am definitely planning on expanding on it to make it feel more satisfying(I have some ideas). I think that it’s very important for your games to feel nice or i guess in other words ‘satisfying’ and obviously they should be fun. So my game idea to make something like the game Mr.TomatoS . I’ve always like the idea behind the game and especially the lore and I have always wanted to make something like this. This game is mostly for me to get better at development and just to have fun while making it. If the dev has fun making the game then the better the game will end up. Now I think we have talked enough about the drag and drop system so let’s talk about the sprites. To me is always very important to make a atmosphere for your game which tells you all you need to know about the game and I think it should give you a glimpse of whats about to happen without really telling you in words. So that’s why the sprites and visual effects are very important. Currently I have worked on at all on the visual side cause that I should work on more when I am polishing the game. But I still wanted to game to look better when testing cause I have gotten tired of staring these godot cubes. So that’s why I have some basic most important sprites in the game. Also I would like to say that these sprites are probably not final and they might be changed. Anyways enough of yapping and time to get back developing. Have a nice day!!! :)"}, {"post_id": 9872, "ts": "2026-06-16T10:26:58Z", "hours": 1.1692, "text": "Devlog #1 ㅤ I have created the godot game project and started developing my game. I already have some ideas for the game too which I won’t be talking too much about in this devlog but all you need to know is that it will be a pretty basic 2D game and that it won’t be a platformer. What I’m trying to achieve with this project is to get better in game development and by that I mean coding, game design and etc… All I’ve made currently is just a little textbox(which I will probably end up removing) where you can enter your name and move on to the actual game. I don’t have much anything else to talk about so see you soon in the next devlog!"}]...
|
Title: Flower game by @Alafandri | Stardance
Devl Title: Flower game by @Alafandri | Stardance
Devlogs:
Devlog #1 ㅤ I have created the godot game project and started developing my game. I already have some ideas for the game too which I won’t be talking too much about in this devlog but all you need to know is that it will be a pretty basic 2D game and that it won’t be a platformer. What I’m trying to achieve with this project is to get better in game development and by that I mean coding, game design and etc… All I’ve made currently is just a little textbox(which I will probably end up removing) where you can enter your name and move on to the actual game. I don’t have much anything else to talk about so see you soon in the next devlog!
Devlog #2 Hey everyone! The second devlog for my godot game is finally here! I have done several new things: Drag and drop system Drawn some sprites Written some lore(I like my games with lore, it helps me guide) Basic gameplay loop idea Probably the biggest thing currently is the drag and drop system. Even though not complex at all then still very important feature for the game. The drag and drop system is important cause the whole game will be relying on it and I wanted for it to feel nice. I am definitely planning on expanding on it to make it feel more satisfying(I have some ideas). I think that it’s very important for your games to feel nice or i guess in other words ‘satisfying’ and obviously they should be fun. So my game idea to make something like the game Mr.TomatoS . I’ve always like the idea behind the game and especially the lore and I have always wanted to make something like this. This game is mostly for me to get better at development and just to have fun while making it. If the dev has fun making the game then the better the game will end up. Now I think we have talked enough about the drag and drop system so let’s talk about the sprites. To me is always very important to make a atmosphere for your game which tells you all you need to know about the game and I think it should give you a glimpse of whats about to happen without really telling you in words. So that’s why the sprites and visual effects are very important. Currently I have worked on at all on the visual side cause that I should work on more when I am polishing the game. But I still wanted to game to look better when testing cause I have gotten tired of staring these godot cubes. So that’s why I have some basic most important sprites in the game. Also I would like to say that these sprites are probably not final and they might be changed. Anyways enough of yapping and time to get back developing. Have a nice day!!! :)
Devlog #3 Hello everyone once again! Back here with the third devlog!!! This one adds quite a few things. Everything new: Gave everything an actual function(meaning that the tools can actually do something now) Lives End screen It’s a very simple game but I got big plans for it(which I will keep as a secret for now) and so far I have been having so much fun making it. Just making something yourself and feeling productive instead of rotting in bed all day watching youtube feels so nice. The people who have commented or like my posts thank you so much cause yall are so nice and just the best. I love the feeling when I have made some actual changes to the game and then I go to github desktop to push all the changes and I can see everything that is about to be committed to github it just feels so satisfying. This keeps me going and I really hope that this post might motivate someone to work on their project cause yall projects motivate me. You guys got so much passion and are just so talented that I just love so much. Anyways I got a little distracted so let’s continue talking about the changes to the game. So as you might have read from everything new then everything has a function now finally. There is finally some gameplay, yay. But yeah, I made the tools movable already in the last devlog so that’s been a thing in the game already but they actually didn’t do anything before but now I have made a little randomized system where the flower picks a random thing that it wants and displays it on the text label. If you give the correct thing then nothing happens but if you give the wrong thing then you lose a live. It’s a pretty simple system. And obviously if you run out of lives then everything will be turned invisible and the end screen appears. Planned next: a timer goal start screen make it more satisfying But that is it for this devlog! See you next time. Byeeee. :)
Devlog #4 Hello everyone, this is the fourth devlog! Everything new: Goal Timer Main menu A way to win Victory screen So basically the biggest thing I have added this time is that this game is now actually winnable. Obviously this isn’t and won’t be the final version for the game but the main core systems are in place now. That means that I can now start working on other things like adding some visual effects and polishing the game out even more. I feel like this isn’t enough for the game so I absolutely want to expand on this game. So next time you can hope for more polished version of the game. And I will also be starting to sort everything because stuff are pretty messy currently. That is it for today so see you next time!
Ships:
I made a godot game to improve myself in using godot and getting more familiar with its programming language. Challenging was keeping the motivation. When you are hit with a problem suddnely out of nowhere then it can be so annoying tracking down the cause of the problem. I am proud of the art. I think i did very well with it. When people test out my project they should know that it’s not much but I still spent a lot of time trying my best to make it so I hope you enjoy!...
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1793000943.4723482
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1793087343.4723482
|
|
30409
|
My own site! by @theskriptkid | Stardance
|
theskriptkid
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T18:01:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!", "repo": "https://github.com/TherealONE12/personal-webpage", "demo": "https://therealone12.github.io/personal-webpage/"}]...
|
[{"post_id": 27803, "ts": "202 [{"post_id": 27803, "ts": "2026-07-13T17:56:53Z", "hours": 1.7472, "text": "My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!"}, {"post_id": 21715, "ts": "2026-07-03T20:10:31Z", "hours": 1.3781, "text": "Made My first website draft!"}]...
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Title: My own site! by @theskriptkid | Stardance
Title: My own site! by @theskriptkid | Stardance
Devlogs:
Made My first website draft!
My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!
Ships:
And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!...
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1793000942.5643005
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1793087342.5643005
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34878
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Click game by @Babimax13 | Stardance
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Babimax13
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T19:32:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a click game. The challenging part was the JavaScript, and ChatGPT helped me with it. I am proud of making my first project.", "repo": "https://github.com/Babimax13/Click-game", "demo": "https://myclick-game.netlify.app"}]...
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[{"post_id": 29087, "ts": "202 [{"post_id": 29087, "ts": "2026-07-15T19:02:00Z", "hours": 1.4861, "text": "I am working in a click game. You have 30 second to beat the world record: 395."}]...
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Title: Click game by @Babimax13 | Stardance
Devlo Title: Click game by @Babimax13 | Stardance
Devlogs:
I am working in a click game. You have 30 second to beat the world record: 395.
Ships:
I made a click game. The challenging part was the JavaScript, and ChatGPT helped me with it. I am proud of making my first project....
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1793000941.6983135
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1793087341.6983135
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16409
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Space tide by @singhabhyuday180 | Stardance
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singhabhyuday180
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1
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4.0
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12
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T09:51:43Z", "hours": 4.0, "multiplier": 3.0, "payout": 12, "blessing": "neutral", "text": "So I’ve made Space-tide the official language for Stardance. Space-tide is a language with less grammar and easy word formation. Even a 5 year old can comprehend the rules of Space-tide and speak this beautiful language. Oh, it was a tough job (okay, maybe not that tough) and the toughest part being the dictionary which led to an unusual amount of time spent on JSON. Yeah, that’s it I guess.", "repo": "https://github.com/AbhyudayS-07/Space-tide", "demo": "https://gregarious-pothos-4d89e8.netlify.app/"}]...
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[{"post_id": 25830, "ts": "202 [{"post_id": 25830, "ts": "2026-07-10T09:42:19Z", "hours": 0.9778, "text": "Hey Everyone, finally Space-tide is over. Yep I did cheat a little like I did not complete the AI translator but its alright and that’s for another day. SO all that I’ve included in Space-tide is: The dictionary The rules Made the webpage Hosted it on netlify Added the rules and dictionary on the website P.S.: The website ain’t that good for I’m a newbie here so forgive me for that. Check it out at - https://gregarious-pothos-4d89e8.netlify.app/"}, {"post_id": 11870, "ts": "2026-06-19T10:22:55Z", "hours": 1.9981, "text": "Phase 1: Done The translator is almost done. Everything I’ve made till now : i. Word dictionary (about 90 words) ii. Rules for word formation iii. A basic word-by-word translator that translates English to Space-tide Things that are to be added: i. A translator for translating phrases ii. Using AI to translate iii. Building a translator to convert space-tide to English iv. A space-tide word builder Hopefuly it would be complete by this sunday."}, {"post_id": 7383, "ts": "2026-06-12T09:47:31Z", "hours": 0.945, "text": "SO right now I’m building a completely new language- Space Tide with very specific purpose - Elegance and simplicity. Lets see how it looks like."}]...
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Title: Space tide by @singhabhyuday180 | Stardance Title: Space tide by @singhabhyuday180 | Stardance
Devlogs:
SO right now I’m building a completely new language- Space Tide with very specific purpose - Elegance and simplicity. Lets see how it looks like.
Phase 1: Done The translator is almost done. Everything I’ve made till now : i. Word dictionary (about 90 words) ii. Rules for word formation iii. A basic word-by-word translator that translates English to Space-tide Things that are to be added: i. A translator for translating phrases ii. Using AI to translate iii. Building a translator to convert space-tide to English iv. A space-tide word builder Hopefuly it would be complete by this sunday.
Hey Everyone, finally Space-tide is over. Yep I did cheat a little like I did not complete the AI translator but its alright and that’s for another day. SO all that I’ve included in Space-tide is: The dictionary The rules Made the webpage Hosted it on netlify Added the rules and dictionary on the website P.S.: The website ain’t that good for I’m a newbie here so forgive me for that. Check it out at - https://gregarious-pothos-4d89e8.netlify.app/
Ships:
So I’ve made Space-tide the official language for Stardance. Space-tide is a language with less grammar and easy word formation. Even a 5 year old can comprehend the rules of Space-tide and speak this beautiful language. Oh, it was a tough job (okay, maybe not that tough) and the toughest part being the dictionary which led to an unusual amount of time spent on JSON. Yeah, that’s it I guess....
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1793000940.575375
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1793087340.575375
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21308
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NihonGo! by @Manenti | Stardance
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Manenti
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1
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39.64
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654
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T19:25:19Z", "hours": 39.0, "multiplier": 17.16, "payout": 654, "blessing": "neutral", "text": "NihonGo! I made NihonGo! , a full-stack Japanese learning platform for English speakers. It includes structured lessons, interactive exercises, progress tracking, authentication, and a flashcard system where users can create decks, add cards, and practice vocabulary or writing systems like hiragana, katakana, and kanji. The most challenging part was connecting all the pieces together into a real deployed app: the React frontend, Express backend, PostgreSQL database, migrations, seed data, authentication, CORS, rate limits, and Render deployment. I also had to think carefully about how learners move through the app, so it feels like a study tool instead of just a collection of pages. I’m proud that NihonGo! is not only a UI mockup, but a working full-stack project with user accounts, saved progress, lessons, exercises, and flashcards. I’m also proud of improving the project structure, documentation, deployment setup, and overall polish so it feels more complete and usable. To test the project, create a new account or log in, then explore the dashboard, modules, lessons, trainer, and flashcards pages. The app may take a few seconds to respond the first time because the backend is hosted on Render’s free tier and can spin down when inactive.", "repo": "https://github.com/noname697/NihonGo", "demo": "https://nihon-go-jp.vercel.app"}]...
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[{"post_id": 27337, "ts": "202 [{"post_id": 27337, "ts": "2026-07-12T20:30:08Z", "hours": 0.64, "text": "Devlog: Fixing the Deployment After submitting NihonGo!, I found out that Render was not an accepted deployment option for this project. I also realized that Render’s free tier can put services to sleep after periods of inactivity, which is not ideal for a project that reviewers and users need to test reliably. To fix this, I migrated the deployment away from Render: Moved the frontend deployment to Vercel Moved the backend API deployment to Vercel Switched the production database to Neon PostgreSQL Updated the frontend environment variable to point to the new Vercel backend Updated the backend CORS settings to allow the new Vercel frontend URL Fixed the backend serverless deployment configuration for Vercel Added the PostgreSQL dialect module explicitly so Sequelize works correctly in Vercel’s serverless environment Re-ran the production migrations and seeders on the new database Tested account registration and the main app flow again after the migration The main reason for this change was reliability. Since Render can make free services inactive when there is no traffic for a while, the app could appear broken or slow when someone tries to test it later. Moving the app to Vercel and Neon makes the project easier to access, test, and review. The new deployment is now working correctly, with the frontend, backend, database, authentication, and CORS all connected again."}, {"post_id": 26768, "ts": "2026-07-11T19:17:43Z", "hours": 2.5694, "text": "Since the last devlog, I focused on preparing NihonGo! for a more complete public release. I expanded the learning content with new seeders for more hiragana, katakana, N5 kanji, and beginner lessons covering particles like を , に , の , questions with か , and polite ます verbs. I also added backend tests with Jest and Supertest to validate the API health check, protected dashboard routes, and unknown route handling. On the frontend, I repolished the landing page to better present the app as a full Japanese learning platform, with clearer calls to action, feature highlights, preview stats, and a stronger visual identity. I also added a custom favicon and included a preview GIF so the project feels more complete and presentable from the first visit. Finally, I prepared the project for deployment: I configured the backend for production PostgreSQL over SSL, added the proper start/test scripts and dependencies, consolidated the documentation into a full project README, and published the live demo on Render at nihongo-udug.onrender.com . With this, NihonGo! now has content, documentation, tests, production configuration, and a working public deployment."}, {"post_id": 26265, "ts": "2026-07-10T23:16:21Z", "hours": 4.7308, "text": "Since the last devlog, I focused on making the dashboard more complete and data-driven. On the backend, I refactored the dashboard service and presenter, expanded the statistics service to return quick stats, daily goal progress, and recent activity, adjusted progress handling, added a migration for renamed character progress columns, cleaned up unused code, and updated the API docs. On the frontend, I connected the new dashboard data to polished cards for Daily Goal, Recent Activity, Recommended Lessons, and Quick Stats. I also improved module/exercise UI details, cleaned up duplicated or unused components, fixed naming and lint issues, and made small page-level adjustments across the app. I also expanded the Flashcards feature into a fuller management flow: fetching deck details, editing and deleting decks, editing and deleting cards, refreshing due cards and progress after actions, and resolving warnings around the page state. This makes flashcards feel much closer to a complete study tool rather than just a basic review screen."}, {"post_id": 25079, "ts": "2026-07-09T01:35:53Z", "hours": 5.7917, "text": "Today I expanded NihonGo with new learning flows for practice and review. On the backend, I added the dashboard recommendation feature, connecting lesson progress, quick stats, and recommendations so users can continue unfinished lessons or start the next suggested lesson. On the frontend, I improved the Dashboard with modular cards for continuing learning, daily goals, recent activity, recommendations, and quick stats. I also built the Kana/Kanji Trainer page with filters, progress tracking, random practice, answer submission, and instant feedback. I also implemented the Flashcards experience, including deck creation, card creation, due-card review, answer reveal, and progress tracking. Finally, I cleaned up page exports/routes and fixed integration bugs across auth, exercises, module details, and flashcard behavior."}, {"post_id": 23838, "ts": "2026-07-07T00:42:42Z", "hours": 3.1194, "text": "Since the last update, I shifted the backend toward a clearer screen-driven architecture by introducing dedicated screen services and presenters. This included the first lesson screen flow, with a new lesson endpoint and controller designed to return lesson content in a frontend-friendly shape. I also prepared the presentation layer to merge lesson data with user progress details, setting up cleaner contracts between API and UI. I then expanded the dashboard API with a v2 response format focused on frontend consumption. The dashboard service now aggregates the user’s latest studied lesson plus quick stats in one place, and maps them into a structured payload for cards like Continue Learning, Lessons Completed, Exercise Accuracy, Characters Mastered, and Flashcards Reviewed. This makes the home experience more actionable and reduces data assembly work on the client side. To support this, I improved backend organization by separating domain services from screen services and updating controllers to use the new structure. I also added supporting progress/statistics functions to centralize calculations and keep business logic out of route handlers. Overall, this sprint was about making the backend more scalable, consistent, and aligned with the next frontend iterations."}, {"post_id": 21876, "ts": "2026-07-04T01:29:52Z", "hours": 2.8131, "text": "Since the last update, I pushed NihonGo! into the actual learning flow instead of just the dashboard. The modules page now pulls real progress data from the backend and presents each JLPT module as a clickable card, with loading, error, and empty states to make the experience feel complete and stable. I also added dedicated module and lesson detail pages. Module pages now show overall completion and the full list of lessons, while lesson pages display the explanation content together with exercise previews, making the study journey feel much more structured. To keep everything consistent, I introduced reusable UI pieces like page headers, badges, empty states, and lesson/exercise cards."}, {"post_id": 21666, "ts": "2026-07-03T19:03:29Z", "hours": 2.4261, "text": "I moved the front-end from setup mode into a real product experience by building the first complete dashboard screen for NihonGo! . The dashboard now loads live summary data from the API , greets the user, shows their current study progress, and highlights what they should continue next. I also added proper loading and error states so the page feels stable instead of empty. To support that, I created a small set of reusable UI pieces like cards , stat blocks , and a progress bar , which made the interface much easier to structure and keep consistent. With that in place, the front-end now feels like the beginning of a full learning platform instead of just a shell around the authentication flow."}, {"post_id": 20419, "ts": "2026-07-02T00:41:54Z", "hours": 3.1839, "text": "I started turning NihonGo! into a real frontend app by setting up the main routing structure and global providers for authentication and theme control. That gave the project a proper foundation, with protected routes for the learning area and a shared app layout that keeps navigation consistent across the site. From there, I built the first visible pieces of the interface: a landing page, a styled auth layout, and a functional login screen. I also added reusable form components, API error handling, and session logic so the frontend can talk to the backend, keep users logged in, and send them to the dashboard when authentication succeeds."}, {"post_id": 18824, "ts": "2026-06-30T00:57:08Z", "hours": 1.8339, "text": "Since the last update, I worked on the backend’s security and request-handling layer. I added validation schemas with Zod across the main routes, including auth, progress, trainer, and flashcards, so the API now validates params, query strings, and request bodies more consistently. I also improved the app structure with a rate limiter, a not-found middleware, and stronger error handling for validation and database issues. On top of that, I added CORS configuration and request logging with Morgan in development. This was also my first time using both Zod and Morgan , so this update was useful for learning how to structure validation and logging in a more organized way."}, {"post_id": 18589, "ts": "2026-06-29T19:39:02Z", "hours": 2.5708, "text": "Since the last update, I added a dashboard layer that brings together the main learning data in one place. The backend now exposes a dashboard summary route that aggregates progress across lessons, exercises, trainer characters, and flashcards, along with recent activity for each area. I also kept improving the flashcards flow by fixing the due-cards logic and adding example flashcard seed data. The app now includes the new dashboard routes, so the API is starting to feel more complete and connected across all study features."}, {"post_id": 17799, "ts": "2026-06-28T18:44:40Z", "hours": 2.0806, "text": "Since the last update, I implemented a complete Flashcards module end-to-end. This included new database migrations and models for decks, cards, and card reviews, plus the associations needed to connect users, decks, and review history. I also finished the full MVC flow for flashcards: Deck management ( create , list , view , update , delete ). Card management inside decks ( create , update , delete ). Review flow with due cards and answer submission. Review progress endpoint for tracking performance over time. On the logic side, I added mastery score calculation and a spaced-review style due-date strategy based on correct and wrong attempts. I also fixed integration issues from this cycle, including model naming, async promise handling, and boolean behavior in requests."}, {"post_id": 16609, "ts": "2026-06-27T00:43:37Z", "hours": 2.2261, "text": "Since the last devlog, I added the trainer system for study characters. The backend now supports listing characters, fetching random practice sets, submitting character answers, and tracking each user’s trainer progress . I also seeded the first batch of hiragana , katakana , and a few kanji so the trainer has real content to work with. On top of that, I wired the new trainer and progress routes into the app and fixed a few implementation issues around model names, async handling, and boolean values."}, {"post_id": 15208, "ts": "2026-06-24T18:32:51Z", "hours": 1.7694, "text": "Since the last devlog, I added the first version of the progress layer for users. The new service now tracks exercise submissions, lesson progress, and module progress, so the backend can calculate completion and score instead of only serving content. I also adjusted the models and associations to support that progress data, and fixed some import/export and naming issues along the way. The app is moving from content delivery to actual study tracking, which is the main step forward in this update."}, {"post_id": 13306, "ts": "2026-06-21T19:43:49Z", "hours": 1.1961, "text": "Since the last update, I finished the first full content layer of the backend. I added a content service that can fetch modules, individual modules with their lessons, lessons with their parent module, and lesson exercises with answer options. This turned the database schema into something the API can actually serve. I also created the content controller and routes, then mounted them in the main app under /api/content . At the same time, I added an initial content seeder to populate the database with JLPT module data, lessons, exercises, and multiple-choice options so the API has real content to work with right away. After that, I fixed a few integration issues, including import/export problems and some attribute name typos, so the content queries and models line up correctly. The backend is now in a much better state: authentication is in place, content endpoints are wired, and the database can be seeded with starter learning material."}, {"post_id": 12812, "ts": "2026-06-20T23:34:58Z", "hours": 0.7633, "text": "Since the last update, I expanded the backend schema beyond authentication and started modeling the learning content structure of NihonGo. I added the core Sequelize models for course modules, lessons, exercises, and exercise options, along with the relationships between them so the content can be loaded in a structured way. The project now supports a full content hierarchy: modules contain lessons, lessons contain exercises, and exercises can contain multiple answer options. I also kept the user model in place for authentication, with roles already prepared for future access control. On the database side, I created and ran the migrations needed to make these tables available in PostgreSQL. The schema is now in a usable state for starting content seeding and API endpoints for lessons and exercises."}, {"post_id": 12764, "ts": "2026-06-20T21:30:02Z", "hours": 0.8664, "text": "Since the last update, I focused on turning the backend into a real authentication API . I created the User model and its migration, then added the auth service layer to handle registration and login logic. I also built a token utility with JWT so authenticated users can receive access tokens after signing in. On top of that, I added an auth controller, auth routes, and a global error middleware to keep the API responses consistent. The main app was updated to use the new auth routes and the error handler, and the Sequelize setup was adjusted to load the shared config correctly."}, {"post_id": 12739, "ts": "2026-06-20T20:34:15Z", "hours": 1.0964, "text": "Set up the backend project and installed the dependencies. Added the main scripts for development, start, migrations, and seeders with sequelize-CLI. Built the Express app with cors , helmet , and JSON parsing enabled. Configured the server entry point to load environment variables and start the app on the chosen port. Created environment-based database configuration for development, test, and production. Adjusted Sequelize paths so the CLI can find the config, models, migrations, and seeders correctly."}]...
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Title: NihonGo! by @Manenti | Stardance
Devlogs:
Title: NihonGo! by @Manenti | Stardance
Devlogs:
Set up the backend project and installed the dependencies. Added the main scripts for development, start, migrations, and seeders with sequelize-CLI. Built the Express app with cors , helmet , and JSON parsing enabled. Configured the server entry point to load environment variables and start the app on the chosen port. Created environment-based database configuration for development, test, and production. Adjusted Sequelize paths so the CLI can find the config, models, migrations, and seeders correctly.
Since the last update, I focused on turning the backend into a real authentication API . I created the User model and its migration, then added the auth service layer to handle registration and login logic. I also built a token utility with JWT so authenticated users can receive access tokens after signing in. On top of that, I added an auth controller, auth routes, and a global error middleware to keep the API responses consistent. The main app was updated to use the new auth routes and the error handler, and the Sequelize setup was adjusted to load the shared config correctly.
Since the last update, I expanded the backend schema beyond authentication and started modeling the learning content structure of NihonGo. I added the core Sequelize models for course modules, lessons, exercises, and exercise options, along with the relationships between them so the content can be loaded in a structured way. The project now supports a full content hierarchy: modules contain lessons, lessons contain exercises, and exercises can contain multiple answer options. I also kept the user model in place for authentication, with roles already prepared for future access control. On the database side, I created and ran the migrations needed to make these tables available in PostgreSQL. The schema is now in a usable state for starting content seeding and API endpoints for lessons and exercises.
Since the last update, I finished the first full content layer of the backend. I added a content service that can fetch modules, individual modules with their lessons, lessons with their parent module, and lesson exercises with answer options. This turned the database schema into something the API can actually serve. I also created the content controller and routes, then mounted them in the main app under /api/content . At the same time, I added an initial content seeder to populate the database with JLPT module data, lessons, exercises, and multiple-choice options so the API has real content to work with right away. After that, I fixed a few integration issues, including import/export problems and some attribute name typos, so the content queries and models line up correctly. The backend is now in a much better state: authentication is in place, content endpoints are wired, and the database can be seeded with starter learning material.
Since the last devlog, I added the first version of the progress layer for users. The new service now tracks exercise submissions, lesson progress, and module progress, so the backend can calculate completion and score instead of only serving content. I also adjusted the models and associations to support that progress data, and fixed some import/export and naming issues along the way. The app is moving from content delivery to actual study tracking, which is the main step forward in this update.
Since the last devlog, I added the trainer system for study characters. The backend now supports listing characters, fetching random practice sets, submitting character answers, and tracking each user’s trainer progress . I also seeded the first batch of hiragana , katakana , and a few kanji so the trainer has real content to work with. On top of that, I wired the new trainer and progress routes into the app and fixed a few implementation issues around model names, async handling, and boolean values.
Since the last update, I implemented a complete Flashcards module end-to-end. This included new database migrations and models for decks, cards, and card reviews, plus the associations needed to connect users, decks, and review history. I also finished the full MVC flow for flashcards: Deck management ( create , list , view , update , delete ). Card management inside decks ( create , update , delete ). Review flow with due cards and answer submission. Review progress endpoint for tracking performance over time. On the logic side, I added mastery score calculation and a spaced-review style due-date strategy based on correct and wrong attempts. I also fixed integration issues from this cycle, including model naming, async promise handling, and boolean behavior in requests.
Since the last update, I added a dashboard layer that brings together the main learning data in one place. The backend now exposes a dashboard summary route that aggregates progress across lessons, exercises, trainer characters, and flashcards, along with recent activity for each area. I also kept improving the flashcards flow by fixing the due-cards logic and adding example flashcard seed data. The app now includes the new dashboard routes, so the API is starting to feel more complete and connected across all study features.
Since the last update, I worked on the backend’s security and request-handling layer. I added validation schemas with Zod across the main routes, including auth, progress, trainer, and flashcards, so the API now validates params, query strings, and request bodies more consistently. I also improved the app structure with a rate limiter, a not-found middleware, and stronger error handling for validation and database issues. On top of that, I added CORS configuration and request logging with Morgan in development. This was also my first time using both Zod and Morgan , so this update was useful for learning how to structure validation and logging in a more organized way.
I started turning NihonGo! into a real frontend app by setting up the main routing structure and global providers for authentication and theme control. That gave the project a proper foundation, with protected routes for the learning area and a shared app layout that keeps navigation consistent across the site. From there, I built the first visible pieces of the interface: a landing page, a styled auth layout, and a functional login screen. I also added reusable form components, API error handling, and session logic so the frontend can talk to the backend, keep users logged in, and send them to the dashboard when authentication succeeds.
I moved the front-end from setup mode into a real product experience by building the first complete dashboard screen for NihonGo! . The dashboard now loads live summary data from the API , greets the user, shows their current study progress, and highlights what they should continue next. I also added proper loading and error states so the page feels stable instead of empty. To support that, I created a small set of reusable UI pieces like cards , stat blocks , and a progress bar , which made the interface much easier to structure and keep consistent. With that in place, the front-end now feels like the beginning of a full learning platform instead of just a shell around the authentication flow.
Since the last update, I pushed NihonGo! into the actual learning flow instead of just the dashboard. The modules page now pulls real progress data from the backend and presents each JLPT module as a clickable card, with loading, error, and empty states to make the experience feel complete and stable. I also added dedicated module and lesson detail pages. Module pages now show overall completion and the full list of lessons, while lesson pages display the explanation content together with exercise previews, making the study journey feel much more structured. To keep everything consistent, I introduced reusable UI pieces like page headers, badges, empty states, and lesson/exercise cards.
Since the last update, I shifted the backend toward a clearer screen-driven architecture by introducing dedicated screen services and presenters. This included the first lesson screen flow, with a new lesson endpoint and controller designed to return lesson content in a frontend-friendly shape. I also prepared the presentation layer to merge lesson data with user progress details, setting up cleaner contracts between API and UI. I then expanded the dashboard API with a v2 response format focused on frontend consumption. The dashboard service now aggregates the user’s latest studied lesson plus quick stats in one place, and maps them into a structured payload for cards like Continue Learning, Lessons Completed, Exercise Accuracy, Characters Mastered, and Flashcards Reviewed. This makes the home experience more actionable and reduces data assembly work on the client side. To support this, I improved backend organization by separating domain services from screen services and updating controllers to use the new structure. I also added supporting progress/statistics functions to centralize calculations and keep business logic out of route handlers. Overall, this sprint was about making the backend more scalable, consistent, and aligned with the next frontend iterations.
Today I expanded NihonGo with new learning flows for practice and review. On the backend, I added the dashboard recommendation feature, connecting lesson progress, quick stats, and recommendations so users can continue unfinished lessons or start the next suggested lesson. On the frontend, I improved the Dashboard with modular cards for continuing learning, daily goals, recent activity, recommendations, and quick stats. I also built the Kana/Kanji Trainer page with filters, progress tracking, random practice, answer submission, and instant feedback. I also implemented the Flashcards experience, including deck creation, card creation, due-card review, answer reveal, and progress tracking. Finally, I cleaned up page exports/routes and fixed integration bugs across auth, exercises, module details, and flashcard behavior.
Since the last devlog, I focused on making the dashboard more complete and data-driven. On the backend, I refactored the dashboard service and presenter, expanded the statistics service to return quick stats, daily goal progress, and recent activity, adjusted progress handling, added a migration for renamed character progress columns, cleaned up unused code, and updated the API docs. On the frontend, I connected the new dashboard data to polished cards for Daily Goal, Recent Activity, Recommended Lessons, and Quick Stats. I also improved module/exercise UI details, cleaned up duplicated or unused components, fixed naming and lint issues, and made small page-level adjustments across the app. I also expanded the Flashcards feature into a fuller management flow: fetching deck details, editing and deleting decks, editing and deleting cards, refreshing due cards and progress after actions, and resolving warnings around the page state. This makes flashcards feel much closer to a complete study tool rather than just a basic review screen.
Since the last devlog, I focused on preparing NihonGo! for a more complete public release. I expanded the learning content with new seeders for more hiragana, katakana, N5 kanji, and beginner lessons covering particles like を , に , の , questions with か , and polite ます verbs. I also added backend tests with Jest and Supertest to validate the API health check, protected dashboard routes, and unknown route handling. On the frontend, I repolished the landing page to better present the app as a full Japanese learning platform, with clearer calls to action, feature highlights, preview stats, and a stronger visual identity. I also added a custom favicon and included a preview GIF so the project feels more complete and presentable from the first visit. Finally, I prepared the project for deployment: I configured the backend for production PostgreSQL over SSL, added the proper start/test scripts and dependencies, consolidated the documentation into a full project README, and published the live demo on Render at nihongo-udug.onrender.com . With this, NihonGo! now has content, documentation, tests, production configuration, and a working public deployment.
Devlog: Fixing the Deployment After submitting NihonGo!, I found out that Render was not an accepted deployment option for this project. I also realized that Render’s free tier can put services to sleep after periods of inactivity, which is not ideal for a project that reviewers and users need to test reliably. To fix this, I migrated the deployment away from Render: Moved the frontend deployment to Vercel Moved the backend API deployment to Vercel Switched the production database to Neon PostgreSQL Updated the frontend environment variable to point to the new Vercel backend Updated the backend CORS settings to allow the new Vercel frontend URL Fixed the backend serverless deployment configuration for Vercel Added the PostgreSQL dialect module explicitly so Sequelize works correctly in Vercel’s serverless environment Re-ran the production migrations and seeders on the new database Tested account registration and the main app flow again after the migration The main reason for this change was reliability. Since Render can make free services inactive when there is no traffic for a while, the app could appear broken or slow when someone tries to test it later. Moving the app to Vercel and Neon makes the project easier to access, test, and review. The new deployment is now working correctly, with the frontend, backend, database, authentication, and CORS all connected again.
Ships:
NihonGo! I made NihonGo! , a full-stack Japanese learning platform for English speakers. It includes structured lessons, interactive exercises, progress tracking, authentication, and a flashcard system where users can create decks, add cards, and practice vocabulary or writing systems like hiragana, katakana, and kanji. The most challenging part was connecting all the pieces together into a real deployed app: the React frontend, Express backend, PostgreSQL database, migrations, seed data, authentication, CORS, rate limits, and Render deployment. I also had to think carefully about how learners move through the app, so it feels like a study tool instead of just a collection of pages. I’m proud that NihonGo! is not only a UI mockup, but a working full-stack project with user accounts, saved progress, lessons, exercises, and flashcards. I’m also proud of improving the project structure, documentation, deployment setup, and overall polish so it feels more complete and usable. To test the project, create a new account or log in, then explore the dashboard, modules, lessons, trainer, and flashcards pages. The app may take a few seconds to respond the first time because the backend is hosted on Render’s free tier and can spin down when inactive....
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1793000939.4007082
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1793087339.4007082
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2056
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Castle Game by @Script | Stardance
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Script
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1
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33.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T17:42:10Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first Godot game. Play as a “knight” and fight enemies, harvest resources, and forge tools and weapons. Doesn’t really have a gameplay loop. Kinda just what I’m making to learn Godot. After a couple weeks of working on the game, it’s finally done. All mechanics are fully functional, and there aren’t any huge bugs that I’ve noticed. Make sure to check out the README before you play or if you can’t figure out what’s going on.", "repo": "https://github.com/Zicawoomps/castle-game", "demo": "https://zicawoomps.itch.io/castle-game"}]...
|
[{"post_id": 24864, "ts": "202 [{"post_id": 24864, "ts": "2026-07-08T18:31:35Z", "hours": 1.5467, "text": "Item dropping, a death screen, and ysort have been added… not sure why they werent in the game to begin with"}, {"post_id": 21518, "ts": "2026-07-03T15:02:37Z", "hours": 4.9064, "text": "I added crafting ! I thought it would only take me an hour, maybe 2, but I ended up spending 5 hours implementing it and debugging it (debugging it took at least 2 hours) There was an issue where the menu wouldn’t place the text and buttons properly if you crafted an item, left the room, and came back and tried to craft another item. After nearly half an hour of trying to figure it out, I realized I only needed to move a single variable. Now I just need to ship the project"}, {"post_id": 20266, "ts": "2026-07-01T20:21:51Z", "hours": 4.2094, "text": "I finally added the enemy. I decided on a skeleton because it would be easy to make sprites for. It doesn’t have animations and I may or may not get around to adding them. Next I will be adding more inventory slots (9 instead of 5) and a crafting system, and that should put this project in a state where it can be shipped"}, {"post_id": 16354, "ts": "2026-06-26T16:37:44Z", "hours": 4.2681, "text": "The ladder in Room 2 finally goes somewhere! Introducing the cave, where you can mine iron and diamond ore. They will eventually be used to craft different items. It took me a hot minute to debug the door transitions. I originally had the room transitions using PackedScenes added through an export variable, but Godot said “nuh uh” when I wanted to make back and forth room transitions. I had to switch to using an export var that accepted scene file paths."}, {"post_id": 14754, "ts": "2026-06-23T23:34:17Z", "hours": 2.1889, "text": "I added the training dummy!!"}, {"post_id": 13919, "ts": "2026-06-22T20:31:29Z", "hours": 8.7997, "text": "Devlog 2 Even after making a note to myself to post devlogs more often, I managed to log an hour more here than in my previous devlog. I’ve added a hotbar, actual player sprites, and a toy sword (yes, the player has pizza on their head)"}, {"post_id": 7604, "ts": "2026-06-12T18:28:53Z", "hours": 7.6778, "text": "I know its not much (especially for nearly 8 hours of work, but I guess its nice for my first time using Godot), but I’m proud of what I’ve make so far. I have stand in player sprites and animations, a rudimentary tileset and room switching. The only room not fully shown is a long hallway that extends up, and I should specify that the image below is a compilation of screenshots, but you probably figured that out. I plan on adding enemies to the tall room, a cave down the ladder in the center room, and a crafting system which can be accessed in the room on the right."}]...
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Title: Castle Game by @Script | Stardance
Devlogs Title: Castle Game by @Script | Stardance
Devlogs:
I know its not much (especially for nearly 8 hours of work, but I guess its nice for my first time using Godot), but I’m proud of what I’ve make so far. I have stand in player sprites and animations, a rudimentary tileset and room switching. The only room not fully shown is a long hallway that extends up, and I should specify that the image below is a compilation of screenshots, but you probably figured that out. I plan on adding enemies to the tall room, a cave down the ladder in the center room, and a crafting system which can be accessed in the room on the right.
Devlog 2 Even after making a note to myself to post devlogs more often, I managed to log an hour more here than in my previous devlog. I’ve added a hotbar, actual player sprites, and a toy sword (yes, the player has pizza on their head)
I added the training dummy!!
The ladder in Room 2 finally goes somewhere! Introducing the cave, where you can mine iron and diamond ore. They will eventually be used to craft different items. It took me a hot minute to debug the door transitions. I originally had the room transitions using PackedScenes added through an export variable, but Godot said “nuh uh” when I wanted to make back and forth room transitions. I had to switch to using an export var that accepted scene file paths.
I finally added the enemy. I decided on a skeleton because it would be easy to make sprites for. It doesn’t have animations and I may or may not get around to adding them. Next I will be adding more inventory slots (9 instead of 5) and a crafting system, and that should put this project in a state where it can be shipped
I added crafting ! I thought it would only take me an hour, maybe 2, but I ended up spending 5 hours implementing it and debugging it (debugging it took at least 2 hours) There was an issue where the menu wouldn’t place the text and buttons properly if you crafted an item, left the room, and came back and tried to craft another item. After nearly half an hour of trying to figure it out, I realized I only needed to move a single variable. Now I just need to ship the project
Item dropping, a death screen, and ysort have been added… not sure why they werent in the game to begin with
Ships:
My first Godot game. Play as a “knight” and fight enemies, harvest resources, and forge tools and weapons. Doesn’t really have a gameplay loop. Kinda just what I’m making to learn Godot. After a couple weeks of working on the game, it’s finally done. All mechanics are fully functional, and there aren’t any huge bugs that I’ve noticed. Make sure to check out the README before you play or if you can’t figure out what’s going on....
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1793000938.2160354
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1793087338.2160354
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19487
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FRC Java Explained by @Talin | Stardance
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Talin
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T03:06:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!", "repo": "https://github.com/Talin-p/FRC-Java-Explained", "demo": "https://talin-p.github.io/FRC-Java-Explained/"}]...
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[{"post_id": 16668, "ts": "202 [{"post_id": 16668, "ts": "2026-06-27T03:01:46Z", "hours": 0.2792, "text": "Fixed the Quizzes!!!"}, {"post_id": 14515, "ts": "2026-06-23T17:36:43Z", "hours": 0.3114, "text": "Finally got the project uploaded :)"}]...
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Title: FRC Java Explained by @Talin | Stardance
D Title: FRC Java Explained by @Talin | Stardance
Devlogs:
Finally got the project uploaded :)
Fixed the Quizzes!!!
Ships:
Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!...
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1793000937.3305361
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1793087337.3305361
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18267
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My very own WebOS by @zak_books1 | Stardance
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zak_books1
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1
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2.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T18:03:20Z", "hours": 2.0, "multiplier": 1.64, "payout": 3, "blessing": "neutral", "text": "i made a os that can be run in the web", "repo": "https://github.com/zakbooks1/QWERTY-OS", "demo": "https://qwerty-os.vercel.app/"}]...
|
[{"post_id": 9342, "ts": "2026 [{"post_id": 9342, "ts": "2026-06-15T17:54:03Z", "hours": 0.4083, "text": "I’m finally done"}, {"post_id": 8926, "ts": "2026-06-14T20:55:47Z", "hours": 0.7894, "text": "changed the style from mac to windows xp"}, {"post_id": 8850, "ts": "2026-06-14T18:35:34Z", "hours": 0.8056, "text": "just got a start screen up"}]...
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Title: My very own WebOS by @zak_books1 | Stardanc Title: My very own WebOS by @zak_books1 | Stardance
Devlogs:
just got a start screen up
changed the style from mac to windows xp
I’m finally done
Ships:
i made a os that can be run in the web...
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1793000936.4571605
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1793087336.4571605
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18846
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Spaceflight Simulator by @Astronaut_ag | Stardance
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Astronaut_ag
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2
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6.0
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33
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T21:05:11Z", "hours": 3.0, "multiplier": 5.54, "payout": 14, "blessing": "neutral", "text": "I made Spaceflight Simulator which is a game where people can simulate their own rocket launch! Check out devlogs for specifics :)", "repo": "https://github.com/AstronautAG/spaceflight-simulator", "demo": "https://astronautag.github.io/spaceflight-simulator/"}, {"ship_num": 2, "ts": "2026-06-24T18:17:31Z", "hours": 3.0, "multiplier": 5.75, "payout": 19, "blessing": "neutral", "text": "A website where people can simulate their own launch to the ISS. A challenging part of this project was the risk calculation behind the scenes. I am proud of the great user interface! Also, make sure that you have a fuel input before you click Launch or the launch will be scrubbed. Thanks!", "repo": "https://github.com/AstronautAG/spaceflight-simulator", "demo": "https://astronautag.github.io/spaceflight-simulator/"}]...
|
[{"post_id": 24181, "ts": "202 [{"post_id": 24181, "ts": "2026-07-07T16:10:54Z", "hours": 3.1819, "text": "Devlog #2 Overview: Hi everyone! Thanks for following my project :) This is only Devlog 2 because this was my first project and didn’t know about devlogs before. As you may already know, I shipped my project after Devlog 1. I made some major changes, thanks to everyone who reviewed my project and gave me the valuable feedback! I added instructions at the top, continued telemetry (realistically - doesn’t stop halfway, continues until it is zero), made amount of rocket fuel needed more realistic, and more. Challenges: Sorting out where to put the telemetry communication: I consistently was putting it in the wrong place until I found out that I was changing up the function which was calling it, not what defined it. Also I kept having issues with STATES.IDLE and STATES.SPACE, which I kept messing around with for like half an hour before I decided I needed an if/then statement, not a while loop. Lessons Learned I should keep commenting in my code because I made this a WHILE ago, so I was kinda blanking on parts of my code Keep persevering! I spent about an hour trying to figure out this issue Future I am trying to incorporate a reset button so people don’t have to reload their browser every time to start a new rocket launch! Keep following, stay tuned, and see you in the next devlog! Thanks!"}, {"post_id": 10228, "ts": "2026-06-16T21:11:01Z", "hours": 3.3833, "text": "Devlog #1 I worked on the behind-the-scenes risk calculation for my rocket launch simulator website. This update focuses on displaying the final results and removing bugs. I removed the score system as that was getting messy and ended up being unnecessary, and I upgraded the rocket launch a little bit as well. I added another factor to it, launch failure reason, so that the user would know if their launch failed and why. The problems that I ran into were when I was trying to remove some of the unnecesary variables from before to clean up my code - my rocket launch was not displaying as a success in any situation. I figured out the problem by going into the console of my project on the web. The error showed up that a variable was not defined because I had taken out so much code. To fix this, I removed all of the unnecessary variables entirely and kept a clean flow in my JavaScript. After this, I learned that I should keep my JavaScript clean and remove unnecessary details as those could get in the way and mess up my code. I am getting close to my project submission. By next time, I hope to have a clean, mess-free user interface."}]...
|
Title: Spaceflight Simulator by @Astronaut_ag | St Title: Spaceflight Simulator by @Astronaut_ag | Stardance
Devlogs:
Devlog #1 I worked on the behind-the-scenes risk calculation for my rocket launch simulator website. This update focuses on displaying the final results and removing bugs. I removed the score system as that was getting messy and ended up being unnecessary, and I upgraded the rocket launch a little bit as well. I added another factor to it, launch failure reason, so that the user would know if their launch failed and why. The problems that I ran into were when I was trying to remove some of the unnecesary variables from before to clean up my code - my rocket launch was not displaying as a success in any situation. I figured out the problem by going into the console of my project on the web. The error showed up that a variable was not defined because I had taken out so much code. To fix this, I removed all of the unnecessary variables entirely and kept a clean flow in my JavaScript. After this, I learned that I should keep my JavaScript clean and remove unnecessary details as those could get in the way and mess up my code. I am getting close to my project submission. By next time, I hope to have a clean, mess-free user interface.
Devlog #2 Overview: Hi everyone! Thanks for following my project :) This is only Devlog 2 because this was my first project and didn’t know about devlogs before. As you may already know, I shipped my project after Devlog 1. I made some major changes, thanks to everyone who reviewed my project and gave me the valuable feedback! I added instructions at the top, continued telemetry (realistically - doesn’t stop halfway, continues until it is zero), made amount of rocket fuel needed more realistic, and more. Challenges: Sorting out where to put the telemetry communication: I consistently was putting it in the wrong place until I found out that I was changing up the function which was calling it, not what defined it. Also I kept having issues with STATES.IDLE and STATES.SPACE, which I kept messing around with for like half an hour before I decided I needed an if/then statement, not a while loop. Lessons Learned I should keep commenting in my code because I made this a WHILE ago, so I was kinda blanking on parts of my code Keep persevering! I spent about an hour trying to figure out this issue Future I am trying to incorporate a reset button so people don’t have to reload their browser every time to start a new rocket launch! Keep following, stay tuned, and see you in the next devlog! Thanks!
Ships:
A website where people can simulate their own launch to the ISS. A challenging part of this project was the risk calculation behind the scenes. I am proud of the great user interface! Also, make sure that you have a fuel input before you click Launch or the launch will be scrubbed. Thanks!
I made Spaceflight Simulator which is a game where people can simulate their own rocket launch! Check out devlogs for specifics :)...
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1793000935.3187149
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1793087335.3187149
|
|
524
|
Car Game by @Mihai | Stardance
|
Mihai
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2
|
78.0
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1589
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:17:46Z", "hours": 27.0, "multiplier": 19.23, "payout": 622, "blessing": "neutral", "text": "So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}, {"ship_num": 2, "ts": "2026-09-10T19:52:13Z", "hours": 51.0, "multiplier": 15.73, "payout": 967, "blessing": "neutral", "text": "This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}]...
|
[{"post_id": 79112, "ts": "202 [{"post_id": 79112, "ts": "2026-10-12T18:32:02Z", "hours": 5.6664, "text": "This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign."}, {"post_id": 78111, "ts": "2026-10-09T16:17:50Z", "hours": 1.0669, "text": "I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier."}, {"post_id": 77336, "ts": "2026-10-06T16:21:09Z", "hours": 3.9394, "text": "So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable."}, {"post_id": 76466, "ts": "2026-10-03T16:42:33Z", "hours": 2.4925, "text": "I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that."}, {"post_id": 76168, "ts": "2026-10-02T15:41:06Z", "hours": 2.1219, "text": "I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before."}, {"post_id": 74116, "ts": "2026-09-26T18:26:41Z", "hours": 2.6064, "text": "Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace."}, {"post_id": 72697, "ts": "2026-09-23T15:05:15Z", "hours": 2.4817, "text": "The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!"}, {"post_id": 70530, "ts": "2026-09-19T10:10:04Z", "hours": 2.7044, "text": "I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states."}, {"post_id": 69662, "ts": "2026-09-17T15:00:25Z", "hours": 1.1333, "text": "I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving."}, {"post_id": 69151, "ts": "2026-09-16T14:16:13Z", "hours": 1.1, "text": "I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!"}, {"post_id": 68725, "ts": "2026-09-15T17:01:11Z", "hours": 1.6053, "text": "So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship."}, {"post_id": 65510, "ts": "2026-09-10T18:18:48Z", "hours": 3.2097, "text": "BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!"}, {"post_id": 64889, "ts": "2026-09-09T16:28:26Z", "hours": 3.6897, "text": "I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!"}, {"post_id": 63721, "ts": "2026-09-07T17:33:37Z", "hours": 2.8544, "text": "Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis."}, {"post_id": 62131, "ts": "2026-09-05T11:51:23Z", "hours": 2.7356, "text": "The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music"}, {"post_id": 55154, "ts": "2026-08-26T17:03:03Z", "hours": 3.3333, "text": "I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game."}, {"post_id": 53725, "ts": "2026-08-24T12:09:21Z", "hours": 3.5356, "text": "Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details."}, {"post_id": 52464, "ts": "2026-08-22T16:17:32Z", "hours": 2.1669, "text": "The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe."}, {"post_id": 51776, "ts": "2026-08-21T16:47:51Z", "hours": 1.4, "text": "Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area"}, {"post_id": 51639, "ts": "2026-08-21T12:50:14Z", "hours": 5.0786, "text": "The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see."}, {"post_id": 49190, "ts": "2026-08-17T20:37:34Z", "hours": 3.1403, "text": "I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map."}, {"post_id": 47417, "ts": "2026-08-15T10:44:33Z", "hours": 5.6383, "text": "Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake."}, {"post_id": 45697, "ts": "2026-08-12T11:00:48Z", "hours": 3.2739, "text": "Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that."}, {"post_id": 45184, "ts": "2026-08-11T14:37:35Z", "hours": 6.5986, "text": "Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it."}, {"post_id": 3583, "ts": "2026-06-06T16:13:53Z", "hours": 4.5958, "text": "I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc."}]...
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Title: Car Game by @Mihai | Stardance
Devlogs:
I Title: Car Game by @Mihai | Stardance
Devlogs:
I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc.
Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it.
Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that.
Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake.
I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map.
The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see.
Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area
The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe.
Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details.
I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game.
The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music
Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis.
I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!
BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!
So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship.
I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!
I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving.
I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states.
The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!
Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace.
I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before.
I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that.
So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable.
I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier.
This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign.
Ships:
This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.
So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io...
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1793000933.982767
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1793087333.982767
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8419
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My first slack bot! by @shivam9661446 | Stardance
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shivam9661446
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1
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3.0
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5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T09:03:42Z", "hours": 3.0, "multiplier": 1.64, "payout": 5, "blessing": "neutral", "text": "I built Slacky-Whacky a Slack bot with a reluctant personality that’d rather not be helping you, but does anyway. The biggest challenge was wrapping my head around how Slack bots actually work under the hood: the event model, OAuth scopes, and getting the bot to respond correctly to messages. I’m proud of giving it a distinct personality that makes interactions feel a bit more entertaining than your average bot. To test it, just join the channel in the demo link and send it a slash command like /slacky-help and it’ll respond, albeit a bit begrudgingly.", "repo": "https://github.com/shivamsinghydv/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B92USKJBW"}]...
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[{"post_id": 4756, "ts": "2026 [{"post_id": 4756, "ts": "2026-06-08T06:31:56Z", "hours": 0.335, "text": "Added more personality lines to the bot/ fixed bugs."}, {"post_id": 3683, "ts": "2026-06-06T18:50:19Z", "hours": 0.7236, "text": "Finished slack bot"}, {"post_id": 3621, "ts": "2026-06-06T17:09:02Z", "hours": 1.4161, "text": "Adding more commands and personality to slacky…"}, {"post_id": 2844, "ts": "2026-06-05T18:04:25Z", "hours": 0.2806, "text": "Slack bot"}]...
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Title: My first slack bot! by @shivam9661446 | Sta Title: My first slack bot! by @shivam9661446 | Stardance
Devlogs:
Slack bot
Adding more commands and personality to slacky…
Finished slack bot
Added more personality lines to the bot/ fixed bugs.
Ships:
I built Slacky-Whacky a Slack bot with a reluctant personality that’d rather not be helping you, but does anyway. The biggest challenge was wrapping my head around how Slack bots actually work under the hood: the event model, OAuth scopes, and getting the bot to respond correctly to messages. I’m proud of giving it a distinct personality that makes interactions feel a bit more entertaining than your average bot. To test it, just join the channel in the demo link and send it a slash command like /slacky-help and it’ll respond, albeit a bit begrudgingly....
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1793000932.8372645
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1793087332.8372645
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13095
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Birthday Wishing Website by @dhritikohli | Stardan Birthday Wishing Website by @dhritikohli | Stardance...
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dhritikohli
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1
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4.0
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24
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T22:43:47Z", "hours": 4.0, "multiplier": 5.99, "payout": 24, "blessing": "neutral", "text": "My instagram is filled with reels about how people are creating a “Happy Birthday” website for their girlfriend or boyfriend. I don’t have a boyfriend (sadly TT) but I thought it would be cool to make one for my friends’ birthdays in a couple of weeks. This is a static website and ONLY WORKS ON COMPUTERS. You can open it on your phone but the designing is going to be all messed up. I am still figuring out how to fix this issue.", "repo": "https://github.com/DhritiKohli/Birthday-Wish", "demo": "https://dhritikohli.github.io/Birthday-Wish/"}]...
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[{"post_id": 11828, "ts": "202 [{"post_id": 11828, "ts": "2026-06-19T08:25:11Z", "hours": 0.6569, "text": "Devlog 4 Did some more css styling where I added an animated effect to the buttons. I also changed the css properties such that when the letter is clicked now, a card is displayed with the letter message inside it. I was also able to remove the square dashed border that was being shown every time the video started from the beginning using a css attribute. Now, I plan on working on the ReadMe for the project and then ship it!!!"}, {"post_id": 11680, "ts": "2026-06-19T01:10:43Z", "hours": 0.7761, "text": "Devlog 3 I did some more styling of the page and succefully added the cake animation and “candle blowing” feature. Now, I plan on to work on the letter itself where a “card” pops up with the letter when the letter button is pressed"}, {"post_id": 11647, "ts": "2026-06-18T23:54:49Z", "hours": 1.4217, "text": "Devlog 2: Since the last time, I just created the background for the website using Canva and did some minimal styling. Then I also replaced the letter viewing button to the purple gift. Now, I plan on adding an animated cake underneath the confetting and do a lil more styling to make it look pretty :)"}, {"post_id": 10727, "ts": "2026-06-17T16:33:42Z", "hours": 1.1597, "text": "Devlog #1 The idea is to basically create a birthday website for my friends who live like across the world for me. I want to have an appreciation letter and an animated cake on the side. I just got the basic functionality of the letter done. Now I plan to add the cake and style the webpage to make it look pretty!"}]...
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Title: Birthday Wishing Website by @dhritikohli | Title: Birthday Wishing Website by @dhritikohli | Stardance
Devlogs:
Devlog #1 The idea is to basically create a birthday website for my friends who live like across the world for me. I want to have an appreciation letter and an animated cake on the side. I just got the basic functionality of the letter done. Now I plan to add the cake and style the webpage to make it look pretty!
Devlog 2: Since the last time, I just created the background for the website using Canva and did some minimal styling. Then I also replaced the letter viewing button to the purple gift. Now, I plan on adding an animated cake underneath the confetting and do a lil more styling to make it look pretty :)
Devlog 3 I did some more styling of the page and succefully added the cake animation and “candle blowing” feature. Now, I plan on to work on the letter itself where a “card” pops up with the letter when the letter button is pressed
Devlog 4 Did some more css styling where I added an animated effect to the buttons. I also changed the css properties such that when the letter is clicked now, a card is displayed with the letter message inside it. I was also able to remove the square dashed border that was being shown every time the video started from the beginning using a css attribute. Now, I plan on working on the ReadMe for the project and then ship it!!!
Ships:
My instagram is filled with reels about how people are creating a “Happy Birthday” website for their girlfriend or boyfriend. I don’t have a boyfriend (sadly TT) but I thought it would be cool to make one for my friends’ birthdays in a couple of weeks. This is a static website and ONLY WORKS ON COMPUTERS. You can open it on your phone but the designing is going to be all messed up. I am still figuring out how to fix this issue....
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1793000931.7007859
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1793087331.7007859
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22668
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Heartstopper by @freddie | Stardance
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freddie
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1
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1.0
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7
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T08:05:43Z", "hours": 1.0, "multiplier": 5.67, "payout": 7, "blessing": "neutral", "text": "I made a website, just a website. I sat down and coded it in class, then a bit more at home. I’m hosting it on nest, right, a static site on nest. But not a polished, bland lifeless heap, a little box on the internet (on @WillKitch ’s domain) that i made for you (stardance generally or you individually, whatever way you want to take it). :>", "repo": "https://github.com/hippogriff101/heartstopper", "demo": "https://freddiething.willkitch.me/"}]...
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[{"post_id": 13584, "ts": "202 [{"post_id": 13584, "ts": "2026-06-22T07:55:13Z", "hours": 0.3458, "text": "There we go, all finished! I added a nice readme and pushed code to gh (and uploaded to nest) On the actual site i added some more content and some css fixes."}, {"post_id": 12176, "ts": "2026-06-19T21:52:50Z", "hours": 0.8594, "text": "my first devlog! - I started by getting the server (for a static website) set up on nest, a bit silly when gh pages and vercel are out there. Then I started fleshing out the site. Images, text, titles as well as adding a pinch of css. I know, comic sans, crummy gradient bg but it is personal not proffecianl (spelled wrong purpusfully )"}]...
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Title: Heartstopper by @freddie | Stardance
Devlo Title: Heartstopper by @freddie | Stardance
Devlogs:
my first devlog! - I started by getting the server (for a static website) set up on nest, a bit silly when gh pages and vercel are out there. Then I started fleshing out the site. Images, text, titles as well as adding a pinch of css. I know, comic sans, crummy gradient bg but it is personal not proffecianl (spelled wrong purpusfully )
There we go, all finished! I added a nice readme and pushed code to gh (and uploaded to nest) On the actual site i added some more content and some css fixes.
Ships:
I made a website, just a website. I sat down and coded it in class, then a bit more at home. I’m hosting it on nest, right, a static site on nest. But not a polished, bland lifeless heap, a little box on the internet (on @WillKitch ’s domain) that i made for you (stardance generally or you individually, whatever way you want to take it). :>...
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1793000930.8545406
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1793087330.8545406
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30636
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My own site! by @Jazil | Stardance
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Jazil
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1
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4.23
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T16:57:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal website. i used html,css with readme with many fonts", "repo": "https://github.com/JazilJafar/Jazils-personal-site", "demo": "https://jaziljafar.github.io/Jazils-personal-site/"}]...
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[{"post_id": 31739, "ts": "202 [{"post_id": 31739, "ts": "2026-07-20T11:42:19Z", "hours": 1.2272, "text": "i added a fun area asking questions also i added some useful thinks to blind people in website"}, {"post_id": 31304, "ts": "2026-07-19T16:27:30Z", "hours": 0.4933, "text": "last page is doing"}, {"post_id": 31275, "ts": "2026-07-19T15:32:58Z", "hours": 2.3842, "text": "fist page and other two pages completed"}]...
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Title: My own site! by @Jazil | Stardance
Devlogs Title: My own site! by @Jazil | Stardance
Devlogs:
fist page and other two pages completed
last page is doing
i added a fun area asking questions also i added some useful thinks to blind people in website
Ships:
i made a personal website. i used html,css with readme with many fonts...
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1793000929.96466
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1793087329.96466
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2455
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FRC Programming (Raycast Extension) by @pranay | S FRC Programming (Raycast Extension) by @pranay | Stardance...
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pranay
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1
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10.0
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165
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T00:50:10Z", "hours": 10.0, "multiplier": 17.25, "payout": 165, "blessing": "neutral", "text": "Hello everyone! I built a Raycast extension built for FRC (FIRST Robotics Competition) programmers. It basically has a couple of commands for looking up documentation and converting common FRC-specific units right inside Raycast instead of having a bunch of tabs open to do the same thing. If you haven’t used it, Raycast is a super fast keyboard launcher app where you can search, run commands, and build little custom extensions that can be then be used really easily on your computer. FRC is a robotics competition where high school teams build and program robots to compete in a game that changes every year, and WPILib is the software library most FRC teams use to write their robot’s code. What The Extension Does The extension has the following features: searchable WPILib Java and C++ documentation, a quick link to WPILib’s status light reference page for decoding hardware indicator lights, and a unit converter for things like velocity, angular velocity, torque, and force that come up sometimes when writing robot code and just robot stuff in general. Instead of scraping documentation webpages, the Java and C++ commands pull the same search index files that power each site’s own search bar, parse them into something usable, and cache the results so repeat searches are instant rather than re-fetching every time. Roadblocks Adding the Python documentation feature was a huge headache since the url I was pulling the search data from kept randomly blocking requests and instead sent a Cloudflare auth page (which is a good thing, I’m not saying human auth pages are bad), and nothing I tried got around it consistently. I eventually had to just cut the feature from the extension. Aside from that, there was a lot of annoying bug hunting in the unit converter, you know the kind where you try and hit flies with your hands, but you simply can’t move fast enough. Anyway, I also had to figure out how to use markdown (the detail panels in Raycast use markdown) and make it look good. That learning started as an annoying process due to markdown’s limitations, but it actually became quite fun trying to work around those limitations. What I’m proud of I’m most proud of the unit converter. Though the Java and C++ documentation search are more useful, I just had a really fun time mapping out the logic for the unit converter and actually coding it when compared to the documentation search features. This is also the first time I’ve built something intended for other people to use. I’ve always coded random passion projects in my free time, but actually shipping something that’s actually useful for other people is a huge first for me. Try it Out The Try it Out button takes you to instructions that tell you how to install the extension. Sorry that the process is a hassle, but until Raycast approves the extension, this is the only way to share the project with people.", "repo": "https://github.com/helloGithub326/FRC-Programming-Raycast-Extension", "demo": "https://www.raycast.com/helloGithub326/frc-programming"}]...
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[{"post_id": 10950, "ts": "202 [{"post_id": 10950, "ts": "2026-06-17T23:16:34Z", "hours": 1.1394, "text": "Devlog 05 Finished cleaning up the repo and wrote a temporary file explaining how to manually install the extension, then submitted it to Raycast for review. Raycast’s review bot then caught a handful of bugs I hadn’t noticed. So, I fixed those bugs and pushed those changes. I also swapped the C++ documentation code out for code that safely parsing the data as plain JSON instead of using eval, so it only ever reads data and never executes anything. During that process, I also got a bunch of TypeScript errors due to not properly giving everything an object type. The extension is now in Raycast’s review queue. Next up is just waiting on that, and addressing anything else reviewers flag. In the meanwhile, anyone that wants to try out the extension can manually install it using the Try it Out link."}, {"post_id": 10710, "ts": "2026-06-17T15:59:46Z", "hours": 1.8261, "text": "Devlog 04 The Python documentation feature turned out to be very annoying. The search index url I am using to fetch the documentation was being way too inconsistent. Half the time, it gave the data and half the time, it gave back a Cloudflare auth page. So I decided to drop that feature entirely. Here is the search index url I was using in case anyone knows how to get past the auth page: https://robotpy.readthedocs.io/projects/robotpy/en/stable/searchindex.js . The screenshot shows what is supposed to fetched from this url. I also built a feature to look up status indicator lights for various FRC hardware components, but realized there’s already a single webpage that has all of this information laid out well. So instead of rebuilding that information inside the extension, the feature now just opens that webpage directly. Next up, I’m going to finish tidying up the repo, write a temporary instructions file explaining how to manually install the extension (since it isn’t live yet), and submit it to Raycast for review so it can be officially published."}, {"post_id": 10306, "ts": "2026-06-16T23:26:11Z", "hours": 2.7492, "text": "Devlog 03 I improved how the extension fetches the Java documentation. Instead of fetching 600 something URLs (one for each class in the WPILib library), it now only fetches one search index URL. I also got the C++ documentation lookup feature working. Unfortunately, the C++ documentation’s search data doesn’t include as much detail as the Java one. It doesn’t tell you what functions each class has, so the C++ results are a bit more bare-bones for now. You can see what it looks like in the attached screenshot. I’m currently working on adding Python documentation support. It’s been a bit annoying since the search index URL for the Python docs sometimes is sending HTML instead of javascript. Once I get that fixed, I can finally get to the motor/sensor lookup feature."}, {"post_id": 1108, "ts": "2026-06-02T22:49:58Z", "hours": 3.6142, "text": "Devlog 02 The extension can now fetch the Java WPILib (the library mainly used in FRC) documentation and display all the classes and methods in the library. Once you fetch the documentation (takes ~one minute), you only have to fetch it again when you want to update what you have cached. Tomorrow’s plans are to show descriptions of classes, show descriptions of methods, and add either Python or C++ WPILib documentation."}, {"post_id": 476, "ts": "2026-06-01T22:43:13Z", "hours": 0.7608, "text": "Devlog 01 As of right now, the unit converter (the command in the video) is the only part of the extension that is completely done. Most of the unit converter was done last week. Today, I added the action menu so that you can copy the answer and quickly put it in the search bar. In the future, I plan on adding a WPILib (the main library used for First Robotics Competition coding) documentation viewer, a motor/sensor status lookup, and a robot status monitor (that would be in the menu bar). Posting this early the development in order to get some feedback."}]...
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Title: FRC Programming (Raycast Extension) by @pra Title: FRC Programming (Raycast Extension) by @pranay | Stardance
Devlogs:
Devlog 01 As of right now, the unit converter (the command in the video) is the only part of the extension that is completely done. Most of the unit converter was done last week. Today, I added the action menu so that you can copy the answer and quickly put it in the search bar. In the future, I plan on adding a WPILib (the main library used for First Robotics Competition coding) documentation viewer, a motor/sensor status lookup, and a robot status monitor (that would be in the menu bar). Posting this early the development in order to get some feedback.
Devlog 02 The extension can now fetch the Java WPILib (the library mainly used in FRC) documentation and display all the classes and methods in the library. Once you fetch the documentation (takes ~one minute), you only have to fetch it again when you want to update what you have cached. Tomorrow’s plans are to show descriptions of classes, show descriptions of methods, and add either Python or C++ WPILib documentation.
Devlog 03 I improved how the extension fetches the Java documentation. Instead of fetching 600 something URLs (one for each class in the WPILib library), it now only fetches one search index URL. I also got the C++ documentation lookup feature working. Unfortunately, the C++ documentation’s search data doesn’t include as much detail as the Java one. It doesn’t tell you what functions each class has, so the C++ results are a bit more bare-bones for now. You can see what it looks like in the attached screenshot. I’m currently working on adding Python documentation support. It’s been a bit annoying since the search index URL for the Python docs sometimes is sending HTML instead of javascript. Once I get that fixed, I can finally get to the motor/sensor lookup feature.
Devlog 04 The Python documentation feature turned out to be very annoying. The search index url I am using to fetch the documentation was being way too inconsistent. Half the time, it gave the data and half the time, it gave back a Cloudflare auth page. So I decided to drop that feature entirely. Here is the search index url I was using in case anyone knows how to get past the auth page: https://robotpy.readthedocs.io/projects/robotpy/en/stable/searchindex.js . The screenshot shows what is supposed to fetched from this url. I also built a feature to look up status indicator lights for various FRC hardware components, but realized there’s already a single webpage that has all of this information laid out well. So instead of rebuilding that information inside the extension, the feature now just opens that webpage directly. Next up, I’m going to finish tidying up the repo, write a temporary instructions file explaining how to manually install the extension (since it isn’t live yet), and submit it to Raycast for review so it can be officially published.
Devlog 05 Finished cleaning up the repo and wrote a temporary file explaining how to manually install the extension, then submitted it to Raycast for review. Raycast’s review bot then caught a handful of bugs I hadn’t noticed. So, I fixed those bugs and pushed those changes. I also swapped the C++ documentation code out for code that safely parsing the data as plain JSON instead of using eval, so it only ever reads data and never executes anything. During that process, I also got a bunch of TypeScript errors due to not properly giving everything an object type. The extension is now in Raycast’s review queue. Next up is just waiting on that, and addressing anything else reviewers flag. In the meanwhile, anyone that wants to try out the extension can manually install it using the Try it Out link.
Ships:
Hello everyone! I built a Raycast extension built for FRC (FIRST Robotics Competition) programmers. It basically has a couple of commands for looking up documentation and converting common FRC-specific units right inside Raycast instead of having a bunch of tabs open to do the same thing. If you haven’t used it, Raycast is a super fast keyboard launcher app where you can search, run commands, and build little custom extensions that can be then be used really easily on your computer. FRC is a robotics competition where high school teams build and program robots to compete in a game that changes every year, and WPILib is the software library most FRC teams use to write their robot’s code. What The Extension Does The extension has the following features: searchable WPILib Java and C++ documentation, a quick link to WPILib’s status light reference page for decoding hardware indicator lights, and a unit converter for things like velocity, angular velocity, torque, and force that come up sometimes when writing robot code and just robot stuff in general. Instead of scraping documentation webpages, the Java and C++ commands pull the same search index files that power each site’s own search bar, parse them into something usable, and cache the results so repeat searches are instant rather than re-fetching every time. Roadblocks Adding the Python documentation feature was a huge headache since the url I was pulling the search data from kept randomly blocking requests and instead sent a Cloudflare auth page (which is a good thing, I’m not saying human auth pages are bad), and nothing I tried got around it consistently. I eventually had to just cut the feature from the extension. Aside from that, there was a lot of annoying bug hunting in the unit converter, you know the kind where you try and hit flies with your hands, but you simply can’t move fast enough. Anyway, I also had to figure out how to use markdown (the detail panels in Raycast use markdown) and make it look good. That learning started as an annoying process due to markdown’s limitations, but it actually became quite fun trying to work around those limitations. What I’m proud of I’m most proud of the unit converter. Though the Java and C++ documentation search are more useful, I just had a really fun time mapping out the logic for the unit converter and actually coding it when compared to the documentation search features. This is also the first time I’ve built something intended for other people to use. I’ve always coded random passion projects in my free time, but actually shipping something that’s actually useful for other people is a huge first for me. Try it Out The Try it Out button takes you to instructions that tell you how to install the extension. Sorry that the process is a hassle, but until Raycast approves the extension, this is the only way to share the project with people....
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1793000928.8218906
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1793087328.8218906
|
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11636
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Simple 2D game by @EndLess9 | Stardance
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EndLess9
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1
|
5.0
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22
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T00:35:38Z", "hours": 5.0, "multiplier": 4.04, "payout": 22, "blessing": "neutral", "text": "I’m very proud to present my first ever video game! I made this game on Godot, its a basic platformer game where a knight parkours his way through the map to collect coins and avoids enemy’s that can reset the game. Even though this game is very basic, I’m still proud of it since I learned a lot from it and I can use the skills I learned in this for the future.", "repo": "https://github.com/EndLessDude/Simple-2D-Game", "demo": "https://endlessdude.itch.io/simple-2d-game"}]...
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[{"post_id": 8397, "ts": "2026 [{"post_id": 8397, "ts": "2026-06-13T23:28:06Z", "hours": 0.4389, "text": "New Changes: Added background music to the game Made the background music as a scene so it doesn’t reset if the player dies"}, {"post_id": 8387, "ts": "2026-06-13T22:58:44Z", "hours": 0.8667, "text": "New Changes: Text added to give directions At the end the game tells you how many coins you collected."}, {"post_id": 8300, "ts": "2026-06-13T19:57:38Z", "hours": 0.3536, "text": "New changes: I removed the original default key map Added my own keymap Player can be controlled using WAD and arrow keys. When the player moves left, the sprite’s h-axis flips to make it look like it’s actually walking left."}, {"post_id": 8219, "ts": "2026-06-13T17:49:57Z", "hours": 0.8106, "text": "Added a Dying Effect: When the player collides with the slime , it falls off the map and dies."}, {"post_id": 7854, "ts": "2026-06-13T03:08:13Z", "hours": 1.2908, "text": "I added an enemy that looks like a slime. It goes right to left in a certain area bouncing off of walls. If the slime collides with the player the player’s dies and their game resets."}, {"post_id": 5163, "ts": "2026-06-08T20:56:39Z", "hours": 0.73, "text": "I expanded the map and made a background"}, {"post_id": 4561, "ts": "2026-06-07T22:06:42Z", "hours": 0.8792, "text": "Now the Player can collect coins!"}]...
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Title: Simple 2D game by @EndLess9 | Stardance
De Title: Simple 2D game by @EndLess9 | Stardance
Devlogs:
Now the Player can collect coins!
I expanded the map and made a background
I added an enemy that looks like a slime. It goes right to left in a certain area bouncing off of walls. If the slime collides with the player the player’s dies and their game resets.
Added a Dying Effect: When the player collides with the slime , it falls off the map and dies.
New changes: I removed the original default key map Added my own keymap Player can be controlled using WAD and arrow keys. When the player moves left, the sprite’s h-axis flips to make it look like it’s actually walking left.
New Changes: Text added to give directions At the end the game tells you how many coins you collected.
New Changes: Added background music to the game Made the background music as a scene so it doesn’t reset if the player dies
Ships:
I’m very proud to present my first ever video game! I made this game on Godot, its a basic platformer game where a knight parkours his way through the map to collect coins and avoids enemy’s that can reset the game. Even though this game is very basic, I’m still proud of it since I learned a lot from it and I can use the skills I learned in this for the future....
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1793000927.4553661
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1793087327.4553661
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4539
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My awesome macropad! by @aatiesh | Stardance
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aatiesh
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T07:47:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a custom 4-key macropad using a Seeed Studio XIAO RP2040. The project involved designing a PCB in KiCad, creating a 3D-printed case in Fusion 360, assembling and soldering the hardware, and programming it with QMK firmware. The most challenging part was learning PCB design and setting up the firmware correctly. I am proud of successfully completing the entire design-to-build process. To test the project, connect it via USB-C and use VIA to verify and customize the key mappings.", "repo": "https://github.com/thelonMusk/mymacropad", "demo": ""}]...
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[{"post_id": 2007, "ts": "2026 [{"post_id": 2007, "ts": "2026-06-04T09:03:50Z", "hours": 0.3344, "text": "My first macpad"}]...
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Title: My awesome macropad! by @aatiesh | Stardanc Title: My awesome macropad! by @aatiesh | Stardance
Devlogs:
My first macpad
Ships:
I built a custom 4-key macropad using a Seeed Studio XIAO RP2040. The project involved designing a PCB in KiCad, creating a 3D-printed case in Fusion 360, assembling and soldering the hardware, and programming it with QMK firmware. The most challenging part was learning PCB design and setting up the firmware correctly. I am proud of successfully completing the entire design-to-build process. To test the project, connect it via USB-C and use VIA to verify and customize the key mappings....
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1793000926.578072
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1793087326.578072
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25109
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Into the cosmos by @tejaswa | Stardance
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tejaswa
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3
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124.31
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2584
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T04:20:51Z", "hours": 54.0, "multiplier": 19.58, "payout": 1259, "blessing": "neutral", "text": "INTO THE COSMOS This is the game i have designed with inspiration from Spaceflight sim and Kerbal Space program, i wanted to capture the total freedom of roaming in space without the stress of designing a space vehicle for hours just for it to crash into a million pieces. I wanted to make a chill relaxing game that people can come back home after a long day of work to, boot it up and have fun just roaming the eternal space without stressing out. Im quiet proud of how im capturing this vision of mine and im very happy with what im making. Heres some information of what i added this ship: I’ve basically been adding a bunch of systems that I’ve wanted in the game for a while, and the game is starting to feel a lot more like an actual sandbox now. First thing, I finally added electricity. This is probably one of the systems I’m most interested in because now I can actually start making more things depend on power instead of everything magically working forever. This also gives me a lot more stuff I can do with spacecraft and bases in the future. I also added scraps and scrap refining. You can now collect scraps while exploring and actually do something with them instead of them just being random useless objects. I’ve also added the material processing system around this, so scraps can be refined into materials that can actually be used to build useful buildings. This is going to become a much bigger system later on. ROVERS ARE FINALLY HERE You can now actually drive around on planets instead of just landing there and leaving. I really wanted this because the planets were starting to feel a little pointless once you landed on them. Now you can actually get out there and explore the surface properly. I’ve also added planet properties. Planets now have their own properties which means I can start making different planets actually matter instead of them just being randomly generated balls you land on. There’s a lot I can do with this later, especially with resources and exploration. I also did a pretty big overhaul on the visuals. The ambiance shaders have been improved and I’ve added a bunch of new stuff to make the planets and space itself look better. black holes now also have a hidden easter egg…. Ive also given every planet a beautiful atmosphere And yes. Mudfish I don’t know why. They’re still stupid. They just walk around on planets doing absolutely nothing useful. But honestly the universe felt too empty without them so I’m keeping them. A lot of this update was also spent doing optimization because some of the newer systems were starting to get pretty heavy. I’ve been going through different parts of the game and trying to make everything run better without completely murdering the visuals. Overall this update is probably one of the biggest changes to the game so far. And I still have a stupid amount of things I want to add. https://www.youtube.com/watch?v=ZZg3blASmgc This is the link to the youtube video if you dont have time to review the game PLEASE check it out and rate the project I read and appreciate every single one of you reviewing this game, please be as informative as you can be as this is one of the biggest games ive worked on till now, thx and have fun playing the game", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://tejaswa7692.itch.io/into-the-cosmos"}, {"ship_num": 2, "ts": "2026-07-08T12:04:25Z", "hours": 46.0, "multiplier": 19.75, "payout": 1084, "blessing": "neutral", "text": "Into the Cosmos Join Boney on a journey across the endless cosmos, where every horizon hides another world waiting to be discovered. Launch into the unknown, weave between glowing nebulae, drift past impossible black holes, and set foot on planets no one has ever seen before. Build observatories to mark your path through the stars, refuel your rocket, deploy satellites into orbit, and keep pushing farther into the infinite. And when the day is finally over, come relax with Boney and lose yourself among the stars for a while. I’ve always loved games like Kerbal Space Program and Spaceflight Simulator, but I wanted something where you could jump straight into flying without spending hours designing the perfect rocket first. The result is a sandbox space game built around realistic orbital mechanics, exploration, and simply enjoying the journey. The universe is procedurally generated, meaning there is always another unique planet waiting somewhere beyond the next launch. Every expedition can take you somewhere completely new, and every observatory you build becomes another milestone in your adventure. Satellites aren’t just for show either. Launch them into orbit, revisit them later, and use them as your eyes in the sky while you continue expanding your reach across the universe. If you’re new to orbital mechanics, don’t worry. The game includes detailed instructions, an optional on-screen keybind guide, and a full in-game settings menu that lets you tweak graphics and performance to match your hardware. Whether you’re playing on a high-end gaming PC or something much more modest, I spent a lot of time optimizing the project so as many people as possible could enjoy it smoothly. There is one place, however, that lies farther than anywhere you were ever meant to reach. Most people will never find it. Those who do usually don’t come back with an explanation. I call it The Farlands. Whether it’s a bug, a feature, or something else entirely is for you to decide. I built this game in Godot 4.6.2, spending countless hours refining the physics, procedural generation, shaders, rendering, UI, and gameplay systems. Every optimization, every visual effect, and every mechanic was added with one goal in mind: making space feel like a place you can get lost in for hours without realizing where the time went. So fuel up, trust your trajectory, and see just how far Boney can go. If you decide to give the game a try, I’d really appreciate a detailed review afterwards. The feedback I received on my last project genuinely helped shape this game into what it is today, and I’d love to hear what you think could be improved, what you enjoyed, and what you’d like to see added next. If you enjoy the project, consider starring the GitHub repository and liking the YouTube video. It really helps more people discover the game and motivates me to keep building and improving it. So fuel up, trust your trajectory, and see just how far Boney can go.", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://tejaswa7692.itch.io/into-the-cosmos"}, {"ship_num": 3, "ts": "2026-06-30T14:45:22Z", "hours": 14.0, "multiplier": 17.81, "payout": 241, "blessing": "neutral", "text": "I made Into the Cosmos, a realistic 3D spaceflight sandbox inspired by Kerbal Space Program and Spaceflight Simulator. The game lets players jump straight into the mission and experience realistic orbital rather than spend hours designing the rocket just for it to fail when launching. This is a relaxing and fun game where players can just sit back and enjoy the physics and thrill of sending rockets to space. The biggest challenge was making somewhat realistic physics with enjoyable gameplay. Getting the gravity, RCS controls, and spacecraft handling to feel both snappy and fun to play with without absolutely broken, writing so many lines of code, and deciding on how im gonna be approaching some problems was quiet fun, i have a lot of fun designing it, i used to go to bed thinking what ill be adding to the game tommrow. I’m most proud of achieving the relaxing experience I originally envisioned. Im quiet glad i was able to fianlly have a direction towards my game and have an idea of what i wanted. And the gameplay is quiet fun aswell, i found myself “playtesting” my games just having fun slamming the rocket into planets, doing interplanetary missions. Setting satellite in different planets To test the project, I recommend reading the in-game controls and instructions first. They explain the basics of reaching orbit and make the experience much more enjoyable.", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://tejaswa7692.itch.io/into-the-cosmos"}]...
|
[{"post_id": 54490, "ts": "202 [{"post_id": 54490, "ts": "2026-08-25T14:44:08Z", "hours": 0.6006, "text": "SHOUT OUT TO @253_Mathilde_IYKYK For starters i made a lil script so that if a rocket is in the SOI of a planet and then it scans near it by pressing F it shows all the necessary details about the planet, currently they are obvious details but i will work on making them useful. I have a few ideas of what i can do with it Now to the important part @253_Mathilde_IYKYK recommended me to add a song they like SO I ADDED IT TO THE GAME Hope yall like it :) (Sorry for not including video idk why stardance was bugging and throwing error when i was tryna upload a video)"}, {"post_id": 53590, "ts": "2026-08-24T06:27:00Z", "hours": 1.7239, "text": "BOOMBOX!!1! , macondo marketing team too good Last night i spent unhealthy amount of time watching ig posts of macondo on hackclub ig, I lowk feel insane amount of fomo and i wanted to go so bad The songs they used in the marketing reels are still stuck in my head So as any reasonable person would, I added a boombox in my game with with my fav songs from the reels they made @zach PLES FLY ME IN NEXT IRL HC EVENT PLES IM BROKE"}, {"post_id": 51670, "ts": "2026-08-21T14:03:35Z", "hours": 1.3228, "text": "IM RICH!!11!! 2080 sd and top 10 in multi I got all positive reviews from yall and i apprciate every single one of u for rating my project. I have finally added scrap mines to the game, i had already made the 3d model for them i just thought they didnt fit in the game but since im adding automation and electricity to the game i think this would be a great addition. Currently they produce 10 scraps, copper, iron per 10 seconds so 1/ sec i will later randomize this and give them weights, im js too lazy cuz of this clg n shi istg Good thing is tho tmr im going home That does mean my work on hardware projects will start again That being said i need you to give me more recommendation for the game, the reviews didn’t give me any ideas or unique views what i could add to my game."}, {"post_id": 49072, "ts": "2026-08-17T17:51:03Z", "hours": 2.0336, "text": "In these 2 hours i have lost all my sanity But finally the factorio like supply/demand electricity mesh finally works First i thought of using recursion to spread the electricity through every single tower But then i ran into a problem where towers interconnected so to fix that i passed a self parameter that didnt seem to help. Then i decided to make towers only connect once (which was a disaster and brought its own set of bugs) and that to tremendously failed So finally i decided upon a global mesh chain architecture where all the nodes in a chain have similar looking list, and whenever an appliance is connected to it the chain just iterates through its connected devices, This in turn brings the time complexity down to O(n) and makes everything a whole lot more efficient. Finally this is done Currently only the tesla charger works with this new logic, later i will add other electric appliances to this mesh network aswell and give them watt draw Few things to keep in mind, Currently 1 generator makes 50kW and one vehicle charger consumes 40W, If the demand isnt satisfied every node in mesh rejects the connection until the demand IS satisfied I know this might feel stupid for some people but this is only done as a feature so you dont overload the electronics in space"}, {"post_id": 48779, "ts": "2026-08-17T09:55:49Z", "hours": 2.4833, "text": "TESLA SUPER CHARGING So for starters i forgot to tell yall that i DIDNT get slimed by senior my clg department helped me and scared tf outta bro and i got to fight bro too And in this update i added set battery capacity to rovers They use supercapacitors to store charge so that means they can be charged and discharged for eternity Then i added charging stations to the game and made them use power grid electricity. I think players might abuse electricity by only placing 1 generator to power an entire city so i will be implementing complex wattage draw logic like they have in factorio to get some supply/demand action rolling. Then i worked on implementing save game in the game and i failed terribly (this will be a hurdle for later) I spent like solid half an hour trying to implement it just for my save file to be completely empty Idk whats going wrong but i will eventually figure it out. For now tho i will be working on factorio like supply/demand logic for electricity wish me luck"}, {"post_id": 48283, "ts": "2026-08-16T16:23:11Z", "hours": 2.1503, "text": "Some really cool additions For starters today i implemented a little list at bottom of the screen that can be used to store the coordinates of player rn Yall might be wondering what tis could be used for, But i have something really cool cooking up in my head lets hope i am able to express it properly. EXPRESSING MY LOVE OF YAGI ANTENNAS I ADDED A YAGI ANTENNA TO THE GAME!1!!! It has a search feature that looks around for strongest signal and then does nothing But in future i will be making a whole mechanic out of this. Then i made a little web release it butchered the visuals i worked hard on. Its okay tho cuz i added a warning label like last time on that release too. Linked the web release as playable link for the game I want YOU to tell me what should i add to this game as im running into a roadblock where i dont know what i could add for the electrical update for the game that would actually be a useful addition, Comment down below to drop your ideas the best one will make it into the game"}, {"post_id": 47469, "ts": "2026-08-15T12:12:27Z", "hours": 4.2428, "text": "YAYAYAYAYAYA 3RD SHIP INCOMING In the first 2 hours i logged i worked on making the 3d models as refined as possible and made them look good by referring to astroneer as someone commented on my game Also made multiple 3d models for the electric pole and finally used the one that sat right with me. Made a new 3d model for generator and upgrade station aswell In the next 2 hours i made minor tweaks and fixed satellite bugs along with updating the help menu with newer control code, also was thinking of implementing a scrap mine but dropped that idea (maybe later ships) Then i added a little keytip marker near the refinery and chest of observatory to aid the player. Added a bunch of sounds to the electronics of the game and now it sounds a whole lot better (also reduced the main music) FINALLY TIME TO SHIP Thnx to all of the support on this proj i wont disappoint yall at all with future ships"}, {"post_id": 46499, "ts": "2026-08-13T19:09:37Z", "hours": 1.13, "text": "I was aiming for 3 hours today but i lowk got in a fight with a senior in my clg and bro is threatening me to slime me tmr it might be wraps for me gng Putting the sliming part aside, today i made the 3D models for a generator concept (or actual thing) i found online of what they use in space. The i did sm audio editing to have a whrrrrrrrrrrrr looped sound effect and it was quiet easy to make a whrrrrrrrrrr loop, easier than i imagined. Then i added another sound and layered both ontop of each other and now it genuinely sounds kinda peak After that i made the electricity spread across all the electric poles, heres the code for that if body.is_in_group(\"tower\"): towers_closest.append(body) create_lines(body.location_to_connect_wire_to) if has_electricity_running: body.has_electricity_running = true elif body.is_in_group(\"electrical_appliance\"): if body.connected == false: towers_closest.append(body) create_lines(body.location_to_connect_wire_to) body.connected = true if body.is_in_group(\"generator\"): has_electricity_running = true for i in towers_closest: if i.is_in_group(\"tower\"): i.has_electricity_running = true I might lowk be taking AI’s job in writing bad code, they should make a me gpt in which i reply with shit code that DOES work. I also visualized the flow of electricity by hiding/showing a random cylindrical mesh that shows if it has elec flowing through it. Tmr ill be redoing ALL the icons cuz currently they look straight dookey, and also fixing the UI, then if i have time give observatory and everything an electric connection and make them so they dont work without it. This was all i worked on today, yall pray for me lets hope i dont get slimed tmr ."}, {"post_id": 45792, "ts": "2026-08-12T14:42:25Z", "hours": 6.0336, "text": "LETS GO IM FINALLY UNBANNED Unban stuff aside, time to explain the devlog even tho being unbanned feels great and i have insane amount of motivation to work on my proj now In past idk however weeks ive been working on 2 major things, first is that ive finally listened to the last ship reviewers and added upgrades for rocket, with custom 3d models for each rocket tier. currently it uses a separate key to open close the menu which is bad but ill fix later Also only the rockets fuel attribute is updated when you upgrade a rocket so ill fix that too. Also after the ban i was working on electronics update for my game, i have implemented electric poles, 50Kv Generators for now, i am going towards direction of factorio im afraid, but i dont wnana make it very grind-y so ill keep that in mind (hopefully) For future i will be adding better UI/UX its currently embarrassingly bad rn (even tho my degree is Computer science and Design) So yeah that will need a massive revamp Also id like to give a shout out to water #Freewater #heaintdonunwrong"}, {"post_id": 40560, "ts": "2026-08-04T06:09:37Z", "hours": 1.4125, "text": "After getting falsely accused for fraud for using the godot wakatime extension and getting a heart attack I have finally added little homes for these skinny dookeys I hate, HATE behavior trees with every cell in my body I hate to admit but i did take help of claude chat to help me set this shi up, it was js the free version tho so we good. I added so like normally it ran away from player if it sensed one near, but now if the player is close by and it has a home near it runs to that and hides in the home, and if player is far enough it emerges back out. Ill move on to adding more entities now rather than polishing these dudes, i think from the final game i wont even keep them in cuz how ugly and weird they are Aye free me bro i aint do nothing wrong, fix the wakatime extension fr"}, {"post_id": 39489, "ts": "2026-08-02T13:55:59Z", "hours": 1.7764, "text": "REALLY NICE ADDITIONS Ive finally added some life to the game. I have added these weird mudfishes inspired by those weird furless cats. These mud fishes aren’t stupid tho, i ___have implemented a proper behavior tree to them, Each one of them has their own set of actions. Normally like minecraft mobs they roam around look around the world, but if a player is near their vicinity, they RUN away from the player protecting them. Currently i have no clue what ill use them for, but one thing is for sure that they have really nice skin I wonder what will happen to it in the near future Really happy by this addition tbh, the world was getting kinda lonely, this was important, in next updates ill be adding colonies of these things mounds and their homes, along with their baby variant."}, {"post_id": 38887, "ts": "2026-08-01T13:38:58Z", "hours": 1.4058, "text": "Man i hate making 3D models Not my best work yet, but refinery is done, After several iterations, getting inspo from pinterest and then ditching it and drawing one in back of the class, im finally set on a design, it looks pretty good as of rn. (its not) I fixed a bug where the text was glitching out when i tried to craft scraps, and now it works as it should. The logic is perfect for how it should act in game and im hoping i dont have to touch it again in future to fix it. That being said ofcourse ill be making the 3D model better, But for now i just wanna focus on programming stuff and making the loop right. We can always make it prettier later . Im unfortunately still not home and i still have to survive in this godforsaken room, but hopefully ill be home soon as ill get my appli signed to go home, And then ill be working on both this and the plane together"}, {"post_id": 37473, "ts": "2026-07-30T07:46:37Z", "hours": 4.0967, "text": "Finally a devlog after several days of straight struggle For starters ill tell yall why it took me so long I lowk changed places and i live alone in a room now, i had to shift and living conditions here are absolute hell I somehow survive without going wild due to all the bs ive been facing recently. My productivity has taken a severe hit, a feature like this took me way too much time to complete than it should’ve. That being said i did wander off in different directions cuz i was lowk clueless which direction i should take this game (i still havent decided ) In this devlog i added advanced material processing and advanced materials to the game, with a minecraft furnace like cooking mechanics, i made the logic quiet efficient and refined, its not my best work but it can always be better later. I js hope this eternal torture ends and i finally get to have better living conditions. istg ive been boiled alive, breathing is a struggle in this place Ill keep serving yall with most banger updates so keep me followed, this game is gonna be the next big thing lowk Now i will be makig the 3d model for refinery, before this i made a failure ahh model in whcih i js made a complete simithing room inside a space bubble 😭 Gotta make something better than that so time to lock in"}, {"post_id": 35113, "ts": "2026-07-26T10:39:31Z", "hours": 2.3589, "text": "OKAYAYAYAYAYA UPDATE TIME I have graves implemented in the game now, after careful consideration about which direction i wanna take my game towards, i think graves would be a nice addition without disrespecting the procedural nature of the game. I want to make this game very lore heavy while being fully open world and giving the remote in players hands. I dont wnana confine them with thick story plot, or tedious tasks. Nor do i wanna make the game absolutely boring and pointless. The “Rot” i talk about is a cosmic disease the players universe is going through, unexplainable things are happening, weird inter dimensional gates are popping up at random places, everything is near extension. Im not sure about the role of player in all this tho, i will figure something out tho, i wont disappoint yall thats my promise. Also i worked a bit more on a weird bug where items were being placed not where the raycast was supposed to hit. Also I will be removing the inventory system entirely and just rely on blueprint building aspect lmk if yall think thats a good idea Also shout out to hackclub for getting me so much stuff i really love every single one of yall ❤️ Also progress on this game will go back to high now as i wont be home to work on my plen."}, {"post_id": 32900, "ts": "2026-07-22T11:12:22Z", "hours": 2.2856, "text": "OKAKAKAYAYAY some more cool additions for exploration aspect for the gam I added an arrow that points towards a set direction, which also changes its with respect to how far the rocket is from that point Also I FINALLY FIXED THE WATER WALKING SOUND ISSUE!!!1!!! Turns out it was quiet easy, i was just too stupid and over complicating it, a simple rewrite fixed everything. For next update i will be adding findable clues, maps, coordinates left out to rot by a “past explorer” that you find across the universe, this is gonna require a bit of time and skill but i can deliver that easy with some time Again progress is a bit slow cuz im actively working on my biggest endurance aircraft but i will keep tis game updated nonetheless, and in future u might even find it on steam who knows"}, {"post_id": 31916, "ts": "2026-07-20T18:18:16Z", "hours": 1.595, "text": "AYEEEYEYYE UPDATE ON THE PEAKEST GAME Made a really smart decision and got rid of the ugly hotbar like menu to place items, now da gam has a nice build menu in which most of the time was spent in making my code more cleaner. But it works now, it looks way more clean and immersive. Instead of relying on hardcoded information for items, i finally made a global that can handle all of that, idk why i didnt do that earlier. About the sound engine, i genuinely hate it a lot, i will be redoing it from scratch and figure out wtf is wrong with it Sorry for slow progress, i dont have much time till im at home so im tryna maximise the time i spend on my rc plen, ples follow it aswell"}, {"post_id": 30554, "ts": "2026-07-18T07:09:50Z", "hours": 1.0953, "text": "Oh i did manage to fix the water walking loop a lil more, its not perfect, but i dont understand whats going on. so ill just work on that later Anyways thats that, big changes i made are that now to place observatories or rovers you need to have a specific amount of scrap on you, i will be turning this into a full fledged build menu so its more appealing, and i will have this menu as a quick hotbar to place blueprints of items. I find this gameloop satisfying as it takes away the management hassle and this game is supposed to be relaxing. And bro how long IS the queue my bambu is STILL not shipped Sorry for slow updates on this project, currently working my ass off irl on the UAV project of mine as i have a deadline to finish it. If i did manage to get a good rep towards this proj, ill be taking the reviewers advice and hosting this game on steam. That developer grant might come in handy ngl"}, {"post_id": 29586, "ts": "2026-07-16T16:53:16Z", "hours": 3.3417, "text": "AYEEEEEE DEVLOG TIME So today i redid the observatory 3d model, gave it some clean nasa textures, its not upto my standards but its getting there, also fixed that stupid atmosphere bug now everything looks insanely better. Added a planet to the launch screen to flex aswell, i think it looks awesome there. Oh and also i tried to add water walking sound but am failing miserably but worry not as i will be reworking the soundengine too later Taking a moment to give a shout out to my followers who motivated me to work on tis more also HM all the reviewers who gave incredibly nice feedback"}, {"post_id": 28757, "ts": "2026-07-15T07:07:48Z", "hours": 3.0931, "text": "HOLEE SHIT, ADDED INSANE STUFF TO MY GAME IT LOOKS SO BEAUTIFUL NOW, I CANT BELIVE IT So, for starters, since yesterday I have been learning shaders. I fixed that shitty atmosphere shader that I translated from someone else’s shader to Godot. I had to make a lot of changes to it to get it working properly for my game. ALSO I MADE A SICK ASS WATER SHADER FOR PLANETS TO HAVE. Then I REWROTE THE PLANET GENERATION SCRIPT. Now each planet has unique properties like: Ambient temperature Water availability Air density, which determines water availability too I also tried adding comets and comet trails to the game, but failed tremendously. Oh, and also, dont go near the black hole. OH AND I GOT MY PAYOUT, AND I GOT THE BAMBULAB A1 MINI. THIS DAY JUST KEEPS GETTING BETTER"}, {"post_id": 27829, "ts": "2026-07-13T18:30:42Z", "hours": 3.1256, "text": "Devlog #idk Didn’t get a ton of new content added today, but I spent most of the time cleaning up annoying bugs and polishing the game. The biggest fix was the rocket explosion system. There was a bug where the rocket would slam into the ground at over 300 m/s … and just refuse to explode. I rewrote the logic, and it’s finally behaving properly. I also started modeling the mothership . It honestly looks like absolute dookey right now, but it’ll do as a placeholder. 3D modeling definitely isn’t my strongest skill, so I’m calling this version “good enough” for now. On the graphics side, I added a proper atmosphere around the planets, which makes them look much better. I also experimented with chromatic aberration , but it didn’t really fit the style of the game, so I ended up removing it. Huge thanks to @aloyak for the inspiration and some really helpful rendering tips. He showed me a much better way to increase the render distance without killing performance, so I’ll be implementing those improvements tomorrow. Also… I earned 1085 Stardust on my second ship. Not bad."}, {"post_id": 27157, "ts": "2026-07-12T13:40:03Z", "hours": 4.2947, "text": "OKAY so really cool changes First of all i fixed major inside stuff, instead of having 350 lines of gd script files in which i had to sift through to find the function i need, and then get overwhelmed later, i made everything modular, All the functions are Nodes in the scene that hold scripts. These scripts hold the functions that were earlier stored in the main .gd file, so now everything is a lot less cluttered and makes my life easier. I also did the same for the rocket scene as it was getting cluttered too. I added chests to the game where you can store items in (dont mind the invisible hotbar), They will be locations to store your items which will be scattered inside of observatories, im also thinking of redoing observatories as this model now looks ugly, and i think this has a lot more potential. Oh and also i have decided upon how im gonna make the player create an observatory, you land on a planet, collect scraps, them build an observatory, and then everything in observatory would cost the player X amount of scraps, also abandoned motherships will also provide the player upgrades for rocket. I got 3 ratings which im thrilled about, but also kinda sad because the reviewers prolly playing the itch release of the game and not the actual one but eh i think its fine, as long as my game is peak. Next ill be working on making an actual 3d model for the mothership"}, {"post_id": 26683, "ts": "2026-07-11T16:52:12Z", "hours": 2.1936, "text": "Designed the actual model for the rover, im pretty happy with how it turned out, i think ill keep it. tweaked the settings for the rover to get it just right, the only problem im facing is that due to the curvature of the planet, rover js flys off n start orbiting at high speed, i gotta add down force to tis i think. I removed the inventory cuz it was too wonky, i think ill have a hotbar and a backpack like peak, i think thatll be more immersive than having a stupid inventory. (this is totally not because i went rabid trying to implement it)"}, {"post_id": 26423, "ts": "2026-07-11T06:30:37Z", "hours": 2.1986, "text": "So i changed the Help UI of the game, made it look a lil better than that roblox ahh UI, Added mother stations to the game where u can get rocket upgrades, im slowly trying to figure out the game loop, itll be that you are a lonely astronaut in eternal void of space, your kind has been extinct, these ships are abandoned u can repair them and get a specific upgrade from each of them. Also i made the web version available too, its been 3 days and ive been sitting at 0 ratings just demotivated the hell out of me, the quality of graphics and gameplay is butchered but i had made that clear in the itch page, lets hope people rate it now"}, {"post_id": 25881, "ts": "2026-07-10T11:24:42Z", "hours": 5.6075, "text": "Working on making the game loop more fun, Im thinking ill be taking the game towards single player base building story mode type of game, I made a web version cuz i had 0 reviews after 2 days, the web version isnt good at all but its make do, I added rovers to the game now too its insanely fun driving them around the planet and having fun, i will be adding more stuff to the game, inventory system turns out is way harder than i expected so ill do that later. Enjoy this clip of the game"}, {"post_id": 25202, "ts": "2026-07-09T09:33:14Z", "hours": 2.2953, "text": "Made major game optimizations, Am adding a proper inventory system with crafting, I have designed inventory with crafting in past for my cooking game shouldn’t be that hard, But doing it in preexisting is a bit of a challenge. I have implemented a simple hotbar and item system in the game, I also used Godots IK nodes to control the bones, and god damm was it useful, this might come in handy in future. Switch to this camera does make it look a lot better"}, {"post_id": 24651, "ts": "2026-07-08T11:38:24Z", "hours": 0.5031, "text": "Okay just fixed another tiny bug, im glad i checked it, when i select the satellite for an observatory, the UI doesn’t open again, so it made it impossible to refuel, i fixed that by giving an option to control satellite now. I think im set for the ship now, i reccomplied the binaries, the readme is ready to, along with the latest youtube video https://youtu.be/RQmEh_rwnzQ"}, {"post_id": 24598, "ts": "2026-07-08T09:44:34Z", "hours": 4.72, "text": "Final devlog before ship. I have polished the UI, remade the boney 3d model, Fixed observatory logic, made other tiny gamebreaking improvements, Also i have fixed animations for boney, added a jump animation. Major change is 3rd Person camera now, which makes the whole experince even more immersive. I have playtested it several times, im kinda nervous and hoping it works perfectly as it is on my machine."}, {"post_id": 24288, "ts": "2026-07-07T19:13:44Z", "hours": 4.7478, "text": "Getting the project production-ready. I’ve finally added local storage for the settings menu, so your graphics and gameplay preferences now persist between sessions instead of resetting every time you launch the game. A lot of people mentioned in the last devlog that they couldn’t figure out the controls, so I added a “Show Keybinds” toggle in the settings menu (press ESC to open it). It displays the controls on-screen whenever you need them. I also found a pretty game-breaking bug, so I’m documenting it here for future me: If you’re mounted in the rocket, enable Show Keybinds, and then hit Apply, the player can no longer unmount from the rocket. I’ll be fixing that later. I spent some time messing around with Godot’s built-in graphics settings and realized I’d completely forgotten to enable anti-aliasing. Turning it on made a huge difference, the game looks so much cleaner now. As you can see, I’ve also added a fuel gauge for the rocket. It helps sell the whole “claiming and exploring planets” vibe. I also changed observatories so each planet can only have one. Another gameplay change is that you now have to visit an observatory to dock a satellite onto your rocket instead of doing it anywhere. Finally, I changed how world persistence works. If your rocket crashes and you reset the game, any observatories you’ve already built will still be there instead of disappearing."}, {"post_id": 24002, "ts": "2026-07-07T08:55:54Z", "hours": 4.1525, "text": "Today i have just started refining the 2/3 stage gameplay i made it so you cant just spam sattelites wherever you want, but instead you have to get them docked on your rocket at the research center. I made the ugly loading screen a little better, i will fix it even more by designing custom graphics for it I revamped the 3d model for the research facility, it has interior and the infamous meme toilet where little boneys take a dookie in unison. (This will be a feature in 3/3 version of the game) Currently i have fixed some more gamebreaking bug where the ui just straight up didnt work, turns out it was due to my own stupidity of forgetting to hide an transparent panel in the scene tree."}, {"post_id": 23577, "ts": "2026-07-06T16:46:05Z", "hours": 4.7711, "text": "SO, Im now starting to add everything people complained about or found annoying in my first ship, Someone pointed out i had made the help but the help i made didnt tell what keybinds to use, so i have designed a dynamically UI screen to add guide for button keypress, it was a bit of a tedious job but its done now. Since i understand that not everyone has a good computer, (I have an RTX4050 with Ryzen 7 AMD Ryzen 7 7435HS CPU with 24 gigs of ram so i cant rely on my laptop to be an average computer) but i know not everyone has these specs so i took the time to code more settings in the settings section, now i can select the major factors of FPS drop in this game. Also i redid the noise the planets used, the noise textures is used before if you see from earlier videos looks very choppy, unrealistic and creative, now it looks a LOT better. Currently i haven’t added keybinds UI for the rocket, which ill add later, I will be making a ship soon after fixing more bugs that i delayed for later."}, {"post_id": 23362, "ts": "2026-07-06T09:04:28Z", "hours": 7.4369, "text": "Finally the biggest change ever yet, this took me HOURS of rewriting debugging fixing weird glitches, tried to even recompile Godot at one point, But its done, A truly frame efficient infinite procedural planet generation with randomness and seed integrated in it, this took so much of my sanity, so many broken hairs, but finally i am able to perfectly get it working at 144fps and around 11ms average frame time. I also optimized the rock generation even more to take advantage of godots multi threading capabilities to take the load off the main thread to generate the chunks for rocks. Current limitations of this architecture are not the architecture but the godot engine itself, as it uses 16 bit floats to keep track of transform, so if you’re like 100,000 units away from your home planet you start facing very weird glitches, I personally think im gonna keep this glitch in the game as i have no idea how these glitches will affect the gameplay, its like minecraft farlands, i want to see how the world generation breaks, and i dont want to stop the player from experiencing that aswell. Its not that idk how to fix this, if i recompile godot to use double instead of float i can extend the range of the farlands way beyond that, but its just the matter of personal preference. I have quiet insane ideas and directions for this project now that ive came so far, its kinda funny how all this became what it is just because i wanted to control a rocket in space."}, {"post_id": 22728, "ts": "2026-07-05T09:44:51Z", "hours": 4.8342, "text": "ABSOLUTELY INSANE ADDITIONS FOR MY GAME THIS TIME. First of all my first ship was finally reviewed so i read all the reviews and made a mental note of all of them, they were all positive and im very happy people resonate with my project so i appreciate everyone who wrote a very thoughtful review for me i thank you all a lot. Now in the technical part of the game: I finally fixed my nebula raymarched shader, now it actually has volume and you can go inside it and it looks absolutely ethereal. Reviews told me that they would love it if the planets had more details, so details i added, i made a VERY efficient chunking pipeline to scatter debries, and whatever i want on the planet mesh, i am being able to have the whole planet populated with no noticeable drop to performance. I made the script in a way that its a module, so in case if i ever want a planet with vegetation or trees, i can just drop the 3d obj file for that mesh and boom ill have a proper chunk based scatter for that mesh. I tested the chunks using debug cubes and it works perfectly as it should. I also added spacewalking to the game, you can genuinely just float in the space and enjoy the view from the outside, this was quiet easy but its an addition that i shouldve added a long time ago. Also ive finally added randomly generated textures for planet surfaces, these dont look AS realistic rn, but im sure after changing a few parameters and adding proper debrie 3d models, it’ll look absolutely astonishing. From the reviews i read that i didn’t add any help for what keys to use and genuinely thats on me im too stupid so in future ship ill 100% fix that Also ive added a feature where you can currently place observatories on planets and use them to control the satellites, This is just for now as for future ill make the player do stuff on the planet first to have their base setup, I dont wanna complicate it too much as this is supposed to be a relaxing game, but i think this much is necessary. Ive also 3d modeled a tiny astronaut along with his animations and im calling the player boney, i have decided on boney’s lore yet but i can assure yall one thing, it will be insanely deep, and there will be clues for it all around the game, you just have to notice it. I also have massively optimised the star spawning shader, i am able to have 10s of thousands stars on the screen without having any frame drops at all, i used GPU instancing for this and this is genuinely black magic, I also used GPU bill boarding to help aid the performance even more. Removed the unnecessary calculations and now the sky is denser than ever. I also herd people wanted me to make a web release for it as the download process was quiet tedious, but i think 2 devlogs ago you can see me in godots compatibility mode, it BUTCHERED the visuals completely so i dont think i can bring myself to do that after spending so much time writing complex shaders. TODO: Add wormholes, infinite planet generation, coordinate system."}, {"post_id": 22073, "ts": "2026-07-04T10:05:33Z", "hours": 5.02, "text": "Okay this devogg im glad to announce i have successfully fixed that bug in last devlog which i told yall about, this devlog i added a lot of visual eye candy changes, and a few more functional changes. For starters i added a settings menu and a homepage so users with low end devices can change the settings accordingly, these settings will obviously be updated as the game updates. Secondly, ive added GPU instanced particles all around the player to give to the eyecandy factor of the game. Thirdly i added black holes and their custom ray marched shader to them, they also have the stretch effect of light when u go near them like how they describe “spaghettification” in encyclopedias. I also added ray marched nebula in aswell, they currently dont serve a specific purpose apart from the eyecandy factor, but to be fair not everything has to have a purpose as this is just a relaxing chill game. I also changed the music to a different royalty free music, i was genuinely so tired of listening to that track on loop it was driving me crazy."}, {"post_id": 21430, "ts": "2026-07-03T11:40:44Z", "hours": 5.1097, "text": "I have genuinely lost hairs, sanity and life, i have this insanely annoying gamebreaking bug. Currently if the world has more than 1 active gravity source, the satellite doesnt perfectly orbit the planet it should be orbiting, after a while it looses velocity and crashes, this is absolutely gamebreaking as the main concept of the game is gravity. I have tried so many fixes, managed to break the game multiple times, but in the end i think i have a clue of whats going on, when i introduced SOI for each planet, the orbit was still terminating with a crash on the planet, i had made it so that if the body is outside the sphere of influence,it sets the gravity influence from that planet to 0, but even if im in my own sphere, i still somehow crash, i initially thought that the other planets might be attracting the satellite, but i think its the floating point calculations that are messing the orbit up, currently i have no clue how ill fix it but ik ill figure something out. If you guys have any idea what it could be please comment i lowk need all the ideas i can get Anyways i fixed the satellite observatory logic, refined it a bit more, ran tests, tried to implement multiplayer but stopped cuz other bugs got overwhelming. I think ill focus more on designing a nice clean UI now rather than bug fix, which ill do later, cuz they do say “make it exist first, make it perfect later”."}, {"post_id": 20673, "ts": "2026-07-02T10:15:08Z", "hours": 4.4403, "text": "Devlog 8 of my epic space game: Following the trend of making a relaxing space sim game with multiplayer, i added quiet a lot of stuff this devlog, i first of all laid a foundation for future, redid all the buggy code, made all the functions future proof, and then i added observatories, proper satellite controller, and made the satellites be able to control with their respective observatory, now the player can spawn satellites, send them to space or go on a mission, come land back and control the sattelite they have sent to the space. In future ill be adding dynamic and unique planets that will be randomly generated eveytime you log into the game."}, {"post_id": 19227, "ts": "2026-06-30T14:21:37Z", "hours": 0.8425, "text": "DEVLOG 7 OF INTO THE COSMOS This devlog i made some really important additions of a help menu for newer players, i find this quiet important as making an orbit around the planet is quiet hard, so i handdrew some quick informative help guide that can help you quickstart. Also finally ready for my ship #1, i have setup the readme, and made a release for this project, Also uploaded a lil youtube video cuz the guide said so."}, {"post_id": 18501, "ts": "2026-06-29T17:48:37Z", "hours": 1.6342, "text": "Devlog 6 of my epic space game: This update i added quiet a bunch of stuff i was excited to add. First of all major addition, A Satellite, you can carry it from your rocket, take it it in your low planetary orbit and release it in there, itll keep orbiting the planet if you made your orbit right. RCS and thrust with VFX for the satellite this was essential as real life satellites also have this feature and im trying to nail reality as much as i can with this project Finally a better camera, now camera can switch between 2 registered entities, and the selected entity will only be controlled by the camera so thats pretty neat. In the video i showcase the rocket, the satellite, satellite boosters and rcs, landing the rocket, rendezvous with the satellite back again (not really but eh lets just call it that) For future im planning to add redocking (its gonna be very hard to do it in game tho), the game is actually quiet hard its not as simple to create orbits, if the user doesnt have the knowledge of how orbits are made then itll be quiet hard for them to understand that, so for the final release ill also be making a little tutorial. The video is 1.5x btw"}, {"post_id": 18150, "ts": "2026-06-29T05:15:37Z", "hours": 2.8544, "text": "Devlog 5 of my epic space travel game: Finally added more stuff i was delaying to add RCS thrusters effects, now rcs thrusters also have a thrust cone like the main booster Really nice explpsion vfx, now the explosion doesnt look like a low effort particle, its multilayered particles now with sound effects Balanced the game a bit as currently landing was quiet hard, so i fixed that Game is coming together really well, personally i spend a lot of time playing it myself so i know its a banger project, Moving forward i will be adding satellites, save states, fuel system, multi stage rockets, production level graphics to the game. (not posting video as they dont do as well)"}, {"post_id": 17045, "ts": "2026-06-27T17:51:18Z", "hours": 2.4083, "text": "Devlog for my awesome space game, so today i remade the 3d model for the rocket which i was dreading to do but finally got it off, the insane part is that i added a really nice vfx trail instead of kiddie looking particle trail for the rocket, this one looks like an actual thruster and the real deal. Also added music this time around, i tried to add thruster sound but that wasnt working so left that for some other day. tommrow i think ill add proper 3d models for planets and make a replica mini solar system (not ours) The vfx look so sick tho i cant have enough of them"}, {"post_id": 16377, "ts": "2026-06-26T17:33:15Z", "hours": 1.7225, "text": "KSP style sandbox game: Okay so a lot happened since last time, firstly i switched to arch linux as my daily os, and in the game i added planets, RCS, realistic gravity. a planet is a datatype that has information of the mass and gravity scale of that planet, and it can attract the rocket object, also the cool part is you can have multiple planets and create really creative orbits around them, its almost like were actually in spacec Added RCS thrusters as landing on planets was impossible without it, rcs uses shift + wasdqe keys to move in all 3 axis, this makes it very playable but not extremely easy, in the video you can see i still haven’t got the total hang of it yet myself, but ik ill do. Ik i was gonna make a playable release today but due to me wiping windows thats gotta wait a while before it actually happens, For future plans i think ill add a proper environment that replicates space, have enhanced 3d models with HD textures, rcs particles and stuff, also an actual level to play around in."}, {"post_id": 15657, "ts": "2026-06-25T13:49:03Z", "hours": 2.7311, "text": "Okay game is coming along quiet awesome, i managed to make a proper 3d model this time, it has textures and an ugly ass nose cone which ill fix later, currently i made more quality of life changes, made the rocket more snappier, and made it so you can revive, added a lil bit of juice by adding explosion particles and revamped thrust particles as well. Somehow managed to break the entire camera script, but that was soon fixed too so the game is coming along quiet good. For the direction aspect, i currently think flying the rocket around the map is quiet fun ngl, watching me maneuver the landscape by trying to not hit anything in process, also added a moon map and made it similar to the moon by downloading the hightmap data and texture data from actual nasa, but i gave up on that cuz the low res one was trash and high res hightmap was like a bajillion gigabytes and aint nobody gonna download this game if its that big. I played around with different gravity settings and realised flying the rocket is quiet easy if youre on moon compared to earth (duh). So IF (big if) i add levels to it, this might be a hint of what theyll be, again i dont like level system as theyre not fun and u get tired of it soon, i might add multiplayer capabilities later with a python webserver running on the server machine so you can battle with your friends too, possibilities are endless, and ill serve yall good with this one. Like this project and follow me, in the next devlog ill release exe file for this project."}, {"post_id": 14983, "ts": "2026-06-24T10:25:23Z", "hours": 1.3406, "text": "Making an awesome godot game in which you control a rocket ship and you can basically do anything with it, currently i havent decided the direction i wanna take this game towards, i might make it into a demolition sandbox type game, a space exploration game, or a movement type game where you have to reach the destination, like that one cool math game. till now ive achieved Rigid body rocket with its yaw and pitch controls An animated rocket 3d model A test scene with kennys prototype textures A particle style thrust system In next devlog i might add sounds, explosions, and gasoline"}]...
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Title: Into the cosmos by @tejaswa | Stardance
De Title: Into the cosmos by @tejaswa | Stardance
Devlogs:
Making an awesome godot game in which you control a rocket ship and you can basically do anything with it, currently i havent decided the direction i wanna take this game towards, i might make it into a demolition sandbox type game, a space exploration game, or a movement type game where you have to reach the destination, like that one cool math game. till now ive achieved Rigid body rocket with its yaw and pitch controls An animated rocket 3d model A test scene with kennys prototype textures A particle style thrust system In next devlog i might add sounds, explosions, and gasoline
Okay game is coming along quiet awesome, i managed to make a proper 3d model this time, it has textures and an ugly ass nose cone which ill fix later, currently i made more quality of life changes, made the rocket more snappier, and made it so you can revive, added a lil bit of juice by adding explosion particles and revamped thrust particles as well. Somehow managed to break the entire camera script, but that was soon fixed too so the game is coming along quiet good. For the direction aspect, i currently think flying the rocket around the map is quiet fun ngl, watching me maneuver the landscape by trying to not hit anything in process, also added a moon map and made it similar to the moon by downloading the hightmap data and texture data from actual nasa, but i gave up on that cuz the low res one was trash and high res hightmap was like a bajillion gigabytes and aint nobody gonna download this game if its that big. I played around with different gravity settings and realised flying the rocket is quiet easy if youre on moon compared to earth (duh). So IF (big if) i add levels to it, this might be a hint of what theyll be, again i dont like level system as theyre not fun and u get tired of it soon, i might add multiplayer capabilities later with a python webserver running on the server machine so you can battle with your friends too, possibilities are endless, and ill serve yall good with this one. Like this project and follow me, in the next devlog ill release exe file for this project.
KSP style sandbox game: Okay so a lot happened since last time, firstly i switched to arch linux as my daily os, and in the game i added planets, RCS, realistic gravity. a planet is a datatype that has information of the mass and gravity scale of that planet, and it can attract the rocket object, also the cool part is you can have multiple planets and create really creative orbits around them, its almost like were actually in spacec Added RCS thrusters as landing on planets was impossible without it, rcs uses shift + wasdqe keys to move in all 3 axis, this makes it very playable but not extremely easy, in the video you can see i still haven’t got the total hang of it yet myself, but ik ill do. Ik i was gonna make a playable release today but due to me wiping windows thats gotta wait a while before it actually happens, For future plans i think ill add a proper environment that replicates space, have enhanced 3d models with HD textures, rcs particles and stuff, also an actual level to play around in.
Devlog for my awesome space game, so today i remade the 3d model for the rocket which i was dreading to do but finally got it off, the insane part is that i added a really nice vfx trail instead of kiddie looking particle trail for the rocket, this one looks like an actual thruster and the real deal. Also added music this time around, i tried to add thruster sound but that wasnt working so left that for some other day. tommrow i think ill add proper 3d models for planets and make a replica mini solar system (not ours) The vfx look so sick tho i cant have enough of them
Devlog 5 of my epic space travel game: Finally added more stuff i was delaying to add RCS thrusters effects, now rcs thrusters also have a thrust cone like the main booster Really nice explpsion vfx, now the explosion doesnt look like a low effort particle, its multilayered particles now with sound effects Balanced the game a bit as currently landing was quiet hard, so i fixed that Game is coming together really well, personally i spend a lot of time playing it myself so i know its a banger project, Moving forward i will be adding satellites, save states, fuel system, multi stage rockets, production level graphics to the game. (not posting video as they dont do as well)
Devlog 6 of my epic space game: This update i added quiet a bunch of stuff i was excited to add. First of all major addition, A Satellite, you can carry it from your rocket, take it it in your low planetary orbit and release it in there, itll keep orbiting the planet if you made your orbit right. RCS and thrust with VFX for the satellite this was essential as real life satellites also have this feature and im trying to nail reality as much as i can with this project Finally a better camera, now camera can switch between 2 registered entities, and the selected entity will only be controlled by the camera so thats pretty neat. In the video i showcase the rocket, the satellite, satellite boosters and rcs, landing the rocket, rendezvous with the satellite back again (not really but eh lets just call it that) For future im planning to add redocking (its gonna be very hard to do it in game tho), the game is actually quiet hard its not as simple to create orbits, if the user doesnt have the knowledge of how orbits are made then itll be quiet hard for them to understand that, so for the final release ill also be making a little tutorial. The video is 1.5x btw
DEVLOG 7 OF INTO THE COSMOS This devlog i made some really important additions of a help menu for newer players, i find this quiet important as making an orbit around the planet is quiet hard, so i handdrew some quick informative help guide that can help you quickstart. Also finally ready for my ship #1, i have setup the readme, and made a release for this project, Also uploaded a lil youtube video cuz the guide said so.
Devlog 8 of my epic space game: Following the trend of making a relaxing space sim game with multiplayer, i added quiet a lot of stuff this devlog, i first of all laid a foundation for future, redid all the buggy code, made all the functions future proof, and then i added observatories, proper satellite controller, and made the satellites be able to control with their respective observatory, now the player can spawn satellites, send them to space or go on a mission, come land back and control the sattelite they have sent to the space. In future ill be adding dynamic and unique planets that will be randomly generated eveytime you log into the game.
I have genuinely lost hairs, sanity and life, i have this insanely annoying gamebreaking bug. Currently if the world has more than 1 active gravity source, the satellite doesnt perfectly orbit the planet it should be orbiting, after a while it looses velocity and crashes, this is absolutely gamebreaking as the main concept of the game is gravity. I have tried so many fixes, managed to break the game multiple times, but in the end i think i have a clue of whats going on, when i introduced SOI for each planet, the orbit was still terminating with a crash on the planet, i had made it so that if the body is outside the sphere of influence,it sets the gravity influence from that planet to 0, but even if im in my own sphere, i still somehow crash, i initially thought that the other planets might be attracting the satellite, but i think its the floating point calculations that are messing the orbit up, currently i have no clue how ill fix it but ik ill figure something out. If you guys have any idea what it could be please comment i lowk need all the ideas i can get Anyways i fixed the satellite observatory logic, refined it a bit more, ran tests, tried to implement multiplayer but stopped cuz other bugs got overwhelming. I think ill focus more on designing a nice clean UI now rather than bug fix, which ill do later, cuz they do say “make it exist first, make it perfect later”.
Okay this devogg im glad to announce i have successfully fixed that bug in last devlog which i told yall about, this devlog i added a lot of visual eye candy changes, and a few more functional changes. For starters i added a settings menu and a homepage so users with low end devices can change the settings accordingly, these settings will obviously be updated as the game updates. Secondly, ive added GPU instanced particles all around the player to give to the eyecandy factor of the game. Thirdly i added black holes and their custom ray marched shader to them, they also have the stretch effect of light when u go near them like how they describe “spaghettification” in encyclopedias. I also added ray marched nebula in aswell, they currently dont serve a specific purpose apart from the eyecandy factor, but to be fair not everything has to have a purpose as this is just a relaxing chill game. I also changed the music to a different royalty free music, i was genuinely so tired of listening to that track on loop it was driving me crazy.
ABSOLUTELY INSANE ADDITIONS FOR MY GAME THIS TIME. First of all my first ship was finally reviewed so i read all the reviews and made a mental note of all of them, they were all positive and im very happy people resonate with my project so i appreciate everyone who wrote a very thoughtful review for me i thank you all a lot. Now in the technical part of the game: I finally fixed my nebula raymarched shader, now it actually has volume and you can go inside it and it looks absolutely ethereal. Reviews told me that they would love it if the planets had more details, so details i added, i made a VERY efficient chunking pipeline to scatter debries, and whatever i want on the planet mesh, i am being able to have the whole planet populated with no noticeable drop to performance. I made the script in a way that its a module, so in case if i ever want a planet with vegetation or trees, i can just drop the 3d obj file for that mesh and boom ill have a proper chunk based scatter for that mesh. I tested the chunks using debug cubes and it works perfectly as it should. I also added spacewalking to the game, you can genuinely just float in the space and enjoy the view from the outside, this was quiet easy but its an addition that i shouldve added a long time ago. Also ive finally added randomly generated textures for planet surfaces, these dont look AS realistic rn, but im sure after changing a few parameters and adding proper debrie 3d models, it’ll look absolutely astonishing. From the reviews i read that i didn’t add any help for what keys to use and genuinely thats on me im too stupid so in future ship ill 100% fix that Also ive added a feature where you can currently place observatories on planets and use them to control the satellites, This is just for now as for future ill make the player do stuff on the planet first to have their base setup, I dont wanna complicate it too much as this is supposed to be a relaxing game, but i think this much is necessary. Ive also 3d modeled a tiny astronaut along with his animations and im calling the player boney, i have decided on boney’s lore yet but i can assure yall one thing, it will be insanely deep, and there will be clues for it all around the game, you just have to notice it. I also have massively optimised the star spawning shader, i am able to have 10s of thousands stars on the screen without having any frame drops at all, i used GPU instancing for this and this is genuinely black magic, I also used GPU bill boarding to help aid the performance even more. Removed the unnecessary calculations and now the sky is denser than ever. I also herd people wanted me to make a web release for it as the download process was quiet tedious, but i think 2 devlogs ago you can see me in godots compatibility mode, it BUTCHERED the visuals completely so i dont think i can bring myself to do that after spending so much time writing complex shaders. TODO: Add wormholes, infinite planet generation, coordinate system.
Finally the biggest change ever yet, this took me HOURS of rewriting debugging fixing weird glitches, tried to even recompile Godot at one point, But its done, A truly frame efficient infinite procedural planet generation with randomness and seed integrated in it, this took so much of my sanity, so many broken hairs, but finally i am able to perfectly get it working at 144fps and around 11ms average frame time. I also optimized the rock generation even more to take advantage of godots multi threading capabilities to take the load off the main thread to generate the chunks for rocks. Current limitations of this architecture are not the architecture but the godot engine itself, as it uses 16 bit floats to keep track of transform, so if you’re like 100,000 units away from your home planet you start facing very weird glitches, I personally think im gonna keep this glitch in the game as i have no idea how these glitches will affect the gameplay, its like minecraft farlands, i want to see how the world generation breaks, and i dont want to stop the player from experiencing that aswell. Its not that idk how to fix this, if i recompile godot to use double instead of float i can extend the range of the farlands way beyond that, but its just the matter of personal preference. I have quiet insane ideas and directions for this project now that ive came so far, its kinda funny how all this became what it is just because i wanted to control a rocket in space.
SO, Im now starting to add everything people complained about or found annoying in my first ship, Someone pointed out i had made the help but the help i made didnt tell what keybinds to use, so i have designed a dynamically UI screen to add guide for button keypress, it was a bit of a tedious job but its done now. Since i understand that not everyone has a good computer, (I have an RTX4050 with Ryzen 7 AMD Ryzen 7 7435HS CPU with 24 gigs of ram so i cant rely on my laptop to be an average computer) but i know not everyone has these specs so i took the time to code more settings in the settings section, now i can select the major factors of FPS drop in this game. Also i redid the noise the planets used, the noise textures is used before if you see from earlier videos looks very choppy, unrealistic and creative, now it looks a LOT better. Currently i haven’t added keybinds UI for the rocket, which ill add later, I will be making a ship soon after fixing more bugs that i delayed for later.
Today i have just started refining the 2/3 stage gameplay i made it so you cant just spam sattelites wherever you want, but instead you have to get them docked on your rocket at the research center. I made the ugly loading screen a little better, i will fix it even more by designing custom graphics for it I revamped the 3d model for the research facility, it has interior and the infamous meme toilet where little boneys take a dookie in unison. (This will be a feature in 3/3 version of the game) Currently i have fixed some more gamebreaking bug where the ui just straight up didnt work, turns out it was due to my own stupidity of forgetting to hide an transparent panel in the scene tree.
Getting the project production-ready. I’ve finally added local storage for the settings menu, so your graphics and gameplay preferences now persist between sessions instead of resetting every time you launch the game. A lot of people mentioned in the last devlog that they couldn’t figure out the controls, so I added a “Show Keybinds” toggle in the settings menu (press ESC to open it). It displays the controls on-screen whenever you need them. I also found a pretty game-breaking bug, so I’m documenting it here for future me: If you’re mounted in the rocket, enable Show Keybinds, and then hit Apply, the player can no longer unmount from the rocket. I’ll be fixing that later. I spent some time messing around with Godot’s built-in graphics settings and realized I’d completely forgotten to enable anti-aliasing. Turning it on made a huge difference, the game looks so much cleaner now. As you can see, I’ve also added a fuel gauge for the rocket. It helps sell the whole “claiming and exploring planets” vibe. I also changed observatories so each planet can only have one. Another gameplay change is that you now have to visit an observatory to dock a satellite onto your rocket instead of doing it anywhere. Finally, I changed how world persistence works. If your rocket crashes and you reset the game, any observatories you’ve already built will still be there instead of disappearing.
Final devlog before ship. I have polished the UI, remade the boney 3d model, Fixed observatory logic, made other tiny gamebreaking improvements, Also i have fixed animations for boney, added a jump animation. Major change is 3rd Person camera now, which makes the whole experince even more immersive. I have playtested it several times, im kinda nervous and hoping it works perfectly as it is on my machine.
Okay just fixed another tiny bug, im glad i checked it, when i select the satellite for an observatory, the UI doesn’t open again, so it made it impossible to refuel, i fixed that by giving an option to control satellite now. I think im set for the ship now, i reccomplied the binaries, the readme is ready to, along with the latest youtube video https://youtu.be/RQmEh_rwnzQ
Made major game optimizations, Am adding a proper inventory system with crafting, I have designed inventory with crafting in past for my cooking game shouldn’t be that hard, But doing it in preexisting is a bit of a challenge. I have implemented a simple hotbar and item system in the game, I also used Godots IK nodes to control the bones, and god damm was it useful, this might come in handy in future. Switch to this camera does make it look a lot better
Working on making the game loop more fun, Im thinking ill be taking the game towards single player base building story mode type of game, I made a web version cuz i had 0 reviews after 2 days, the web version isnt good at all but its make do, I added rovers to the game now too its insanely fun driving them around the planet and having fun, i will be adding more stuff to the game, inventory system turns out is way harder than i expected so ill do that later. Enjoy this clip of the game
So i changed the Help UI of the game, made it look a lil better than that roblox ahh UI, Added mother stations to the game where u can get rocket upgrades, im slowly trying to figure out the game loop, itll be that you are a lonely astronaut in eternal void of space, your kind has been extinct, these ships are abandoned u can repair them and get a specific upgrade from each of them. Also i made the web version available too, its been 3 days and ive been sitting at 0 ratings just demotivated the hell out of me, the quality of graphics and gameplay is butchered but i had made that clear in the itch page, lets hope people rate it now
Designed the actual model for the rover, im pretty happy with how it turned out, i think ill keep it. tweaked the settings for the rover to get it just right, the only problem im facing is that due to the curvature of the planet, rover js flys off n start orbiting at high speed, i gotta add down force to tis i think. I removed the inventory cuz it was too wonky, i think ill have a hotbar and a backpack like peak, i think thatll be more immersive than having a stupid inventory. (this is totally not because i went rabid trying to implement it)
OKAY so really cool changes First of all i fixed major inside stuff, instead of having 350 lines of gd script files in which i had to sift through to find the function i need, and then get overwhelmed later, i made everything modular, All the functions are Nodes in the scene that hold scripts. These scripts hold the functions that were earlier stored in the main .gd file, so now everything is a lot less cluttered and makes my life easier. I also did the same for the rocket scene as it was getting cluttered too. I added chests to the game where you can store items in (dont mind the invisible hotbar), They will be locations to store your items which will be scattered inside of observatories, im also thinking of redoing observatories as this model now looks ugly, and i think this has a lot more potential. Oh and also i have decided upon how im gonna make the player create an observatory, you land on a planet, collect scraps, them build an observatory, and then everything in observatory would cost the player X amount of scraps, also abandoned motherships will also provide the player upgrades for rocket. I got 3 ratings which im thrilled about, but also kinda sad because the reviewers prolly playing the itch release of the game and not the actual one but eh i think its fine, as long as my game is peak. Next ill be working on making an actual 3d model for the mothership
Devlog #idk Didn’t get a ton of new content added today, but I spent most of the time cleaning up annoying bugs and polishing the game. The biggest fix was the rocket explosion system. There was a bug where the rocket would slam into the ground at over 300 m/s … and just refuse to explode. I rewrote the logic, and it’s finally behaving properly. I also started modeling the mothership . It honestly looks like absolute dookey right now, but it’ll do as a placeholder. 3D modeling definitely isn’t my strongest skill, so I’m calling this version “good enough” for now. On the graphics side, I added a proper atmosphere around the planets, which makes them look much better. I also experimented with chromatic aberration , but it didn’t really fit the style of the game, so I ended up removing it. Huge thanks to @aloyak for the inspiration and some really helpful rendering tips. He showed me a much better way to increase the render distance without killing performance, so I’ll be implementing those improvements tomorrow. Also… I earned 1085 Stardust on my second ship. Not bad.
HOLEE SHIT, ADDED INSANE STUFF TO MY GAME IT LOOKS SO BEAUTIFUL NOW, I CANT BELIVE IT So, for starters, since yesterday I have been learning shaders. I fixed that shitty atmosphere shader that I translated from someone else’s shader to Godot. I had to make a lot of changes to it to get it working properly for my game. ALSO I MADE A SICK ASS WATER SHADER FOR PLANETS TO HAVE. Then I REWROTE THE PLANET GENERATION SCRIPT. Now each planet has unique properties like: Ambient temperature Water availability Air density, which determines water availability too I also tried adding comets and comet trails to the game, but failed tremendously. Oh, and also, dont go near the black hole. OH AND I GOT MY PAYOUT, AND I GOT THE BAMBULAB A1 MINI. THIS DAY JUST KEEPS GETTING BETTER
AYEEEEEE DEVLOG TIME So today i redid the observatory 3d model, gave it some clean nasa textures, its not upto my standards but its getting there, also fixed that stupid atmosphere bug now everything looks insanely better. Added a planet to the launch screen to flex aswell, i think it looks awesome there. Oh and also i tried to add water walking sound but am failing miserably but worry not as i will be reworking the soundengine too later Taking a moment to give a shout out to my followers who motivated me to work on tis more also HM all the reviewers who gave incredibly nice feedback
Oh i did manage to fix the water walking loop a lil more, its not perfect, but i dont understand whats going on. so ill just work on that later Anyways thats that, big changes i made are that now to place observatories or rovers you need to have a specific amount of scrap on you, i will be turning this into a full fledged build menu so its more appealing, and i will have this menu as a quick hotbar to place blueprints of items. I find this gameloop satisfying as it takes away the management hassle and this game is supposed to be relaxing. And bro how long IS the queue my bambu is STILL not shipped Sorry for slow updates on this project, currently working my ass off irl on the UAV project of mine as i have a deadline to finish it. If i did manage to get a good rep towards this proj, ill be taking the reviewers advice and hosting this game on steam. That developer grant might come in handy ngl
AYEEEYEYYE UPDATE ON THE PEAKEST GAME Made a really smart decision and got rid of the ugly hotbar like menu to place items, now da gam has a nice build menu in which most of the time was spent in making my code more cleaner. But it works now, it looks way more clean and immersive. Instead of relying on hardcoded information for items, i finally made a global that can handle all of that, idk why i didnt do that earlier. About the sound engine, i genuinely hate it a lot, i will be redoing it from scratch and figure out wtf is wrong with it Sorry for slow progress, i dont have much time till im at home so im tryna maximise the time i spend on my rc plen, ples follow it aswell
OKAKAKAYAYAY some more cool additions for exploration aspect for the gam I added an arrow that points towards a set direction, which also changes its with respect to how far the rocket is from that point Also I FINALLY FIXED THE WATER WALKING SOUND ISSUE!!!1!!! Turns out it was quiet easy, i was just too stupid and over complicating it, a simple rewrite fixed everything. For next update i will be adding findable clues, maps, coordinates left out to rot by a “past explorer” that you find across the universe, this is gonna require a bit of time and skill but i can deliver that easy with some time Again progress is a bit slow cuz im actively working on my biggest endurance aircraft but i will keep tis game updated nonetheless, and in future u might even find it on steam who knows
OKAYAYAYAYAYA UPDATE TIME I have graves implemented in the game now, after careful consideration about which direction i wanna take my game towards, i think graves would be a nice addition without disrespecting the procedural nature of the game. I want to make this game very lore heavy while being fully open world and giving the remote in players hands. I dont wnana confine them with thick story plot, or tedious tasks. Nor do i wanna make the game absolutely boring and pointless. The “Rot” i talk about is a cosmic disease the players universe is going through, unexplainable things are happening, weird inter dimensional gates are popping up at random places, everything is near extension. Im not sure about the role of player in all this tho, i will figure something out tho, i wont disappoint yall thats my promise. Also i worked a bit more on a weird bug where items were being placed not where the raycast was supposed to hit. Also I will be removing the inventory system entirely and just rely on blueprint building aspect lmk if yall think thats a good idea Also shout out to hackclub for getting me so much stuff i really love every single one of yall ❤️ Also progress on this game will go back to high now as i wont be home to work on my plen.
Finally a devlog after several days of straight struggle For starters ill tell yall why it took me so long I lowk changed places and i live alone in a room now, i had to shift and living conditions here are absolute hell I somehow survive without going wild due to all the bs ive been facing recently. My productivity has taken a severe hit, a feature like this took me way too much time to complete than it should’ve. That being said i did wander off in different directions cuz i was lowk clueless which direction i should take this game (i still havent decided ) In this devlog i added advanced material processing and advanced materials to the game, with a minecraft furnace like cooking mechanics, i made the logic quiet efficient and refined, its not my best work but it can always be better later. I js hope this eternal torture ends and i finally get to have better living conditions. istg ive been boiled alive, breathing is a struggle in this place Ill keep serving yall with most banger updates so keep me followed, this game is gonna be the next big thing lowk Now i will be makig the 3d model for refinery, before this i made a failure ahh model in whcih i js made a complete simithing room inside a space bubble 😭 Gotta make something better than that so time to lock in
Man i hate making 3D models Not my best work yet, but refinery is done, After several iterations, getting inspo from pinterest and then ditching it and drawing one in back of the class, im finally set on a design, it looks pretty good as of rn. (its not) I fixed a bug where the text was glitching out when i tried to craft scraps, and now it works as it should. The logic is perfect for how it should act in game and im hoping i dont have to touch it again in future to fix it. That being said ofcourse ill be making the 3D model better, But for now i just wanna focus on programming stuff and making the loop right. We can always make it prettier later . Im unfortunately still not home and i still have to survive in this godforsaken room, but hopefully ill be home soon as ill get my appli signed to go home, And then ill be working on both this and the plane together
REALLY NICE ADDITIONS Ive finally added some life to the game. I have added these weird mudfishes inspired by those weird furless cats. These mud fishes aren’t stupid tho, i ___have implemented a proper behavior tree to them, Each one of them has their own set of actions. Normally like minecraft mobs they roam around look around the world, but if a player is near their vicinity, they RUN away from the player protecting them. Currently i have no clue what ill use them for, but one thing is for sure that they have really nice skin I wonder what will happen to it in the near future Really happy by this addition tbh, the world was getting kinda lonely, this was important, in next updates ill be adding colonies of these things mounds and their homes, along with their baby variant.
After getting falsely accused for fraud for using the godot wakatime extension and getting a heart attack I have finally added little homes for these skinny dookeys I hate, HATE behavior trees with every cell in my body I hate to admit but i did take help of claude chat to help me set this shi up, it was js the free version tho so we good. I added so like normally it ran away from player if it sensed one near, but now if the player is close by and it has a home near it runs to that and hides in the home, and if player is far enough it emerges back out. Ill move on to adding more entities now rather than polishing these dudes, i think from the final game i wont even keep them in cuz how ugly and weird they are Aye free me bro i aint do nothing wrong, fix the wakatime extension fr
LETS GO IM FINALLY UNBANNED Unban stuff aside, time to explain the devlog even tho being unbanned feels great and i have insane amount of motivation to work on my proj now In past idk however weeks ive been working on 2 major things, first is that ive finally listened to the last ship reviewers and added upgrades for rocket, with custom 3d models for each rocket tier. currently it uses a separate key to open close the menu which is bad but ill fix later Also only the rockets fuel attribute is updated when you upgrade a rocket so ill fix that too. Also after the ban i was working on electronics update for my game, i have implemented electric poles, 50Kv Generators for now, i am going towards direction of factorio im afraid, but i dont wnana make it very grind-y so ill keep that in mind (hopefully) For future i will be adding better UI/UX its currently embarrassingly bad rn (even tho my degree is Computer science and Design) So yeah that will need a massive revamp Also id like to give a shout out to water #Freewater #heaintdonunwrong
I was aiming for 3 hours today but i lowk got in a fight with a senior in my clg and bro is threatening me to slime me tmr it might be wraps for me gng Putting the sliming part aside, today i made the 3D models for a generator concept (or actual thing) i found online of what they use in space. The i did sm audio editing to have a whrrrrrrrrrrrr looped sound effect and it was quiet easy to make a whrrrrrrrrrr loop, easier than i imagined. Then i added another sound and layered both ontop of each other and now it genuinely sounds kinda peak After that i made the electricity spread across all the electric poles, heres the code for that if body.is_in_group("tower"): towers_closest.append(body) create_lines(body.location_to_connect_wire_to) if has_electricity_running: body.has_electricity_running = true elif body.is_in_group("electrical_appliance"): if body.connected == false: towers_closest.append(body) create_lines(body.location_to_connect_wire_to) body.connected = true if body.is_in_group("generator"): has_electricity_running = true for i in towers_closest: if i.is_in_group("tower"): i.has_electricity_running = true I might lowk be taking AI’s job in writing bad code, they should make a me gpt in which i reply with shit code that DOES work. I also visualized the flow of electricity by hiding/showing a random cylindrical mesh that shows if it has elec flowing through it. Tmr ill be redoing ALL the icons cuz currently they look straight dookey, and also fixing the UI, then if i have time give observatory and everything an electric connection and make them so they dont work without it. This was all i worked on today, yall pray for me lets hope i dont get slimed tmr .
YAYAYAYAYAYA 3RD SHIP INCOMING In the first 2 hours i logged i worked on making the 3d models as refined as possible and made them look good by referring to astroneer as someone commented on my game Also made multiple 3d models for the electric pole and finally used the one that sat right with me. Made a new 3d model for generator and upgrade station aswell In the next 2 hours i made minor tweaks and fixed satellite bugs along with updating the help menu with newer control code, also was thinking of implementing a scrap mine but dropped that idea (maybe later ships) Then i added a little keytip marker near the refinery and chest of observatory to aid the player. Added a bunch of sounds to the electronics of the game and now it sounds a whole lot better (also reduced the main music) FINALLY TIME TO SHIP Thnx to all of the support on this proj i wont disappoint yall at all with future ships
Some really cool additions For starters today i implemented a little list at bottom of the screen that can be used to store the coordinates of player rn Yall might be wondering what tis could be used for, But i have something really cool cooking up in my head lets hope i am able to express it properly. EXPRESSING MY LOVE OF YAGI ANTENNAS I ADDED A YAGI ANTENNA TO THE GAME!1!!! It has a search feature that looks around for strongest signal and then does nothing But in future i will be making a whole mechanic out of this. Then i made a little web release it butchered the visuals i worked hard on. Its okay tho cuz i added a warning label like last time on that release too. Linked the web release as playable link for the game I want YOU to tell me what should i add to this game as im running into a roadblock where i dont know what i could add for the electrical update for the game that would actually be a useful addition, Comment down below to drop your ideas the best one will make it into the game
TESLA SUPER CHARGING So for starters i forgot to tell yall that i DIDNT get slimed by senior my clg department helped me and scared tf outta bro and i got to fight bro too And in this update i added set battery capacity to rovers They use supercapacitors to store charge so that means they can be charged and discharged for eternity Then i added charging stations to the game and made them use power grid electricity. I think players might abuse electricity by only placing 1 generator to power an entire city so i will be implementing complex wattage draw logic like they have in factorio to get some supply/demand action rolling. Then i worked on implementing save game in the game and i failed terribly (this will be a hurdle for later) I spent like solid half an hour trying to implement it just for my save file to be completely empty Idk whats going wrong but i will eventually figure it out. For now tho i will be working on factorio like supply/demand logic for electricity wish me luck
In these 2 hours i have lost all my sanity But finally the factorio like supply/demand electricity mesh finally works First i thought of using recursion to spread the electricity through every single tower But then i ran into a problem where towers interconnected so to fix that i passed a self parameter that didnt seem to help. Then i decided to make towers only connect once (which was a disaster and brought its own set of bugs) and that to tremendously failed So finally i decided upon a global mesh chain architecture where all the nodes in a chain have similar looking list, and whenever an appliance is connected to it the chain just iterates through its connected devices, This in turn brings the time complexity down to O(n) and makes everything a whole lot more efficient. Finally this is done Currently only the tesla charger works with this new logic, later i will add other electric appliances to this mesh network aswell and give them watt draw Few things to keep in mind, Currently 1 generator makes 50kW and one vehicle charger consumes 40W, If the demand isnt satisfied every node in mesh rejects the connection until the demand IS satisfied I know this might feel stupid for some people but this is only done as a feature so you dont overload the electronics in space
IM RICH!!11!! 2080 sd and top 10 in multi I got all positive reviews from yall and i apprciate every single one of u for rating my project. I have finally added scrap mines to the game, i had already made the 3d model for them i just thought they didnt fit in the game but since im adding automation and electricity to the game i think this would be a great addition. Currently they produce 10 scraps, copper, iron per 10 seconds so 1/ sec i will later randomize this and give them weights, im js too lazy cuz of this clg n shi istg Good thing is tho tmr im going home That does mean my work on hardware projects will start again That being said i need you to give me more recommendation for the game, the reviews didn’t give me any ideas or unique views what i could add to my game.
BOOMBOX!!1! , macondo marketing team too good Last night i spent unhealthy amount of time watching ig posts of macondo on hackclub ig, I lowk feel insane amount of fomo and i wanted to go so bad The songs they used in the marketing reels are still stuck in my head So as any reasonable person would, I added a boombox in my game with with my fav songs from the reels they made @zach PLES FLY ME IN NEXT IRL HC EVENT PLES IM BROKE
SHOUT OUT TO @253_Mathilde_IYKYK For starters i made a lil script so that if a rocket is in the SOI of a planet and then it scans near it by pressing F it shows all the necessary details about the planet, currently they are obvious details but i will work on making them useful. I have a few ideas of what i can do with it Now to the important part @253_Mathilde_IYKYK recommended me to add a song they like SO I ADDED IT TO THE GAME Hope yall like it :) (Sorry for not including video idk why stardance was bugging and throwing error when i was tryna upload a video)
Ships:
I made Into the Cosmos, a realistic 3D spaceflight sandbox inspired by Kerbal Space Program and Spaceflight Simulator. The game lets players jump straight into the mission and experience realistic orbital rather than spend hours designing the rocket just for it to fail when launching. This is a relaxing and fun game where players can just sit back and enjoy the physics and thrill of sending rockets to space. The biggest challenge was making somewhat realistic physics with enjoyable gameplay. Getting the gravity, RCS controls, and spacecraft handling to feel both snappy and fun to play with without absolutely broken, writing so many lines of code, and deciding on how im gonna be approaching some problems was quiet fun, i have a lot of fun designing it, i used to go to bed thinking what ill be adding to the game tommrow. I’m most proud of achieving the relaxing experience I originally envisioned. Im quiet glad i was able to fianlly have a direction towards my game and have an idea of what i wanted. And the gameplay is quiet fun aswell, i found myself “playtesting” my games just having fun slamming the rocket into planets, doing interplanetary missions. Setting satellite in different planets To test the project, I recommend reading the in-game controls and instructions first. They explain the basics of reaching orbit and make the experience much more enjoyable.
Into the Cosmos Join Boney on a journey across the endless cosmos, where every horizon hides another world waiting to be discovered. Launch into the unknown, weave between glowing nebulae, drift past impossible black holes, and set foot on planets no one has ever seen before. Build observatories to mark your path through the stars, refuel your rocket, deploy satellites into orbit, and keep pushing farther into the infinite. And when the day is finally over, come relax with Boney and lose yourself among the stars for a while. I’ve always loved games like Kerbal Space Program and Spaceflight Simulator, but I wanted something where you could jump straight into flying without spending hours designing the perfect rocket first. The result is a sandbox space game built around realistic orbital mechanics, exploration, and simply enjoying the journey. The universe is procedurally generated, meaning there is always another unique planet waiting somewhere beyond the next launch. Every expedition can take you somewhere completely new, and every observatory you build becomes another milestone in your adventure. Satellites aren’t just for show either. Launch them into orbit, revisit them later, and use them as your eyes in the sky while you continue expanding your reach across the universe. If you’re new to orbital mechanics, don’t worry. The game includes detailed instructions, an optional on-screen keybind guide, and a full in-game settings menu that lets you tweak graphics and performance to match your hardware. Whether you’re playing on a high-end gaming PC or something much more modest, I spent a lot of time optimizing the project so as many people as possible could enjoy it smoothly. There is one place, however, that lies farther than anywhere you were ever meant to reach. Most people will never find it. Those who do usually don’t come back with an explanation. I call it The Farlands. Whether it’s a bug, a feature, or something else entirely is for you to decide. I built this game in Godot 4.6.2, spending countless hours refining the physics, procedural generation, shaders, rendering, UI, and gameplay systems. Every optimization, every visual effect, and every mechanic was added with one goal in mind: making space feel like a place you can get lost in for hours without realizing where the time went. So fuel up, trust your trajectory, and see just how far Boney can go. If you decide to give the game a try, I’d really appreciate a detailed review afterwards. The feedback I received on my last project genuinely helped shape this game into what it is today, and I’d love to hear what you think could be improved, what you enjoyed, and what you’d like to see added next. If you enjoy the project, consider starring the GitHub repository and liking the YouTube video. It really helps more people discover the game and motivates me to keep building and improving it. So fuel up, trust your trajectory, and see just how far Boney can go.
INTO THE COSMOS This is the game i have designed with inspiration from Spaceflight sim and Kerbal Space program, i wanted to capture the total freedom of roaming in space without the stress of designing a space vehicle for hours just for it to crash into a million pieces. I wanted to make a chill relaxing game that people can come back home after a long day of work to, boot it up and have fun just roaming the eternal space without stressing out. Im quiet proud of how im capturing this vision of mine and im very happy with what im making. Heres some information of what i added this ship: I’ve basically been adding a bunch of systems that I’ve wanted in the game for a while, and the game is starting to feel a lot more like an actual sandbox now. First thing, I finally added electricity. This is probably one of the systems I’m most interested in because now I can actually start making more things depend on power instead of everything magically working forever. This also gives me a lot more stuff I can do with spacecraft and bases in the future. I also added scraps and scrap refining. You can now collect scraps while exploring and actually do something with them instead of them just being random useless objects. I’ve also added the material processing system around this, so scraps can be refined into materials that can actually be used to build useful buildings. This is going to become a much bigger system later on. ROVERS ARE FINALLY HERE You can now actually drive around on planets instead of just landing there and leaving. I really wanted this because the planets were starting to feel a little pointless once you landed on them. Now you can actually get out there and explore the surface properly. I’ve also added planet properties. Planets now have their own properties which means I can start making different planets actually matter instead of them just being randomly generated balls you land on. There’s a lot I can do with this later, especially with resources and exploration. I also did a pretty big overhaul on the visuals. The ambiance shaders have been improved and I’ve added a bunch of new stuff to make the planets and space itself look better. black holes now also have a hidden easter egg…. Ive also given every planet a beautiful atmosphere And yes. Mudfish I don’t know why. They’re still stupid. They just walk around on planets doing absolutely nothing useful. But honestly the universe felt too empty without them so I’m keeping them. A lot of this update was also spent doing optimization because some of the newer systems were starting to get pretty heavy. I’ve been going through different parts of the game and trying to make everything run better without completely murdering the visuals. Overall this update is probably one of the biggest changes to the game so far. And I still have a stupid amount of things I want to add. https://www.youtube.com/watch?v=ZZg3blASmgc This is the link to the youtube video if you dont have time to review the game PLEASE check it out and rate the project I read and appreciate every single one of you reviewing this game, please be as informative as you can be as this is one of the biggest games ive worked on till now, thx and have fun playing the game...
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1793000924.2454658
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1793087324.2454658
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349
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Stardance Orbit by @keerthi | Stardance
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keerthi
|
1
|
26.0
|
423
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T14:40:40Z", "hours": 26.0, "multiplier": 16.65, "payout": 423, "blessing": "neutral", "text": "This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl.", "repo": "https://github.com/keerthi-officials/stardance-orbit", "demo": "https://github.com/keerthi-officials/stardance-orbit/releases/"}]...
|
[{"post_id": 4214, "ts": "2026 [{"post_id": 4214, "ts": "2026-06-07T13:30:26Z", "hours": 1.06, "text": "added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs"}, {"post_id": 4106, "ts": "2026-06-07T09:26:47Z", "hours": 0.8575, "text": "added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension"}, {"post_id": 4065, "ts": "2026-06-07T07:47:45Z", "hours": 0.4497, "text": "make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!"}, {"post_id": 4023, "ts": "2026-06-07T06:12:21Z", "hours": 0.4872, "text": "added rearrangeable items in wishlist. also increase the quantity of each item (max 30)"}, {"post_id": 3675, "ts": "2026-06-06T18:42:18Z", "hours": 1.8106, "text": "added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!"}, {"post_id": 3588, "ts": "2026-06-06T16:16:18Z", "hours": 1.1703, "text": "added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!"}, {"post_id": 3535, "ts": "2026-06-06T14:54:05Z", "hours": 0.2894, "text": "added overlay for shortcuts.."}, {"post_id": 3512, "ts": "2026-06-06T14:20:43Z", "hours": 1.3831, "text": "added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2"}, {"post_id": 3442, "ts": "2026-06-06T11:50:35Z", "hours": 0.905, "text": "options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z"}, {"post_id": 3407, "ts": "2026-06-06T10:09:22Z", "hours": 0.7833, "text": "added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster."}, {"post_id": 3384, "ts": "2026-06-06T08:56:05Z", "hours": 0.4122, "text": "added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!"}, {"post_id": 3215, "ts": "2026-06-06T01:20:25Z", "hours": 0.6861, "text": "what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template"}, {"post_id": 2816, "ts": "2026-06-05T17:17:41Z", "hours": 0.8397, "text": "fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes"}, {"post_id": 2780, "ts": "2026-06-05T16:10:55Z", "hours": 0.4817, "text": "added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!"}, {"post_id": 2740, "ts": "2026-06-05T14:39:00Z", "hours": 1.3256, "text": "added light theme.. for who ever crazy enough to deal with that level of brightness.."}, {"post_id": 2695, "ts": "2026-06-05T12:04:47Z", "hours": 1.49, "text": "added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly"}, {"post_id": 2056, "ts": "2026-06-04T11:02:30Z", "hours": 0.4669, "text": "improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension"}, {"post_id": 2036, "ts": "2026-06-04T10:07:03Z", "hours": 0.7872, "text": "made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg"}, {"post_id": 2008, "ts": "2026-06-04T09:04:59Z", "hours": 0.8219, "text": "added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding.."}, {"post_id": 1927, "ts": "2026-06-04T05:05:52Z", "hours": 1.5578, "text": "added stardust prediction to every project show page"}, {"post_id": 1465, "ts": "2026-06-03T14:53:01Z", "hours": 0.5347, "text": "in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted"}, {"post_id": 1438, "ts": "2026-06-03T14:03:55Z", "hours": 1.3244, "text": "added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done."}, {"post_id": 1367, "ts": "2026-06-03T11:12:58Z", "hours": 0.6736, "text": "added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust"}, {"post_id": 743, "ts": "2026-06-02T11:32:32Z", "hours": 0.7617, "text": "added devlog inline… doesn’t work atm just a placeholder"}, {"post_id": 663, "ts": "2026-06-02T06:27:29Z", "hours": 1.5389, "text": "remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster."}, {"post_id": 233, "ts": "2026-06-01T11:09:15Z", "hours": 0.5172, "text": "added better ui for the categories section in shop page…"}, {"post_id": 223, "ts": "2026-06-01T10:22:48Z", "hours": 2.1542, "text": "Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page"}]...
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Title: Stardance Orbit by @keerthi | Stardance
De Title: Stardance Orbit by @keerthi | Stardance
Devlogs:
Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page
added better ui for the categories section in shop page…
remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster.
added devlog inline… doesn’t work atm just a placeholder
added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust
added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done.
in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted
added stardust prediction to every project show page
added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding..
made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg
improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension
added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly
added light theme.. for who ever crazy enough to deal with that level of brightness..
added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!
fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes
what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template
added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!
added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster.
options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z
added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2
added overlay for shortcuts..
added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!
added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!
added rearrangeable items in wishlist. also increase the quantity of each item (max 30)
make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!
added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension
added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs
Ships:
This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl....
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1793000921.0582137
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1793087321.0582137
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192
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Website by @aaradhyarya_srivastava | Stardance
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aaradhyarya_srivastava
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1
|
20.0
|
332
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T15:17:01Z", "hours": 20.0, "multiplier": 16.83, "payout": 332, "blessing": "neutral", "text": "This is my own portfolio website made using three.js :D I obviously followed a tutorial but I also added a bunch of my own elements and customised the site to my own liking :D I made the music as well :) Overall I spent like 15 hours on this website and im really proud of it I will make changes over time but this seems like a good starting point NOTE: I spent 15 hours and not 20 hours on this for some reason time tracking seems to add another 5 hours to this", "repo": "https://github.com/lemonzwastaken/PortfolioWebsite", "demo": "https://portfolio-website-blush-seven-78.vercel.app/"}]...
|
[{"post_id": 48173, "ts": "202 [{"post_id": 48173, "ts": "2026-08-16T13:54:37Z", "hours": 0.9389, "text": "DEPLOYED IT Also made some small changes like changing the scroll bar, adding small transition animation, some levels of optimisation etc. Also fixed some errors that caused it to not deploy BUT Here’s the website if you are interested https://portfolio-website-blush-seven-78.vercel.app/"}, {"post_id": 47711, "ts": "2026-08-15T20:06:34Z", "hours": 2.7339, "text": "Almost finished with this website :D Here’s the changes made in this recent devlog Added animations to the entire website Added music and it remembers if you wanna play music or not (also i made the music 🆒 ) Small tweaks and bug fixes for better website experience :p (sorry for the bad audio quality obs was tweaking out)"}, {"post_id": 47432, "ts": "2026-08-15T11:18:18Z", "hours": 2.5728, "text": "Worked on mobile compatability for the website. Fixed the Here’s the list of changes done Main Page: Scaled the model, put the icons on the side and added labels Projects: Removed the 3D model so projects are visible clearly About me and Contact me: Scaled the text size so it fits mobile"}, {"post_id": 46836, "ts": "2026-08-14T11:15:42Z", "hours": 2.2803, "text": "A ton of changes made and stuff added Added Stuff: Added the contact me page and linked it with mailjs so contacting me can be done directly via mail Added another model to the front page Changes: Again changed the front page model basically removing the city cuz it looked bad Changed opacity of all images from 100 to 50 Changed the render model to include some more stuff like intensity giving me better control over lighting Changed the model behavior in about me page as well as the lighting Yeah well thats about it"}, {"post_id": 46591, "ts": "2026-08-13T22:40:24Z", "hours": 2.2661, "text": "Finished the about me page(atleast the layout) and added a home button to every page. On top of that I made some QOL changes like backgrounds are completely visible etc. gonna work on contact me page next and more animations"}, {"post_id": 45629, "ts": "2026-08-12T07:46:02Z", "hours": 8.9256, "text": "Finished the Main Page as well as the projects page for my portfolio website :D. The time logged is a little off, its actually supposed to be 5 hours ish but my time was logged into an archived project so . Anyways next im gonna work on About me page and QOL stuff"}]...
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Title: Website by @aaradhyarya_srivastava | Starda Title: Website by @aaradhyarya_srivastava | Stardance
Devlogs:
Finished the Main Page as well as the projects page for my portfolio website :D. The time logged is a little off, its actually supposed to be 5 hours ish but my time was logged into an archived project so . Anyways next im gonna work on About me page and QOL stuff
Finished the about me page(atleast the layout) and added a home button to every page. On top of that I made some QOL changes like backgrounds are completely visible etc. gonna work on contact me page next and more animations
A ton of changes made and stuff added Added Stuff: Added the contact me page and linked it with mailjs so contacting me can be done directly via mail Added another model to the front page Changes: Again changed the front page model basically removing the city cuz it looked bad Changed opacity of all images from 100 to 50 Changed the render model to include some more stuff like intensity giving me better control over lighting Changed the model behavior in about me page as well as the lighting Yeah well thats about it
Worked on mobile compatability for the website. Fixed the Here’s the list of changes done Main Page: Scaled the model, put the icons on the side and added labels Projects: Removed the 3D model so projects are visible clearly About me and Contact me: Scaled the text size so it fits mobile
Almost finished with this website :D Here’s the changes made in this recent devlog Added animations to the entire website Added music and it remembers if you wanna play music or not (also i made the music 🆒 ) Small tweaks and bug fixes for better website experience :p (sorry for the bad audio quality obs was tweaking out)
DEPLOYED IT Also made some small changes like changing the scroll bar, adding small transition animation, some levels of optimisation etc. Also fixed some errors that caused it to not deploy BUT Here’s the website if you are interested https://portfolio-website-blush-seven-78.vercel.app/
Ships:
This is my own portfolio website made using three.js :D I obviously followed a tutorial but I also added a bunch of my own elements and customised the site to my own liking :D I made the music as well :) Overall I spent like 15 hours on this website and im really proud of it I will make changes over time but this seems like a good starting point NOTE: I spent 15 hours and not 20 hours on this for some reason time tracking seems to add another 5 hours to this...
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1793000919.9124482
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1793087319.9124482
|
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17318
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RemOS (WebOS) by @pksmkwe26 | Stardance
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pksmkwe26
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1
|
3.0
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18
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T09:12:14Z", "hours": 3.0, "multiplier": 5.99, "payout": 18, "blessing": "neutral", "text": "I made an WebOS (RemOS). I used shadcn_flutter package for ease UI library and Windows Function with the Snap-in Functionality As well, I’ve also used Flutter InAppWebView for the IFrame Support in Apps.", "repo": "https://github.com/kwe26/remos", "demo": "https://kwe26.github.io/remos/"}]...
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[{"post_id": 9818, "ts": "2026 [{"post_id": 9818, "ts": "2026-06-16T08:13:06Z", "hours": 2.4719, "text": "Devlog #2 . I’ve added Startup Sound . Also Calculator App and Some WebView Apps such as Paint, Wikipedia and YouTube. . And an Top Bar just like in GNOME and such . And Also Clock Widget on Home Screen as well . Thanks"}, {"post_id": 7520, "ts": "2026-06-12T15:45:33Z", "hours": 0.5039, "text": "Devlog #1 RemOS an WebOS named after Rem from Re:Zero . . Using shadcn_flutter + Flutter for Window Widgets and it even supports Windows 11’s Snap-In like Feature. . Working on Other Elements Soon! . Thanks ;;3"}]...
|
Title: RemOS (WebOS) by @pksmkwe26 | Stardance
De Title: RemOS (WebOS) by @pksmkwe26 | Stardance
Devlogs:
Devlog #1 RemOS an WebOS named after Rem from Re:Zero . . Using shadcn_flutter + Flutter for Window Widgets and it even supports Windows 11’s Snap-In like Feature. . Working on Other Elements Soon! . Thanks ;;3
Devlog #2 . I’ve added Startup Sound . Also Calculator App and Some WebView Apps such as Paint, Wikipedia and YouTube. . And an Top Bar just like in GNOME and such . And Also Clock Widget on Home Screen as well . Thanks
Ships:
I made an WebOS (RemOS). I used shadcn_flutter package for ease UI library and Windows Function with the Snap-in Functionality As well, I’ve also used Flutter InAppWebView for the IFrame Support in Apps....
|
1793000919.0502868
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1793087319.0502868
|
|
7511
|
teto by @subhansh | Stardance
|
|
1
|
1.58
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T17:40:51Z", "hours": 1.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "made a slack bot with 25 commands!", "repo": "https://github.com/subhansh-dev/slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8W5WP5M5"}]...
|
[{"post_id": 5633, "ts": "2026 [{"post_id": 5633, "ts": "2026-06-09T14:39:48Z", "hours": 0.5764, "text": "okaaa shes completet and now responding fine !!!"}, {"post_id": 2421, "ts": "2026-06-04T21:54:00Z", "hours": 0.6633, "text": "wawawa created my first slack-bot meow"}]...
|
Title: teto by @subhansh | Stardance
Devlogs:
waw Title: teto by @subhansh | Stardance
Devlogs:
wawawa created my first slack-bot meow
okaaa shes completet and now responding fine !!!
Ships:
made a slack bot with 25 commands!...
|
1793000918.1582062
|
1793087318.1582062
|
|
11152
|
Smooth Upscaler by @DubbsPi | Stardance
|
DubbsPi
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T21:02:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This took a while for me to figure out how to do. My goal to start was create a super simple sdf for a scene and solve it analytically, but that was being quite a pain. After a while, I found some nice values to put in that game a really nice result. Sadly, when I was coding it, I couldn’t figure out how to not have to reconstruct the entire scene for each pixel, because in theory I could cheat and only make nearby pixels. However, since it is a one step raymarch (or just an instant solve), the overhead of remaking every thing ended being quite negligible, and since the code is all branchless, it didn’t really care about doing that many ops.", "repo": "https://github.com/DubbsPi/Smooth-Upscaling-With-Smoothmin", "demo": "https://github.com/DubbsPi/Smooth-Upscaling-With-Smoothmin/blob/main/README.md"}]...
|
[{"post_id": 14097, "ts": "202 [{"post_id": 14097, "ts": "2026-06-23T02:34:01Z", "hours": 0.2861, "text": "Somehow got it to work. Literally no clue how"}, {"post_id": 14085, "ts": "2026-06-23T02:10:41Z", "hours": 0.8639, "text": "Currently trying to get it to work properly. Gotta love shaders since this is the output for some reason"}]...
|
Title: Smooth Upscaler by @DubbsPi | Stardance
De Title: Smooth Upscaler by @DubbsPi | Stardance
Devlogs:
Currently trying to get it to work properly. Gotta love shaders since this is the output for some reason
Somehow got it to work. Literally no clue how
Ships:
This took a while for me to figure out how to do. My goal to start was create a super simple sdf for a scene and solve it analytically, but that was being quite a pain. After a while, I found some nice values to put in that game a really nice result. Sadly, when I was coding it, I couldn’t figure out how to not have to reconstruct the entire scene for each pixel, because in theory I could cheat and only make nearby pixels. However, since it is a one step raymarch (or just an instant solve), the overhead of remaking every thing ended being quite negligible, and since the code is all branchless, it didn’t really care about doing that many ops....
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1793000917.295364
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1793087317.295364
|
|
28005
|
Candy box by @flyingfish | Stardance
|
flyingfish
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:03:16Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i only got about half way though this project before i realized i spent way to much time on it so i am just shipping what i have this is a smartie dispenser that shocks you if you try to get another one before waiting 1 hour", "repo": "https://github.com/dinotiger01/electric-candy-box", "demo": ""}]...
|
[{"post_id": 18943, "ts": "202 [{"post_id": 18943, "ts": "2026-06-30T03:50:27Z", "hours": 6.5839, "text": "so i was working on this and burned out 2 Arduinos and realized that i will never actually use this and i have put too much time in to it so i am just shipping what i currently have"}, {"post_id": 18118, "ts": "2026-06-29T04:01:12Z", "hours": 6.6525, "text": "i want the free sticker i am making a quick 2 day project to get the free sticker if you ship by Monday i have a really bad addiction to smarties so the plan is to make a box that dispenses smarties but then shocks you if you try to eat another one with out waiting fun design things: i gave it 2 buttons so it shocks tough your chest intend of your finger and hurts a lot more -i made a spring on the inside that stops smarties from just falling out -i made it print in 2 half’s to make printing easier"}]...
|
Title: Candy box by @flyingfish | Stardance
Devlo Title: Candy box by @flyingfish | Stardance
Devlogs:
i want the free sticker i am making a quick 2 day project to get the free sticker if you ship by Monday i have a really bad addiction to smarties so the plan is to make a box that dispenses smarties but then shocks you if you try to eat another one with out waiting fun design things: i gave it 2 buttons so it shocks tough your chest intend of your finger and hurts a lot more -i made a spring on the inside that stops smarties from just falling out -i made it print in 2 half’s to make printing easier
so i was working on this and burned out 2 Arduinos and realized that i will never actually use this and i have put too much time in to it so i am just shipping what i currently have
Ships:
i only got about half way though this project before i realized i spent way to much time on it so i am just shipping what i have this is a smartie dispenser that shocks you if you try to get another one before waiting 1 hour...
|
1793000916.4156559
|
1793087316.4156559
|
|
25369
|
Oasis-Scan by @Drake | Stardance
|
Drake
|
1
|
6.0
|
31
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T18:58:17Z", "hours": 6.0, "multiplier": 4.96, "payout": 31, "blessing": "neutral", "text": "Oasis scan is a program that automatically detects all simple CVE’s on your computer (linux only). This was a local hackathon project I competed in so all my time is bunched up into one dev post and I’m sorry for that, for our demo link we include a custom .tech domain we used, feel free to try it out while it’s still up!", "repo": "https://github.com/duckmxx/oasis-scan/", "demo": "https://scanoasis.tech/"}]...
|
[{"post_id": 15234, "ts": "202 [{"post_id": 15234, "ts": "2026-06-24T18:55:45Z", "hours": 6.2792, "text": "Made Oasis-Scan for a hackathon projected so all my time is bunched up into one bit, what Oasis-Scan does is scan your computer for all existing CVE’s and shows you how you can be hacked and what issues exist within your computer"}]...
|
Title: Oasis-Scan by @Drake | Stardance
Devlogs:
Title: Oasis-Scan by @Drake | Stardance
Devlogs:
Made Oasis-Scan for a hackathon projected so all my time is bunched up into one bit, what Oasis-Scan does is scan your computer for all existing CVE’s and shows you how you can be hacked and what issues exist within your computer
Ships:
Oasis scan is a program that automatically detects all simple CVE’s on your computer (linux only). This was a local hackathon project I competed in so all my time is bunched up into one dev post and I’m sorry for that, for our demo link we include a custom .tech domain we used, feel free to try it out while it’s still up!...
|
1793000915.523233
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1793087315.523233
|
|
25457
|
{Scratch so it doesnt count}Flappy Dragon Game by {Scratch so it doesnt count}Flappy Dragon Game by @ClairePoehner | Stardance...
|
ClairePoehner
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T16:59:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game where you have to navigate a dragon up and down to avoid hitting spires to collect score points. I am proud that you can use both space bar and clicking the screen as now it works on mobile as well as computer. I am also glad that I could program a “flapping” animation to the dragon when you click the screen or press space bar.", "repo": "https://github.com/clairepoehner-dot/Flappy---Dragon", "demo": "https://scratch.mit.edu/projects/1335387292"}]...
|
[{"post_id": 15940, "ts": "202 [{"post_id": 15940, "ts": "2026-06-25T21:59:48Z", "hours": 0.3731, "text": "Game Over now plays a sound (Faint Courage by Toby Fox) when it shows up and Game Over is also now displayed when you hit the bottom of the screen and not just when you hit the spires :)"}, {"post_id": 15930, "ts": "2026-06-25T21:32:53Z", "hours": 0.6211, "text": "I made the basic mechanics for the game and it all works, now it is time for the fine tuning."}]...
|
Title: {Scratch so it doesnt count}Flappy Dragon G Title: {Scratch so it doesnt count}Flappy Dragon Game by @ClairePoehner | Stardance
Devlogs:
I made the basic mechanics for the game and it all works, now it is time for the fine tuning.
Game Over now plays a sound (Faint Courage by Toby Fox) when it shows up and Game Over is also now displayed when you hit the bottom of the screen and not just when you hit the spires :)
Ships:
I made a game where you have to navigate a dragon up and down to avoid hitting spires to collect score points. I am proud that you can use both space bar and clicking the screen as now it works on mobile as well as computer. I am also glad that I could program a “flapping” animation to the dragon when you click the screen or press space bar....
|
1793000914.655937
|
1793087314.655937
|
|
10158
|
EdMod by @Sucrivore | Stardance
|
Sucrivore
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T21:08:25Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have make a modded client for EcoleDirect, permitting to add plugins to the ENT’s mobile apps. The difficult part was injecting sufficiently versatile code into the application to make all the plugins work.", "repo": "https://gitlab.com/edmod/bundle", "demo": "https://gitlab.com/edmod/patcher/-/releases"}]...
|
[{"post_id": 3785, "ts": "2026 [{"post_id": 3785, "ts": "2026-06-06T20:47:28Z", "hours": 0.3658, "text": "Added caching to plugins loading"}]...
|
Title: EdMod by @Sucrivore | Stardance
Devlogs:
A Title: EdMod by @Sucrivore | Stardance
Devlogs:
Added caching to plugins loading
Ships:
I have make a modded client for EcoleDirect, permitting to add plugins to the ENT’s mobile apps. The difficult part was injecting sufficiently versatile code into the application to make all the plugins work....
|
1793000913.0301845
|
1793087313.0301845
|
|
28297
|
Website by @lynop81 | Stardance
|
lynop81
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T08:39:52Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this doesnt work on mobile yet sorry lol", "repo": "https://github.com/ruilyn/my-website", "demo": "https://ruilyn.github.io/my-website/index.html"}]...
|
[{"post_id": 22017, "ts": "202 [{"post_id": 22017, "ts": "2026-07-04T08:05:15Z", "hours": 1.9478, "text": "final devlog before i attempt to deploy and ship, made a proper menu + added placeholder pages to link buttons and navi to"}, {"post_id": 21914, "ts": "2026-07-04T02:59:09Z", "hours": 0.5733, "text": "page is coming together but theres still a lot more work to do"}, {"post_id": 21675, "ts": "2026-07-03T19:14:12Z", "hours": 0.9561, "text": "messed with layout more and added buttons"}, {"post_id": 21320, "ts": "2026-07-03T05:55:04Z", "hours": 0.4436, "text": "cortisol so high rn"}, {"post_id": 21279, "ts": "2026-07-03T03:53:28Z", "hours": 0.3369, "text": "scrolly text weeeee"}, {"post_id": 21226, "ts": "2026-07-03T01:55:19Z", "hours": 5.1689, "text": "added textures"}, {"post_id": 20530, "ts": "2026-07-02T04:34:34Z", "hours": 0.8697, "text": "made logo, next is the drawing for hero section (site layout is vertical but i mashed top and bottom into one photo so it’s viewable here)"}, {"post_id": 20403, "ts": "2026-07-02T00:08:49Z", "hours": 1.2178, "text": "big things are happening"}, {"post_id": 20362, "ts": "2026-07-01T22:51:05Z", "hours": 0.6981, "text": "did a lot of conceptualizing on paper before deciding on structure, made a quick skeleton to visualize stuff and play with space before i get real"}, {"post_id": 19805, "ts": "2026-07-01T06:08:01Z", "hours": 0.6764, "text": "probably going to spend a bulk of this project outside of vsc making assets and planning layout so i wont log much time but Whatever Maybe the real startdust were the friends we made along the way."}, {"post_id": 19686, "ts": "2026-07-01T02:25:36Z", "hours": 0.5397, "text": "website exists now"}]...
|
Title: Website by @lynop81 | Stardance
Devlogs:
w Title: Website by @lynop81 | Stardance
Devlogs:
website exists now
probably going to spend a bulk of this project outside of vsc making assets and planning layout so i wont log much time but Whatever Maybe the real startdust were the friends we made along the way.
did a lot of conceptualizing on paper before deciding on structure, made a quick skeleton to visualize stuff and play with space before i get real
big things are happening
made logo, next is the drawing for hero section (site layout is vertical but i mashed top and bottom into one photo so it’s viewable here)
added textures
scrolly text weeeee
cortisol so high rn
messed with layout more and added buttons
page is coming together but theres still a lot more work to do
final devlog before i attempt to deploy and ship, made a proper menu + added placeholder pages to link buttons and navi to
Ships:
this doesnt work on mobile yet sorry lol...
|
1793000911.8733397
|
1793087311.8733397
|
|
23352
|
My first slack bot! by @sandeep | Stardance
|
sandeep
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T03:36:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a feature-packed upgrade to the Slack Bot (Slacky Wacky) featuring: SQLite Conversational Memory for multi-turn chats. Slack Block Kit UI elements for interactive responses. A beautiful, minimal live web dashboard on Nest displaying API latency, uptime, database size, command usage, and system logs. Multimodal vision support (Groq Llama 3.2 11B Vision) to automatically analyze images uploaded to the channel. What was challenging: Correctly escaping client-side template literals embedded inside server-side backticks so they render correctly in the browser. What I’m proud of: Delivering a extremely clean, professional dashboard without typical AI dashboard hype.", "repo": "https://github.com/sandeepkurma9876-del/slacky-wacky", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 13396, "ts": "202 [{"post_id": 13396, "ts": "2026-06-21T22:45:52Z", "hours": 0.8242, "text": "I successfully built and deployed a massive upgrade to Slacky Wacky, adding four powerful new features! Here is exactly how I implemented them: Conversational Memory : I used better-sqlite3 to set up a lightweight database. When a user asks a question, the bot retrieves their last 10 messages so the Groq API has multi-turn context: const db = new Database ( ' chat_history.db ' ); db . exec ( \\ ` CREATE TABLE IF NOT EXISTS messages ( id INTEGER PRIMARY KEY AUTOINCREMENT, user_id TEXT, role TEXT, content TEXT ) \\` ); function getHistory(userId) { return db.prepare('SELECT role, content FROM messages WHERE user_id = ? ORDER BY id DESC LIMIT 10').all(userId).reverse(); } Block Kit UI : I refactored all responses into structured Slack Block Kit elements for a much cleaner look: await respond ({ blocks : [ { type : \" section \" , text : { type : \" mrkdwn \" , text : \\ `*Answer:* \\\\ n \\$ {groqAnswer} \\` } } ] }); Live Web Dashboard & Reverse Proxy : I integrated an Express server into index.js to log system metrics and API latency in real time. I then configured a custom reverse proxy domain ( sandeepkurma.hackclub.app ) inside the dashboard pointing to target port 3000 : app . get ( ' / ' , ( req , res ) => { res . send ( \\ `<h1>Slack Bot Live Dashboard</h1><p>Latest Latency: \\$ {latestLatency} ms</p> \\` ); }); Multimodal Image Support : I added logic to check for image file extensions (jpg, png, etc.) in the user’s message. If found, the bot automatically switches the model to ` llama-3.2-11b-vision-preview ` and formats the request content structure: const modelToUse = containsImage ? ' llama-3.2-11b-vision-preview ' : ' llama-3.3-70b-versatile ' ; Everything is fully verified, tested, and running 24/7 on my container!"}, {"post_id": 13352, "ts": "2026-06-21T21:24:37Z", "hours": 0.6667, "text": "I rigorously tested the active slash commands in Slack. All of them are running successfully on Nest 24/7!Tested:- /slacky-wacky-help -> Lists the commands and their usage successfully.- /slacky-wacky-fact -> Returns a random mind-blowing fun fact.The bot handles everything asynchronously using Socket Mode, and the responses are extremely fast! Everything is ready and fully verified."}, {"post_id": 13319, "ts": "2026-06-21T20:15:58Z", "hours": 1.1031, "text": "I built Slacky-Wacky, a fully custom Slack bot powered by the Llama 3.3 model from Groq! The bot handles interactive Slash commands through Socket Mode including:- /slacky-wacky-ask - An AI Q&A assistant to query Llama 3.3.- /slacky-wacky-status - Check system/bot status.- /slacky-wacky-help - Provide clear usage directions.- /slacky-wacky-joke - Tell funny developer jokes.- /slacky-wacky-fact - Share mind-blowing science & history facts.- /slacky-wacky-define - An interactive dictionary command.I resolved integration quirks like Bolt channel requirements, configured SSH keys for Nest, and successfully logged over 1 hour of development time to Hackatime!"}]...
|
Title: My first slack bot! by @sandeep | Stardance Title: My first slack bot! by @sandeep | Stardance
Devlogs:
I built Slacky-Wacky, a fully custom Slack bot powered by the Llama 3.3 model from Groq! The bot handles interactive Slash commands through Socket Mode including:- /slacky-wacky-ask - An AI Q&A assistant to query Llama 3.3.- /slacky-wacky-status - Check system/bot status.- /slacky-wacky-help - Provide clear usage directions.- /slacky-wacky-joke - Tell funny developer jokes.- /slacky-wacky-fact - Share mind-blowing science & history facts.- /slacky-wacky-define - An interactive dictionary command.I resolved integration quirks like Bolt channel requirements, configured SSH keys for Nest, and successfully logged over 1 hour of development time to Hackatime!
I rigorously tested the active slash commands in Slack. All of them are running successfully on Nest 24/7!Tested:- /slacky-wacky-help -> Lists the commands and their usage successfully.- /slacky-wacky-fact -> Returns a random mind-blowing fun fact.The bot handles everything asynchronously using Socket Mode, and the responses are extremely fast! Everything is ready and fully verified.
I successfully built and deployed a massive upgrade to Slacky Wacky, adding four powerful new features! Here is exactly how I implemented them: Conversational Memory : I used better-sqlite3 to set up a lightweight database. When a user asks a question, the bot retrieves their last 10 messages so the Groq API has multi-turn context: const db = new Database ( ' chat_history.db ' ); db . exec ( \ ` CREATE TABLE IF NOT EXISTS messages ( id INTEGER PRIMARY KEY AUTOINCREMENT, user_id TEXT, role TEXT, content TEXT ) \` ); function getHistory(userId) { return db.prepare('SELECT role, content FROM messages WHERE user_id = ? ORDER BY id DESC LIMIT 10').all(userId).reverse(); } Block Kit UI : I refactored all responses into structured Slack Block Kit elements for a much cleaner look: await respond ({ blocks : [ { type : " section " , text : { type : " mrkdwn " , text : \ `*Answer:* \\ n \$ {groqAnswer} \` } } ] }); Live Web Dashboard & Reverse Proxy : I integrated an Express server into index.js to log system metrics and API latency in real time. I then configured a custom reverse proxy domain ( sandeepkurma.hackclub.app ) inside the dashboard pointing to target port 3000 : app . get ( ' / ' , ( req , res ) => { res . send ( \ `<h1>Slack Bot Live Dashboard</h1><p>Latest Latency: \$ {latestLatency} ms</p> \` ); }); Multimodal Image Support : I added logic to check for image file extensions (jpg, png, etc.) in the user’s message. If found, the bot automatically switches the model to ` llama-3.2-11b-vision-preview ` and formats the request content structure: const modelToUse = containsImage ? ' llama-3.2-11b-vision-preview ' : ' llama-3.3-70b-versatile ' ; Everything is fully verified, tested, and running 24/7 on my container!
Ships:
I built a feature-packed upgrade to the Slack Bot (Slacky Wacky) featuring: SQLite Conversational Memory for multi-turn chats. Slack Block Kit UI elements for interactive responses. A beautiful, minimal live web dashboard on Nest displaying API latency, uptime, database size, command usage, and system logs. Multimodal vision support (Groq Llama 3.2 11B Vision) to automatically analyze images uploaded to the channel. What was challenging: Correctly escaping client-side template literals embedded inside server-side backticks so they render correctly in the browser. What I’m proud of: Delivering a extremely clean, professional dashboard without typical AI dashboard hype....
|
1793000910.734549
|
1793087310.734549
|
|
24003
|
Arduino snake by @robopugo | Stardance
|
robopugo
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T17:25:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the snake game with 9 game modes to play with on the Arduino r4, then copied the code over to an online emulator, so you can test it out.", "repo": "https://github.com/no10123/arduino-snake/", "demo": ""}]...
|
[{"post_id": 13823, "ts": "202 [{"post_id": 13823, "ts": "2026-06-22T17:23:52Z", "hours": 0.4211, "text": "added a cheese and a hotdog game mode, image has list of all the current game modes."}, {"post_id": 13787, "ts": "2026-06-22T16:26:36Z", "hours": 0.6239, "text": "Added gameodes, img shows a game mode with 5 apples instead of 1, can be custom amount of apples on screen now."}, {"post_id": 13738, "ts": "2026-06-22T15:05:14Z", "hours": 1.0442, "text": "Designed the basic snake function of my game, thinking of twists / gameodes to make it more unique"}]...
|
Title: Arduino snake by @robopugo | Stardance
Dev Title: Arduino snake by @robopugo | Stardance
Devlogs:
Designed the basic snake function of my game, thinking of twists / gameodes to make it more unique
Added gameodes, img shows a game mode with 5 apples instead of 1, can be custom amount of apples on screen now.
added a cheese and a hotdog game mode, image has list of all the current game modes.
Ships:
I made the snake game with 9 game modes to play with on the Arduino r4, then copied the code over to an online emulator, so you can test it out....
|
1793000909.5938725
|
1793087309.5938725
|
|
30254
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Echo - Hackathon Subbmission by @adamrcm | Stardan Echo - Hackathon Subbmission by @adamrcm | Stardance...
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adamrcm
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T03:56:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Echo, this was used for AMDXlablab.ai using firework’s api in order to process any short clip video (30s-2m) and create multiple captions regarding such. Its fairly simple, didn’t spend much time. AI was only used for the back-end and debugging.", "repo": "https://github.com/adamrcm/Echo", "demo": "https://adamrcm.github.io/Echo/"}]...
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[{"post_id": 28047, "ts": "202 [{"post_id": 28047, "ts": "2026-07-14T02:13:03Z", "hours": 2.4253, "text": "Final submission/showcase"}]...
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Title: Echo - Hackathon Subbmission by @adamrcm | Title: Echo - Hackathon Subbmission by @adamrcm | Stardance
Devlogs:
Final submission/showcase
Ships:
Echo, this was used for AMDXlablab.ai using firework’s api in order to process any short clip video (30s-2m) and create multiple captions regarding such. Its fairly simple, didn’t spend much time. AI was only used for the back-end and debugging....
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1793000908.7330594
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1793087308.7330594
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1500
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Pokemon Slack Bot by @Sahild | Stardance
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Sahild
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1
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2.0
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T02:29:08Z", "hours": 2.0, "multiplier": 5.88, "payout": 10, "blessing": "neutral", "text": "I created a slack bot with a pokemon theme. It uses pokeapi.co with these commands: Available Commands: / pb-pokemonfact [pokemon name or id] - Get a fun fact about a Pokémon. Example: /pb-pokemonfact pikachu / pb-berrydeets [berry name] - Get a fun fact about a Berry. Example: /pb-berrydeets oran / pb-list-berries - List all the berries you can ask about with /pb-berrydeets / pb-ping - Check the bot’s latency I was so excited and loved how this project turned out!", "repo": "https://github.com/sahilchess/pokemon-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BAGHD8MGT"}]...
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[{"post_id": 581, "ts": "2026- [{"post_id": 581, "ts": "2026-06-02T02:27:49Z", "hours": 0.5367, "text": "done!"}, {"post_id": 415, "ts": "2026-06-01T20:19:32Z", "hours": 0.7072, "text": "Nest Approved in like 10 minutes? Yo ts is tuff. finished up the pokemon deatails and need to fine tune it. May add a few more or maybe will call it done. idk yet"}, {"post_id": 369, "ts": "2026-06-01T18:31:40Z", "hours": 0.7611, "text": "Git Push aint working bruh. Will add pokemon facts later"}]...
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Title: Pokemon Slack Bot by @Sahild | Stardance
D Title: Pokemon Slack Bot by @Sahild | Stardance
Devlogs:
Git Push aint working bruh. Will add pokemon facts later
Nest Approved in like 10 minutes? Yo ts is tuff. finished up the pokemon deatails and need to fine tune it. May add a few more or maybe will call it done. idk yet
done!
Ships:
I created a slack bot with a pokemon theme. It uses pokeapi.co with these commands: Available Commands: / pb-pokemonfact [pokemon name or id] - Get a fun fact about a Pokémon. Example: /pb-pokemonfact pikachu / pb-berrydeets [berry name] - Get a fun fact about a Berry. Example: /pb-berrydeets oran / pb-list-berries - List all the berries you can ask about with /pb-berrydeets / pb-ping - Check the bot’s latency I was so excited and loved how this project turned out!...
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1793000907.6238399
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1793087307.6238399
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21783
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Portfolio by @mbr | Stardance
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mbr
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1
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9.0
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113
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T12:48:50Z", "hours": 9.0, "multiplier": 12.02, "payout": 113, "blessing": "neutral", "text": "For my first shipped project I created my personal web portfolio. I added three pages, an “about me” page, a “projects” page and the main one, that brings you to the other two. I’m relatively proud of how it turned out because my HTML and CSS skills weren’t very good. I hope I am able to keep it updated and that this project acts as a starting point for my dev career.", "repo": "https://github.com/marcbr23/marcbr23.github.io", "demo": "https://marcbr23.github.io/"}]...
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[{"post_id": 15029, "ts": "202 [{"post_id": 15029, "ts": "2026-06-24T12:36:15Z", "hours": 0.8411, "text": "Final adjustments before shipping. I corrected some issues with the file paths and the fonts. The website is ready to ship."}, {"post_id": 14975, "ts": "2026-06-24T09:58:51Z", "hours": 4.4319, "text": "Just completed my web portfolio! Obviously, it should be constantly updated, but the initial version is complete. I finished the projects page and made it (more or less) usable for other devices. What’s new breakdown: Completed the projects page. Made it usable for different devices. What’s next: Shipping! Polish the code Periodical updates"}, {"post_id": 13802, "ts": "2026-06-22T16:57:26Z", "hours": 3.5508, "text": "First Cool Advancements I have finished the main page of my web portfolio (for now!). The main page is divided in two sides that bring you to a “project showcase” page and to an “About Me” page. The “About Me” page is also quite complete. What’s new breakdown: Added hover animations on different elements. Polished the overall look. About me page. What’s next: Making the website usable for different devices. Making the “projects page”"}, {"post_id": 12511, "ts": "2026-06-20T13:06:54Z", "hours": 0.665, "text": "I have started developing my web portfolio."}]...
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Title: Portfolio by @mbr | Stardance
Devlogs:
I h Title: Portfolio by @mbr | Stardance
Devlogs:
I have started developing my web portfolio.
First Cool Advancements I have finished the main page of my web portfolio (for now!). The main page is divided in two sides that bring you to a “project showcase” page and to an “About Me” page. The “About Me” page is also quite complete. What’s new breakdown: Added hover animations on different elements. Polished the overall look. About me page. What’s next: Making the website usable for different devices. Making the “projects page”
Just completed my web portfolio! Obviously, it should be constantly updated, but the initial version is complete. I finished the projects page and made it (more or less) usable for other devices. What’s new breakdown: Completed the projects page. Made it usable for different devices. What’s next: Shipping! Polish the code Periodical updates
Final adjustments before shipping. I corrected some issues with the file paths and the fonts. The website is ready to ship.
Ships:
For my first shipped project I created my personal web portfolio. I added three pages, an “about me” page, a “projects” page and the main one, that brings you to the other two. I’m relatively proud of how it turned out because my HTML and CSS skills weren’t very good. I hope I am able to keep it updated and that this project acts as a starting point for my dev career....
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1793000906.5291696
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1793087306.5291696
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16944
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Pong by @infinite_silly | Stardance
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infinite_silly
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1
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23.0
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63
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T18:01:56Z", "hours": 23.0, "multiplier": 2.78, "payout": 63, "blessing": "neutral", "text": "I built a version of Pong using the Rust game engine Bevy! Bevy is a modular game engine that uses the ECS (Entity, Component, System) paradigm to run games. I followed the TaintedCoders pong tutorial ( https://taintedcoders.com/bevy/tutorials/pong-tutorial ) which let me create a basic pong game with no UI, end, or varied physics. I added randomised collision angles, changed how the AI moved so that it wasn’t perfect at the game, added start and end screens with randomised end messages, and more. There are versions for Apple Silicon Macs, Windows, Linux, and a web playable version.", "repo": "https://github.com/KaonQuantum/bevy-pong", "demo": "https://kaonquantum.github.io/bevy-pong/"}]...
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[{"post_id": 35917, "ts": "202 [{"post_id": 35917, "ts": "2026-07-27T17:49:00Z", "hours": 1.4794, "text": "Finally got a working desktop release!!! The project is finally done! There were so many issues with this as I had no experience with Github actions or making executables with Rust!"}, {"post_id": 34874, "ts": "2026-07-25T22:55:48Z", "hours": 1.1764, "text": "#Finished Web Demo for Pong I had to do a lot of workflow debugging for this."}, {"post_id": 31340, "ts": "2026-07-19T17:29:25Z", "hours": 3.0556, "text": "End Screens, Colours, and Paddle Collisions This devlog marks the nearing of the end of this project. I made these changes a week ago, but was unable to find time to write a devlog before I went off-grid. Here are the main changes: End Screen I added an end screen with a randomised end message based off of who won (9 messages each) and a Restart button that uses a lot of the same code as the start screen. I also realised that 10 goals was a lot and quite slow, so I dropped it down to 5. Colours I fixed the colour palette by finally swapping the background colour to something within the grand palette. Collisions Hopefully, this is the last collision issue. If the ball hit the top/bottom of a paddle while the paddle had the same v_y direction as the ball, the ball would still swap v_y direction and go DOWN/UP, so this is hopefully taken care of. It doesn’t matter how fast the ball goes because if it hits the top/bottom of a paddle, the point is already lost. The next devlog will probably be with all the build files and such."}, {"post_id": 26248, "ts": "2026-07-10T22:23:03Z", "hours": 1.8286, "text": "Time Delay, Adaptive AI, and Bevy Update Here’s what I’ve done: The AI previously would only move if the ball was a minimum distance away, and it would outpace the ball, stop, the ball would get away, it would outpace it again, and so on because the adaptive AI was increasing speeds. Now it only changes it’s velocity every 0.1s The adaptive AI was also mediocre, so I dropped it and raised the paddle speed. It was really just an AI nerf. I upgraded from Bevy 0.18.1 to 0.19.0 This came with some changes to text and layouts 0.18.1: let font = asset_server.load(\"fonts/PixelifySans-Regular.ttf\"); let label = ( Text::new(\"Start\"), TextFont { font, font_size: 40., ..default() }, TextColor(Color::BLACK), ); 0.19.0: let font = asset_server.load(\"fonts/PixelifySans-Regular.ttf\"); let label = ( Text::new(\"Start\"), TextFont { font: FontSource::Handle(font), font_size: FontSize::Px(40.), ..default() }, TextColor(Color::BLACK), ); among others."}, {"post_id": 25773, "ts": "2026-07-10T07:13:13Z", "hours": 7.1089, "text": "Added a Start Screen and did some Debugging! So I’ve continued improving pong, and here’s what I’ve done since the last devlog. Fine-Tuned Adaptivity Added a Start Screen!!! Fixed Ball Velocity Magnitude Issues (annoying Pythagorean theorem math, and I like math) Made the font Pixelify Sans for the new start button and the scoreboard. There are only two more things I need to do before shipping! [] Make the AI a time delay instead of a space delay Right now the AI moves when the ball is a certain distance from the paddle. This makes it jittery when it is fast due to adaptivity I want to make it only check the ball’s position every second of half-second or so. -This will hopefully eliminate jitter [] Make an end and restart screen The game should end at 10 points It will probably have “Game Over” for a loss and “You Win” for a, you guessed it, a win."}, {"post_id": 13916, "ts": "2026-06-22T20:25:40Z", "hours": 3.2844, "text": "Finished the tutorial and working on my own mods! I started this as a way to learn how to use the basics of 2D game dev with Bevy before I make my Chrome Dino clone Gleebo Run (I know, so original). Continuing this project will help me grasp more of the basics. I Added: AI nerfs Randomness to collisions and ball respawns Ball respawns towards the scoring player Adaptive difficulty AI To Add Game Finish (10 points I think) Start and end screens To Fix New clipping & collision issues Jittery AI paddle Ball velocity magnitude non-consistency issues"}, {"post_id": 8221, "ts": "2026-06-13T17:53:01Z", "hours": 4.83, "text": "I finished step 17 of the tutorial!"}]...
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Title: Pong by @infinite_silly | Stardance
Devlog Title: Pong by @infinite_silly | Stardance
Devlogs:
I finished step 17 of the tutorial!
Finished the tutorial and working on my own mods! I started this as a way to learn how to use the basics of 2D game dev with Bevy before I make my Chrome Dino clone Gleebo Run (I know, so original). Continuing this project will help me grasp more of the basics. I Added: AI nerfs Randomness to collisions and ball respawns Ball respawns towards the scoring player Adaptive difficulty AI To Add Game Finish (10 points I think) Start and end screens To Fix New clipping & collision issues Jittery AI paddle Ball velocity magnitude non-consistency issues
Added a Start Screen and did some Debugging! So I’ve continued improving pong, and here’s what I’ve done since the last devlog. Fine-Tuned Adaptivity Added a Start Screen!!! Fixed Ball Velocity Magnitude Issues (annoying Pythagorean theorem math, and I like math) Made the font Pixelify Sans for the new start button and the scoreboard. There are only two more things I need to do before shipping! [] Make the AI a time delay instead of a space delay Right now the AI moves when the ball is a certain distance from the paddle. This makes it jittery when it is fast due to adaptivity I want to make it only check the ball’s position every second of half-second or so. -This will hopefully eliminate jitter [] Make an end and restart screen The game should end at 10 points It will probably have “Game Over” for a loss and “You Win” for a, you guessed it, a win.
Time Delay, Adaptive AI, and Bevy Update Here’s what I’ve done: The AI previously would only move if the ball was a minimum distance away, and it would outpace the ball, stop, the ball would get away, it would outpace it again, and so on because the adaptive AI was increasing speeds. Now it only changes it’s velocity every 0.1s The adaptive AI was also mediocre, so I dropped it and raised the paddle speed. It was really just an AI nerf. I upgraded from Bevy 0.18.1 to 0.19.0 This came with some changes to text and layouts 0.18.1: let font = asset_server.load("fonts/PixelifySans-Regular.ttf"); let label = ( Text::new("Start"), TextFont { font, font_size: 40., ..default() }, TextColor(Color::BLACK), ); 0.19.0: let font = asset_server.load("fonts/PixelifySans-Regular.ttf"); let label = ( Text::new("Start"), TextFont { font: FontSource::Handle(font), font_size: FontSize::Px(40.), ..default() }, TextColor(Color::BLACK), ); among others.
End Screens, Colours, and Paddle Collisions This devlog marks the nearing of the end of this project. I made these changes a week ago, but was unable to find time to write a devlog before I went off-grid. Here are the main changes: End Screen I added an end screen with a randomised end message based off of who won (9 messages each) and a Restart button that uses a lot of the same code as the start screen. I also realised that 10 goals was a lot and quite slow, so I dropped it down to 5. Colours I fixed the colour palette by finally swapping the background colour to something within the grand palette. Collisions Hopefully, this is the last collision issue. If the ball hit the top/bottom of a paddle while the paddle had the same v_y direction as the ball, the ball would still swap v_y direction and go DOWN/UP, so this is hopefully taken care of. It doesn’t matter how fast the ball goes because if it hits the top/bottom of a paddle, the point is already lost. The next devlog will probably be with all the build files and such.
#Finished Web Demo for Pong I had to do a lot of workflow debugging for this.
Finally got a working desktop release!!! The project is finally done! There were so many issues with this as I had no experience with Github actions or making executables with Rust!
Ships:
I built a version of Pong using the Rust game engine Bevy! Bevy is a modular game engine that uses the ECS (Entity, Component, System) paradigm to run games. I followed the TaintedCoders pong tutorial ( https://taintedcoders.com/bevy/tutorials/pong-tutorial ) which let me create a basic pong game with no UI, end, or varied physics. I added randomised collision angles, changed how the AI moved so that it wasn’t perfect at the game, added start and end screens with randomised end messages, and more. There are versions for Apple Silicon Macs, Windows, Linux, and a web playable version....
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1793000905.3837636
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1793087305.3837636
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7599
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Task Manager by @elijahkott | Stardance
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elijahkott
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1
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4.0
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T21:42:02Z", "hours": 4.0, "multiplier": 2.42, "payout": 10, "blessing": "neutral", "text": "I made a simple task manager in Rust as a first Rust project. I was proud that I was able to pretty quickly pick up Rust. What was challenging was implementing Rust code that I’ve never seen to make this project work. Also, testing the project on all platforms. You can use both the terminal commands and the TUI to use the project.", "repo": "https://github.com/LijKott/task-manager/tree/master", "demo": "https://crates.io/crates/task-manager-kotter"}]...
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[{"post_id": 3837, "ts": "2026 [{"post_id": 3837, "ts": "2026-06-06T21:55:41Z", "hours": 1.9919, "text": "TUI is done, tsk is live So last time I had the CLI working. Today I finished the TUI and shipped the whole thing. Getting ratatui going was interesting. It doesn’t work like anything I’ve done before. Instead of just printing stuff, you’ve got a loop that redraws the whole screen every time you press a key. You also have to set up and tear down the terminal manually. If you don’t, your terminal just breaks after you exit. Took me a second to get my head around it but once it clicked it made sense. The TUI has two modes, Normal and Adding. Normal is where you scroll around and do things to tasks. Adding turns the bottom bar into a text input where you type your task and hit Enter. I think using enums for that was pretty clean. I added two things that weren’t in the original plan. A reset command that wipes everything and brings the IDs back to 1, and making the done button a toggle instead of one way. The toggle was annoying, but in the end it worked out fine. The problem was that I forgot to update the function’s name to the updated one. Small thing but it tripped me up. After that, I published to crates.io as task-manager-kotter (tsk) because task-manager was already taken. Then I set up GitHub Actions to build binaries for Linux, Windows, and Mac automatically when I push a tag. Hit a permissions error first try, so I had to go into the repo settings and flip on read/write for workflows. After that I programmed the yml file wrong, so it would merge the binaries instead of having them seperate. I fixed that, and it worked, all three binaries showed up in the release. What’s working Full TUI with scrolling, adding, toggling, deleting, and resetting cargo install tsk works Prebuilt binaries on GitHub Releases for all three platforms"}, {"post_id": 3062, "ts": "2026-06-05T23:10:22Z", "hours": 1.9483, "text": "I got the core database and CLI working Built the foundation today for my SQLite task store and a working CLI with four commands: add, list, done, and delete. You can actually add tasks and check them off from the terminal now. What’s working cargo run – add “buy milk” cargo run – list Output: 1: buy milk [ ] cargo run – done 1 cargo run – list Output: 1: buy milk [x] The stack is rusqlite for SQLite (with the bundled feature so there are no system deps), clap for argument parsing with the derive macro, and chrono for timestamps. The project is split into models.rs, db.rs, commands.rs, and main.rs. These keep the database logic completely separate from the CLI wiring. One thing that tripped me up: Rust’s ownership model means you can’t just pass a Connection willy nilly, you have to borrow it with &Connection everywhere. Took a few compiler errors to get the hang of it, but now it makes sense. Next up Building the TUI with ratatui so you can navigate tasks without typing commands. After that: publishing to crates.io and updating the README."}]...
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Title: Task Manager by @elijahkott | Stardance
De Title: Task Manager by @elijahkott | Stardance
Devlogs:
I got the core database and CLI working Built the foundation today for my SQLite task store and a working CLI with four commands: add, list, done, and delete. You can actually add tasks and check them off from the terminal now. What’s working cargo run – add “buy milk” cargo run – list Output: 1: buy milk [ ] cargo run – done 1 cargo run – list Output: 1: buy milk [x] The stack is rusqlite for SQLite (with the bundled feature so there are no system deps), clap for argument parsing with the derive macro, and chrono for timestamps. The project is split into models.rs, db.rs, commands.rs, and main.rs. These keep the database logic completely separate from the CLI wiring. One thing that tripped me up: Rust’s ownership model means you can’t just pass a Connection willy nilly, you have to borrow it with &Connection everywhere. Took a few compiler errors to get the hang of it, but now it makes sense. Next up Building the TUI with ratatui so you can navigate tasks without typing commands. After that: publishing to crates.io and updating the README.
TUI is done, tsk is live So last time I had the CLI working. Today I finished the TUI and shipped the whole thing. Getting ratatui going was interesting. It doesn’t work like anything I’ve done before. Instead of just printing stuff, you’ve got a loop that redraws the whole screen every time you press a key. You also have to set up and tear down the terminal manually. If you don’t, your terminal just breaks after you exit. Took me a second to get my head around it but once it clicked it made sense. The TUI has two modes, Normal and Adding. Normal is where you scroll around and do things to tasks. Adding turns the bottom bar into a text input where you type your task and hit Enter. I think using enums for that was pretty clean. I added two things that weren’t in the original plan. A reset command that wipes everything and brings the IDs back to 1, and making the done button a toggle instead of one way. The toggle was annoying, but in the end it worked out fine. The problem was that I forgot to update the function’s name to the updated one. Small thing but it tripped me up. After that, I published to crates.io as task-manager-kotter (tsk) because task-manager was already taken. Then I set up GitHub Actions to build binaries for Linux, Windows, and Mac automatically when I push a tag. Hit a permissions error first try, so I had to go into the repo settings and flip on read/write for workflows. After that I programmed the yml file wrong, so it would merge the binaries instead of having them seperate. I fixed that, and it worked, all three binaries showed up in the release. What’s working Full TUI with scrolling, adding, toggling, deleting, and resetting cargo install tsk works Prebuilt binaries on GitHub Releases for all three platforms
Ships:
I made a simple task manager in Rust as a first Rust project. I was proud that I was able to pretty quickly pick up Rust. What was challenging was implementing Rust code that I’ve never seen to make this project work. Also, testing the project on all platforms. You can use both the terminal commands and the TUI to use the project....
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1793000904.2736797
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1793087304.2736797
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24773
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The Herptionary: a Guide to all things Herps by @F The Herptionary: a Guide to all things Herps by @FrogDude | Stardance...
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FrogDude
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T20:41:13Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a multi-page site that: -Calls to a free dictionary API and can display results -Allows multi-page navigation -Has a cool frog logo lol Do I plan on implementing more features, including my own API that works for my intended purpose in the future? yes. Do I have a somewhat working product and need a break? also yes. Please enjoy my 7+ hours of crying over VS code. If you want to save me from API purgatory, feel free to DM and ask to help out or add a pull request/add to my repository! I would LOVE for this to be a group project. Max out o7", "repo": "https://github.com/FrogDude7856/Herptionary", "demo": "https://herptionary.max-walthamsajdak.workers.dev/"}]...
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[{"post_id": 45989, "ts": "202 [{"post_id": 45989, "ts": "2026-08-12T20:35:38Z", "hours": 2.4997, "text": "Herptionary Devlog 006: I give up, I have something functional kinda, lets ship that So… I disappeared for a bit… I left town for like a month for college visits and supporting a family member in travel. Looking at my API troubles with a fresh set of eyes really did not help, but y’know what? I tried. I failed. But the website does function and I did manage to get it to send requests to a free dictionary API and actually return something, so I am okay with putting this temporarily on the backburner while I learn more about website building and shipping it for hopefully enough stardust to not show my name with every visit. Changes: Added python file that will hopefully be the basis of my custom API in the future Added “progress” warnings to all pages left unfinished this ship; will add more text and write the articles soon hopefully Added logo to header “how did you spend two hours on this?” I spent most of that struggling to get an API working, installing extensions, testing the site, and reloading VScode so many times I think i have the button pattern burned into my brain. Someday I will succeed at this. That day is not today."}, {"post_id": 26153, "ts": "2026-07-10T19:36:51Z", "hours": 0.9958, "text": "WE HAVE A LOGO!!!! Not much else to note; been working on trying to get a basic API up and running and failing miserably, which is what the time is. I did try to track the two hours I spent working on this logo but lapse broke - twice - so that’s gone out the window. But. Frog book :) (To the one dude in the slack who said the snake was cooler: yes, but it looks TERRIBLE vectored lol)"}, {"post_id": 23841, "ts": "2026-07-07T00:45:34Z", "hours": 1.5669, "text": "Devlog 4: WE’RE ON THE WEB!!! The Herptionary is officially online! And formatted properly! What I did: Redid my file organizaton so Cloudflare would recognize it as an actual site Put it on Cloudflare Fixed a bunch of issues, including the footer being stuck to the top of the screen on the dictionary and the header not being a header. What’s next: Build an API for all the herp terms I want to add Vector my logo (to be revealed next devlog!) Write the Reptiles landing page"}, {"post_id": 18792, "ts": "2026-06-30T00:20:16Z", "hours": 1.1706, "text": "Herptionary Devlog 3: simplified, but at what cost So, instead of building 26 letter-based pages and crying over file organization, I bit the bullet and found a tutorial on how to make the site access an API and retrieve a definition from somewhere else (thank you codingartistweb.com). The formatting is still off, but now that I am actually using a CSS stylesheet I should only have to do this once and then all my pages should be formatted properly. I am hoping that building an API from scratch does not require me to work with a fourth coding language, especially since I will have to eventually build three of them (one for the dictionary itself, and one each for reptile and amphibian searches), but for testing purposes I am currently using a free online dictionary API thing that came with the tutorial. It doesn’t have all the terms I am planning on including, so I can’t keep it that and skip building an API, but it is funny to search swear words while I am making sure that I didn’t break it while reformatting my site. I love my tadpole stage website :)"}, {"post_id": 15265, "ts": "2026-06-24T19:41:39Z", "hours": 1.4561, "text": "Herptionary Devlog 2 So I had to redo my file organization TWICE to get it to work and make sense but I HAVE PAGE NAVIGATION WORKING!!! What I Did: Added several home and landing pages, including the Dictionary Home Page and an About Us page Linked (and re-linked) images to the site for proper display of visual data Set up page navigation, including a functioning link in the header (to be replaced with an image) Cried over file organization BUTTONS!!! I HAVE BUTTONS AND THEY WORK!!! Next Steps: Build the main Dictionary pages (…oh. 26 letter pages ALONE. I may have bitten off more than I can chew guys) Figure out how to make a wiki-esque edit system to make expanding the site to multiple people a LOT easier when I need help actually filling in the dictionary Ask if I can count graphic design time as hours spent on this project before I learn a new vector design system Develop a wiki-esque source system so I don’t have to link every single ^# credit by hand"}, {"post_id": 15017, "ts": "2026-06-24T12:21:46Z", "hours": 0.2925, "text": "Herptionary Devlog 1 So I happen to be an aspiring herpetologist (amphibian and reptile scientist). Much to my annoyance, some guy in the 1200s decided my favorite creatures in the world were “monsterous” and grouped them together, and now everyone is afraid of them. So, I’m gonna put my other interest to work and fix that! What I did: Set up the workspace, hackatime, etc. for my first true coding project Made my first few (VERY basic) pages in HTML. Made bug/error/incorrect info reporting google form for when I do get this on the web. Next Steps: Figure out how to link pages Find hosting stuff Graphic Design? (Screenshot attached: a quick build of my homepage)"}]...
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Title: The Herptionary: a Guide to all things Herp Title: The Herptionary: a Guide to all things Herps by @FrogDude | Stardance
Devlogs:
Herptionary Devlog 1 So I happen to be an aspiring herpetologist (amphibian and reptile scientist). Much to my annoyance, some guy in the 1200s decided my favorite creatures in the world were “monsterous” and grouped them together, and now everyone is afraid of them. So, I’m gonna put my other interest to work and fix that! What I did: Set up the workspace, hackatime, etc. for my first true coding project Made my first few (VERY basic) pages in HTML. Made bug/error/incorrect info reporting google form for when I do get this on the web. Next Steps: Figure out how to link pages Find hosting stuff Graphic Design? (Screenshot attached: a quick build of my homepage)
Herptionary Devlog 2 So I had to redo my file organization TWICE to get it to work and make sense but I HAVE PAGE NAVIGATION WORKING!!! What I Did: Added several home and landing pages, including the Dictionary Home Page and an About Us page Linked (and re-linked) images to the site for proper display of visual data Set up page navigation, including a functioning link in the header (to be replaced with an image) Cried over file organization BUTTONS!!! I HAVE BUTTONS AND THEY WORK!!! Next Steps: Build the main Dictionary pages (…oh. 26 letter pages ALONE. I may have bitten off more than I can chew guys) Figure out how to make a wiki-esque edit system to make expanding the site to multiple people a LOT easier when I need help actually filling in the dictionary Ask if I can count graphic design time as hours spent on this project before I learn a new vector design system Develop a wiki-esque source system so I don’t have to link every single ^# credit by hand
Herptionary Devlog 3: simplified, but at what cost So, instead of building 26 letter-based pages and crying over file organization, I bit the bullet and found a tutorial on how to make the site access an API and retrieve a definition from somewhere else (thank you codingartistweb.com). The formatting is still off, but now that I am actually using a CSS stylesheet I should only have to do this once and then all my pages should be formatted properly. I am hoping that building an API from scratch does not require me to work with a fourth coding language, especially since I will have to eventually build three of them (one for the dictionary itself, and one each for reptile and amphibian searches), but for testing purposes I am currently using a free online dictionary API thing that came with the tutorial. It doesn’t have all the terms I am planning on including, so I can’t keep it that and skip building an API, but it is funny to search swear words while I am making sure that I didn’t break it while reformatting my site. I love my tadpole stage website :)
Devlog 4: WE’RE ON THE WEB!!! The Herptionary is officially online! And formatted properly! What I did: Redid my file organizaton so Cloudflare would recognize it as an actual site Put it on Cloudflare Fixed a bunch of issues, including the footer being stuck to the top of the screen on the dictionary and the header not being a header. What’s next: Build an API for all the herp terms I want to add Vector my logo (to be revealed next devlog!) Write the Reptiles landing page
WE HAVE A LOGO!!!! Not much else to note; been working on trying to get a basic API up and running and failing miserably, which is what the time is. I did try to track the two hours I spent working on this logo but lapse broke - twice - so that’s gone out the window. But. Frog book :) (To the one dude in the slack who said the snake was cooler: yes, but it looks TERRIBLE vectored lol)
Herptionary Devlog 006: I give up, I have something functional kinda, lets ship that So… I disappeared for a bit… I left town for like a month for college visits and supporting a family member in travel. Looking at my API troubles with a fresh set of eyes really did not help, but y’know what? I tried. I failed. But the website does function and I did manage to get it to send requests to a free dictionary API and actually return something, so I am okay with putting this temporarily on the backburner while I learn more about website building and shipping it for hopefully enough stardust to not show my name with every visit. Changes: Added python file that will hopefully be the basis of my custom API in the future Added “progress” warnings to all pages left unfinished this ship; will add more text and write the articles soon hopefully Added logo to header “how did you spend two hours on this?” I spent most of that struggling to get an API working, installing extensions, testing the site, and reloading VScode so many times I think i have the button pattern burned into my brain. Someday I will succeed at this. That day is not today.
Ships:
I made a multi-page site that: -Calls to a free dictionary API and can display results -Allows multi-page navigation -Has a cool frog logo lol Do I plan on implementing more features, including my own API that works for my intended purpose in the future? yes. Do I have a somewhat working product and need a break? also yes. Please enjoy my 7+ hours of crying over VS code. If you want to save me from API purgatory, feel free to DM and ask to help out or add a pull request/add to my repository! I would LOVE for this to be a group project. Max out o7...
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1793000903.1528075
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1793087303.1528075
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19035
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Eschatia by @sahajk | Stardance
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sahajk
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1
|
6.0
|
89
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T22:55:05Z", "hours": 6.0, "multiplier": 16.59, "payout": 89, "blessing": "neutral", "text": "Eschatia is a narrated deep-zoom explorer for James Webb Space Telescope imagery. Pick any of 20 cosmic destinations and you get a cinematic transition into a full gigapixel viewer. The images are up to 14,500 pixels wide, streamed in tiles directly from ESA’s servers so nothing heavy loads upfront. Each destination has hand-written narration, four clickable hotspot markers pinned to specific features in the image, and human-scale comparisons that put the numbers in context. The most challenging part was the hotspot coordinate system. Pins have to stay locked to specific points in the image regardless of zoom level or pan position, which required a custom proximity detection pass on the viewer’s canvas. To test it: open the link, click any destination card, and zoom in. Hit the cinematic button at the bottom of any viewer to enter ambient mode.", "repo": "https://github.com/sahajkhandelwal1/eschatia", "demo": "https://eschatia.vercel.app/"}]...
|
[{"post_id": 14720, "ts": "202 [{"post_id": 14720, "ts": "2026-06-23T22:35:35Z", "hours": 0.9517, "text": "Eschatia: Devlog 4 The last major addition has been made to eschatia, which is ambient mode. Every destination now has a cinematic screensaver you can enter from the viewer. When in this mode, the image slowly drifts across the screen while a generative audio drone plays underneath. The drone is three notes tuned to an open fifth chord, breathing in and out on a 25-second cycle. It sounds like how being in space probably feels. From the Explore page, “Drift anywhere” chains destinations together automatically, fading to black between them every 15 seconds. I built it as a classroom screensaver feature pretty much. That brings the full feature list to 20 narrated deep-zoom destinations, interactive hotspots on every image, human-scale comparisons, a live feed of JWST observations from NASA’s archive, and an ambient mode."}, {"post_id": 13568, "ts": "2026-06-22T06:40:25Z", "hours": 1.3711, "text": "Eschatia: Devlog 3 Just made a big update. Eschatia now has 20 destinations with points of interest, increased from the original 10. The Discoveries page is also now live, and the landing page has been adjusted in its ui. The Discoveries page pulls live data from NASA’s JWST archive and surfaces the 40 most recent science observations in Eschatia’s visual language. Getting the API working took several rounds of debugging. The endpoint I expected returned a 404, the response structure was different from the documentation, and the edge function couldn’t read environment variables until I switched runtimes. The landing page starfield got rebuilt from scratch. The original was 200 CSS-animated divs. The new one is a canvas animation where stars fly toward the viewer from a central vanishing point, like warping through space. I tried star trails first but they made the background too noisy, so I pulled them back to crisp dots which ended up looking cleaner anyway. eschatia.vercel.app"}, {"post_id": 12344, "ts": "2026-06-20T04:20:03Z", "hours": 1.7325, "text": "Eschatia: Devlog 2 The images on eschatia are now spatially interactive. Users can now click on glowing pins on the viewer and get detailed information of that part of the image. 6/10 images are complete with the hotspots and information, along with comparisons. I also created the Explore page to show all 10 of the possible destinations. Most of this phase went smoothly, but I spent forever trying to fix the back button from the viewer. Every time I would click it, the home page was left with a black overlay, and it took me a long time to track down the issue. The problem was that the viewer had its own cleanup process when shutting down, and it was conflicting with another component that was trying to reference the viewer as it was disappearing. 4 of the destinations still need content, and then after that, I need to create a live discovery feed and do some more checks before I can ship an MVP."}, {"post_id": 11114, "ts": "2026-06-18T05:43:26Z", "hours": 1.4503, "text": "Eschatia: Devlog 1 NASA’s James Webb Space Telescope has some of the most detailed images of the universe ever taken, but the best experience for those who are not scientists is only the JPEG image with a caption. The idea of Eschatia is to create a more interactive way to view these images in the web portal, where users can pick a destination and get full information and narration about the JWST’s greatest images in plain English. Before writing any code, I spent some time figuring out what info NASA made available to developers. I was able to find huge images on ESA’s servers with key images like the Carina Nebula available with over 100 megapixels and metadata. This made it really easy to make the experience interactive, as users can zoom into these images deeply without the quality being compromised. Finding this was the major change that made the whole project possible without any custom infrastructure, etc. After I started building, the trickiest part to figure out was an entry transition. When you click a destination card, the app captures the card’s exact position on screen and animates it expanding to fill the entire viewport before cutting to the viewer. Making it smooth was difficult, and it’s still not perfect yet, but I will improve it after the initial MVP of the product with all the features has been created. The website skeleton, transition, and viewer with some images are all live right now at eschatia.vercel.app There is a full viewer and narration for 3 of the destinations. Next up is making the images more interactive with clickable regions that have more narration, and adding in more images that viewers can view, along with making sure that all the buttons on the website work."}]...
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Title: Eschatia by @sahajk | Stardance
Devlogs:
E Title: Eschatia by @sahajk | Stardance
Devlogs:
Eschatia: Devlog 1 NASA’s James Webb Space Telescope has some of the most detailed images of the universe ever taken, but the best experience for those who are not scientists is only the JPEG image with a caption. The idea of Eschatia is to create a more interactive way to view these images in the web portal, where users can pick a destination and get full information and narration about the JWST’s greatest images in plain English. Before writing any code, I spent some time figuring out what info NASA made available to developers. I was able to find huge images on ESA’s servers with key images like the Carina Nebula available with over 100 megapixels and metadata. This made it really easy to make the experience interactive, as users can zoom into these images deeply without the quality being compromised. Finding this was the major change that made the whole project possible without any custom infrastructure, etc. After I started building, the trickiest part to figure out was an entry transition. When you click a destination card, the app captures the card’s exact position on screen and animates it expanding to fill the entire viewport before cutting to the viewer. Making it smooth was difficult, and it’s still not perfect yet, but I will improve it after the initial MVP of the product with all the features has been created. The website skeleton, transition, and viewer with some images are all live right now at eschatia.vercel.app There is a full viewer and narration for 3 of the destinations. Next up is making the images more interactive with clickable regions that have more narration, and adding in more images that viewers can view, along with making sure that all the buttons on the website work.
Eschatia: Devlog 2 The images on eschatia are now spatially interactive. Users can now click on glowing pins on the viewer and get detailed information of that part of the image. 6/10 images are complete with the hotspots and information, along with comparisons. I also created the Explore page to show all 10 of the possible destinations. Most of this phase went smoothly, but I spent forever trying to fix the back button from the viewer. Every time I would click it, the home page was left with a black overlay, and it took me a long time to track down the issue. The problem was that the viewer had its own cleanup process when shutting down, and it was conflicting with another component that was trying to reference the viewer as it was disappearing. 4 of the destinations still need content, and then after that, I need to create a live discovery feed and do some more checks before I can ship an MVP.
Eschatia: Devlog 3 Just made a big update. Eschatia now has 20 destinations with points of interest, increased from the original 10. The Discoveries page is also now live, and the landing page has been adjusted in its ui. The Discoveries page pulls live data from NASA’s JWST archive and surfaces the 40 most recent science observations in Eschatia’s visual language. Getting the API working took several rounds of debugging. The endpoint I expected returned a 404, the response structure was different from the documentation, and the edge function couldn’t read environment variables until I switched runtimes. The landing page starfield got rebuilt from scratch. The original was 200 CSS-animated divs. The new one is a canvas animation where stars fly toward the viewer from a central vanishing point, like warping through space. I tried star trails first but they made the background too noisy, so I pulled them back to crisp dots which ended up looking cleaner anyway. eschatia.vercel.app
Eschatia: Devlog 4 The last major addition has been made to eschatia, which is ambient mode. Every destination now has a cinematic screensaver you can enter from the viewer. When in this mode, the image slowly drifts across the screen while a generative audio drone plays underneath. The drone is three notes tuned to an open fifth chord, breathing in and out on a 25-second cycle. It sounds like how being in space probably feels. From the Explore page, “Drift anywhere” chains destinations together automatically, fading to black between them every 15 seconds. I built it as a classroom screensaver feature pretty much. That brings the full feature list to 20 narrated deep-zoom destinations, interactive hotspots on every image, human-scale comparisons, a live feed of JWST observations from NASA’s archive, and an ambient mode.
Ships:
Eschatia is a narrated deep-zoom explorer for James Webb Space Telescope imagery. Pick any of 20 cosmic destinations and you get a cinematic transition into a full gigapixel viewer. The images are up to 14,500 pixels wide, streamed in tiles directly from ESA’s servers so nothing heavy loads upfront. Each destination has hand-written narration, four clickable hotspot markers pinned to specific features in the image, and human-scale comparisons that put the numbers in context. The most challenging part was the hotspot coordinate system. Pins have to stay locked to specific points in the image regardless of zoom level or pan position, which required a custom proximity detection pass on the viewer’s canvas. To test it: open the link, click any destination card, and zoom in. Hit the cinematic button at the bottom of any viewer to enter ambient mode....
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1793000902.0338597
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1793087302.0338597
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|
11914
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PixelSwerve by @pxverkso | Stardance
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pxverkso
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1
|
13.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T17:53:13Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PXLSWRV is a Swerve Drive module powered by REV-A301 Motors. Swerve Drive is also called an independent wheel steering system. It works by having 2 independent motors for steering and driving. Overall, the most challenging part during this project was figuring out how to package everything into a small form factor. The reason I wanted a small form factor was so it could actually have an advantage over other compact holonomic drivetrain systems (i.e. mecanum). I think the thing I’m most proud of (and the significance of the project) was that I failed numerous times to design a swerve drive in the past 2 years. This was my 3rd attempt at a swerve drive and I was able to learn so much about coaxial effects, packaging, and what it takes to create a clean design. All the parts used in this project are in the CAD Link, accessible through the ReadMe in the source code or accessed through the Try Project button. Unfortunately, this project will not be able to be built as of 6/9/26 due to the REV-A301 Motor being officially released in 2027. Thank you for taking interest in my project!", "repo": "https://github.com/pxverkso/pxlswrv-a301-", "demo": ""}]...
|
[{"post_id": 5717, "ts": "2026 [{"post_id": 5717, "ts": "2026-06-09T16:45:32Z", "hours": 1.43, "text": "Devlog #4 PxlSwrv using A301 Motors I’m now basically done with this project. Today I just inverted the master module so I could create a beautiful 4 wheel configuration. Everything is sorted and awesome so it’s ready to be shipped now!"}, {"post_id": 5346, "ts": "2026-06-09T02:38:26Z", "hours": 3.2836, "text": "Devlog #3 PxlSwrv Using A301 Motors So I’m posting this on the same day as DevLog #2 since I was bored and just decided to get the rendering and finishing touches out of the way. I spent most of my time refining the details in the model to make it look presentable. I also did more organizing on the files so you can now sort through screws, hardware, and custom made parts. Check it out on the Onshape link! Also this is my first time really putting in effort on a render so I hope yall like it :)"}, {"post_id": 5227, "ts": "2026-06-08T22:47:33Z", "hours": 4.8547, "text": "Devlog #2 PxlSwrv Using A301 Motors I got a lot more done today than I was expecting to get done. I finished the full v1 assembly and every part lines up and works perfectly. I also organized all the parts neatly into folder so now it’s ready for public access! Tomorrow, I’ll work on the promotion component and render it using Fusion 360 to make it look extra nice :) Don’t expect this to be the last version as I want to keep creating new and more innovative drivetrains in the future!"}, {"post_id": 4720, "ts": "2026-06-08T04:42:54Z", "hours": 2.9647, "text": "Devlog #1 PxlSwrv using A301 Motors Today I was able to get used to the new First Tech Challenge A301 Motors which will soon be releasing in 2027. I first started by making an adapter from the A301’s 15T Spine to the Gobilda 8mm REX Shaft, a shaft collar, and a basic axle. Then I sketched up a nice base for the swerve drive to take form on. I attached motors and a bearing. I finally created the spinning pod’s base, wheel, and tires. Tomorrow I’ll be working on creating a way for the wheel to move using one of the motors attached on the base."}]...
|
Title: PixelSwerve by @pxverkso | Stardance
Devlo Title: PixelSwerve by @pxverkso | Stardance
Devlogs:
Devlog #1 PxlSwrv using A301 Motors Today I was able to get used to the new First Tech Challenge A301 Motors which will soon be releasing in 2027. I first started by making an adapter from the A301’s 15T Spine to the Gobilda 8mm REX Shaft, a shaft collar, and a basic axle. Then I sketched up a nice base for the swerve drive to take form on. I attached motors and a bearing. I finally created the spinning pod’s base, wheel, and tires. Tomorrow I’ll be working on creating a way for the wheel to move using one of the motors attached on the base.
Devlog #2 PxlSwrv Using A301 Motors I got a lot more done today than I was expecting to get done. I finished the full v1 assembly and every part lines up and works perfectly. I also organized all the parts neatly into folder so now it’s ready for public access! Tomorrow, I’ll work on the promotion component and render it using Fusion 360 to make it look extra nice :) Don’t expect this to be the last version as I want to keep creating new and more innovative drivetrains in the future!
Devlog #3 PxlSwrv Using A301 Motors So I’m posting this on the same day as DevLog #2 since I was bored and just decided to get the rendering and finishing touches out of the way. I spent most of my time refining the details in the model to make it look presentable. I also did more organizing on the files so you can now sort through screws, hardware, and custom made parts. Check it out on the Onshape link! Also this is my first time really putting in effort on a render so I hope yall like it :)
Devlog #4 PxlSwrv using A301 Motors I’m now basically done with this project. Today I just inverted the master module so I could create a beautiful 4 wheel configuration. Everything is sorted and awesome so it’s ready to be shipped now!
Ships:
PXLSWRV is a Swerve Drive module powered by REV-A301 Motors. Swerve Drive is also called an independent wheel steering system. It works by having 2 independent motors for steering and driving. Overall, the most challenging part during this project was figuring out how to package everything into a small form factor. The reason I wanted a small form factor was so it could actually have an advantage over other compact holonomic drivetrain systems (i.e. mecanum). I think the thing I’m most proud of (and the significance of the project) was that I failed numerous times to design a swerve drive in the past 2 years. This was my 3rd attempt at a swerve drive and I was able to learn so much about coaxial effects, packaging, and what it takes to create a clean design. All the parts used in this project are in the CAD Link, accessible through the ReadMe in the source code or accessed through the Try Project button. Unfortunately, this project will not be able to be built as of 6/9/26 due to the REV-A301 Motor being officially released in 2027. Thank you for taking interest in my project!...
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1793000901.153833
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1793087301.153833
|
|
8824
|
Personal site by @Wiktorxd_1 | Stardance
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Wiktorxd_1
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1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T07:39:51Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Simple personal website! and uh… it has a watchlist, skills, projects and music tab :D thats.. all!", "repo": "https://github.com/Wiktorxd-1/website/", "demo": "https://wiktorxd-1.dev/"}]...
|
[{"post_id": 13571, "ts": "202 [{"post_id": 13571, "ts": "2026-06-22T06:52:22Z", "hours": 5.8461, "text": "Site is mostly finished, just need to improve status fetching"}]...
|
Title: Personal site by @Wiktorxd_1 | Stardance
D Title: Personal site by @Wiktorxd_1 | Stardance
Devlogs:
Site is mostly finished, just need to improve status fetching
Ships:
Simple personal website! and uh… it has a watchlist, skills, projects and music tab :D thats.. all!...
|
1793000900.3040102
|
1793087300.3040102
|