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3335
|
1000 HTML Games by @txandy10 | Stardance
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txandy10
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T03:10:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have loved working on this project this summer! This has been the first thing I have done since a class I took last year. I tried to focus on the aesthetic part of it because that’s what I want to learn. I am still a beginner and I want to thank everyone who followed this short journey. I wanted to add more but something came up in my life. Sorry for the small project and thank you for all of the fun I had.", "repo": "https://github.com/txandy1010-commits/1000HTMLGAMES/blob/main/HTML%20GAMES.html", "demo": "https://txandy1010-commits.github.io/1000HTMLGAMES/HTML%20GAMES.html"}]...
|
[{"post_id": 2530, "ts": "2026 [{"post_id": 2530, "ts": "2026-06-05T01:58:47Z", "hours": 0.7367, "text": "I made a few updates to 1000 HTML games, I added a new page called update logs. Update Logs include all of the changes I have made to the site. They only include the final changes to the published site. I also decorated the site. I am not good at decoration on HTML so I used some AI to help me do so. I have only used AI 2 times to help me with code during tis project, once to find add code for a working leaderboard(witch isn’t working rn) and for the decorations. The working and published V0.3 of my site is up and running RIGHT NOW!!!!! (Itch.io coming soon) https://txandy1010-commits.github.io/1000HTMLGAMES/Index.html If this project does well then I will get a custom domain for 1000HTML games! Follow for more updates."}, {"post_id": 1879, "ts": "2026-06-04T02:57:18Z", "hours": 0.8453, "text": "I have finally added a homepage to my project and I made cookie clicker look cool. The math game has gotten a MOJOR update IT HAS A LEADERBOARD NOWWWWW!!!! I think it works but It will be in the next release that might be added tonight!"}, {"post_id": 1765, "ts": "2026-06-03T23:16:47Z", "hours": 0.2556, "text": "I finished the base game of the speed math game on my 1000 HTML games project. It has 3 modes: Easy, Medium, and Hard mode. The questions get harder each time but the time stays the same at 5 seconds. I am hoping to add a leaderboard soon(after I find out how). I am updating the website after I add 1 more upgrade to cookie clicker. If you have any game ideas or if you have any games you would like me to add to this website (with credit of course!) please dm me on discord (in my bio). Also I am going to add a better home screen and make the whole site retro gaming themed soon(probably on V0.3) I’m on V0.1 right now and the new update will be coming in the next 1-3 days! Follow for more updates. Btw Itch.io site coming soon. And here is the website: https://txandy1010-commits.github.io/1000HTMLGAMES/HTML%20GAMES.html"}, {"post_id": 1241, "ts": "2026-06-03T02:59:11Z", "hours": 0.3033, "text": "IM ADDING A NEW GAME!!!!! I hope you like math because the new game I am working on is a speed math game. I am going to start off with the basics: Simple math problems, A timer, 3 levels, and A start button. Right now I am coding the 3 levels but the rest should be done by tomorrow. In the future I want to add a place where you can add a specific time limit and be able to include or not have different signs like +,x, and /. On the home page I want to start adding the Css code to make it have the retro look and add a search bar. ALSO I FINNALY HAVE IT WHERE YOU CAN ALSO PLAY MY GAMESSSSS!!! Visit https://txandy1010-commits.github.io/1000HTMLGAMES/HTML%20GAMES.html to see the first game cookie clicker V.0.1"}, {"post_id": 1183, "ts": "2026-06-03T01:17:53Z", "hours": 0.3342, "text": "After a Bit of trial and error I got my FIRST UPGRADE!!!! you can now buy a click multiplier so it is more clicks per click. What other upgrades should I add? BTW should I add an auto clicker detector and A place where you can enter secret codes?"}, {"post_id": 1167, "ts": "2026-06-03T00:40:37Z", "hours": 0.3758, "text": "1000 HTML Games is a project that I have wanted to try for a while but I haven’t had the time to do so over the time that Stardance is happening I will be adding HTML games (Made by me) to this website. The website isn’t ready yet but here is a sneak peek at my first one. If you have any suggestions for games or apps I should add I will add them! (if they aren’t to hard to do) I am pretty new at coding and I think that this project will be a good learning opportunity for me. I will have the website up and running In the next few days and will hopefully buy a custom domain. I am thinking of buying 1000HTMLGAMES.xyz because it is only 1 dollar for the first month. So if you have any ideas or you if you have your own HTML game you would like me to add I will (You will get credit of course). Btw if anyone wants to help me I would love that and my discord is in my bio so just DM me for questions of if you would like to help me or if you want to send me a HTML game you would like me to add"}]...
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Title: 1000 HTML Games by @txandy10 | Stardance
D Title: 1000 HTML Games by @txandy10 | Stardance
Devlogs:
1000 HTML Games is a project that I have wanted to try for a while but I haven’t had the time to do so over the time that Stardance is happening I will be adding HTML games (Made by me) to this website. The website isn’t ready yet but here is a sneak peek at my first one. If you have any suggestions for games or apps I should add I will add them! (if they aren’t to hard to do) I am pretty new at coding and I think that this project will be a good learning opportunity for me. I will have the website up and running In the next few days and will hopefully buy a custom domain. I am thinking of buying 1000HTMLGAMES.xyz because it is only 1 dollar for the first month. So if you have any ideas or you if you have your own HTML game you would like me to add I will (You will get credit of course). Btw if anyone wants to help me I would love that and my discord is in my bio so just DM me for questions of if you would like to help me or if you want to send me a HTML game you would like me to add
After a Bit of trial and error I got my FIRST UPGRADE!!!! you can now buy a click multiplier so it is more clicks per click. What other upgrades should I add? BTW should I add an auto clicker detector and A place where you can enter secret codes?
IM ADDING A NEW GAME!!!!! I hope you like math because the new game I am working on is a speed math game. I am going to start off with the basics: Simple math problems, A timer, 3 levels, and A start button. Right now I am coding the 3 levels but the rest should be done by tomorrow. In the future I want to add a place where you can add a specific time limit and be able to include or not have different signs like +,x, and /. On the home page I want to start adding the Css code to make it have the retro look and add a search bar. ALSO I FINNALY HAVE IT WHERE YOU CAN ALSO PLAY MY GAMESSSSS!!! Visit https://txandy1010-commits.github.io/1000HTMLGAMES/HTML%20GAMES.html to see the first game cookie clicker V.0.1
I finished the base game of the speed math game on my 1000 HTML games project. It has 3 modes: Easy, Medium, and Hard mode. The questions get harder each time but the time stays the same at 5 seconds. I am hoping to add a leaderboard soon(after I find out how). I am updating the website after I add 1 more upgrade to cookie clicker. If you have any game ideas or if you have any games you would like me to add to this website (with credit of course!) please dm me on discord (in my bio). Also I am going to add a better home screen and make the whole site retro gaming themed soon(probably on V0.3) I’m on V0.1 right now and the new update will be coming in the next 1-3 days! Follow for more updates. Btw Itch.io site coming soon. And here is the website: https://txandy1010-commits.github.io/1000HTMLGAMES/HTML%20GAMES.html
I have finally added a homepage to my project and I made cookie clicker look cool. The math game has gotten a MOJOR update IT HAS A LEADERBOARD NOWWWWW!!!! I think it works but It will be in the next release that might be added tonight!
I made a few updates to 1000 HTML games, I added a new page called update logs. Update Logs include all of the changes I have made to the site. They only include the final changes to the published site. I also decorated the site. I am not good at decoration on HTML so I used some AI to help me do so. I have only used AI 2 times to help me with code during tis project, once to find add code for a working leaderboard(witch isn’t working rn) and for the decorations. The working and published V0.3 of my site is up and running RIGHT NOW!!!!! (Itch.io coming soon) https://txandy1010-commits.github.io/1000HTMLGAMES/Index.html If this project does well then I will get a custom domain for 1000HTML games! Follow for more updates.
Ships:
I have loved working on this project this summer! This has been the first thing I have done since a class I took last year. I tried to focus on the aesthetic part of it because that’s what I want to learn. I am still a beginner and I want to thank everyone who followed this short journey. I wanted to add more but something came up in my life. Sorry for the small project and thank you for all of the fun I had....
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1792983239.1988976
|
1793069639.1988976
|
|
3347
|
Vibranite - Minecraft Mod by @minjajo | Stardance
|
minjajo
|
1
|
19.33
|
116
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T17:36:58Z", "hours": 19.0, "multiplier": 6.18, "payout": 116, "blessing": "neutral", "text": "I built one of my first minecraft mods! It adds a new type of crystal: Vibranite. Once mined and smelted, it can be used to make new types of tools, weapons, and armor! I already had a TINY bit of experience making minecraft mods in the past, but this was still quite a challenge for me as I learned the process of instantiating items, creating datagen JSON files for blocks, and assigning properties to items. I believe the hardest part of the project for me was trying to figure out how to make the ores naturally spawn.", "repo": "https://github.com/Minjajo/vibranite", "demo": "https://modrinth.com/mod/vibranite"}]...
|
[{"post_id": 32044, "ts": "202 [{"post_id": 32044, "ts": "2026-07-20T22:37:16Z", "hours": 0.3347, "text": "Final Devlog: No changes to the code. The project and Github has been updated with the new Modrinth link"}, {"post_id": 30234, "ts": "2026-07-17T17:32:06Z", "hours": 2.8669, "text": "VIBRANITE MINECRAFT MOD: Devlog 3 What’s New: I added new tools and armor! This took a lot of time as I also had to make textures for each and every one of the tools as well as the armor itself. Setting up all the tools was definitely somewhat tedious. The most difficult part of today was likely the fact that I kept making silly mistakes when setting up the tools, as the process was a bit tedious. Everything is working great now though! The textures of the armor render properly and everything is working as expected."}, {"post_id": 19565, "ts": "2026-06-30T21:54:49Z", "hours": 3.1403, "text": "VIBRANITE MINECRAFT MOD: Devlog 2 What’s New: I added 4 new blocks. The Vibranite Block, Raw Vibranite Block, Vibranite Ore, and Vibranite Deepslate ore. In addition, I set up the loot tables for each block as well as the crafting/smelting recipes. I also set up worldgen so that the ores spawn naturally underground. The most difficult part of today was DEFINITELY figuring out the worldgen. I had many issues with that, but I was able to reference Youtube tutorials and other mods online in order to grasp the concept. What’s Next: Now that the ores spawn naturally underground, the next step is to start creating the armor and tools for the mod!"}, {"post_id": 18493, "ts": "2026-06-29T17:38:31Z", "hours": 8.1114, "text": "VIBRANITE MINECRAFT MOD: Devlog 1 What’s New: I added the new Vibranite Crystal into the game. It doesn’t have much functionality for now, but I’m planning for it to be a custom ore/armor type that can only be found generating in the Deep Dark biome. I am also planning on adding some custom functionality for these vibranite crystal items. They’ll fit the “vibration/echo” theme of the deep dark, as it matches the theme of the Warden mob that lives there. What’s Next: The next step is to start creating the Vibranite crystal ores themselves, and then to start working on the worldgen so that they can generate naturally."}, {"post_id": 3091, "ts": "2026-06-06T00:05:04Z", "hours": 3.4228, "text": "Nothing that interesting yet. I’ve been learning a lot though! And I built my own custom item that acts as a scaffolding tool which takes blocks from your inventory and builds upwards in a tower when interacted with."}, {"post_id": 2336, "ts": "2026-06-04T19:35:53Z", "hours": 1.875, "text": "I’m currently re-learning how to make a Fabric mod, and I’ve currently made some items and blocks. Its been a year since I made my last mod and quite a few things have changed in Fabric. I’ll start brainstorming about what I want this mod to do soon"}]...
|
Title: Vibranite - Minecraft Mod by @minjajo | Sta Title: Vibranite - Minecraft Mod by @minjajo | Stardance
Devlogs:
I’m currently re-learning how to make a Fabric mod, and I’ve currently made some items and blocks. Its been a year since I made my last mod and quite a few things have changed in Fabric. I’ll start brainstorming about what I want this mod to do soon
Nothing that interesting yet. I’ve been learning a lot though! And I built my own custom item that acts as a scaffolding tool which takes blocks from your inventory and builds upwards in a tower when interacted with.
VIBRANITE MINECRAFT MOD: Devlog 1 What’s New: I added the new Vibranite Crystal into the game. It doesn’t have much functionality for now, but I’m planning for it to be a custom ore/armor type that can only be found generating in the Deep Dark biome. I am also planning on adding some custom functionality for these vibranite crystal items. They’ll fit the “vibration/echo” theme of the deep dark, as it matches the theme of the Warden mob that lives there. What’s Next: The next step is to start creating the Vibranite crystal ores themselves, and then to start working on the worldgen so that they can generate naturally.
VIBRANITE MINECRAFT MOD: Devlog 2 What’s New: I added 4 new blocks. The Vibranite Block, Raw Vibranite Block, Vibranite Ore, and Vibranite Deepslate ore. In addition, I set up the loot tables for each block as well as the crafting/smelting recipes. I also set up worldgen so that the ores spawn naturally underground. The most difficult part of today was DEFINITELY figuring out the worldgen. I had many issues with that, but I was able to reference Youtube tutorials and other mods online in order to grasp the concept. What’s Next: Now that the ores spawn naturally underground, the next step is to start creating the armor and tools for the mod!
VIBRANITE MINECRAFT MOD: Devlog 3 What’s New: I added new tools and armor! This took a lot of time as I also had to make textures for each and every one of the tools as well as the armor itself. Setting up all the tools was definitely somewhat tedious. The most difficult part of today was likely the fact that I kept making silly mistakes when setting up the tools, as the process was a bit tedious. Everything is working great now though! The textures of the armor render properly and everything is working as expected.
Final Devlog: No changes to the code. The project and Github has been updated with the new Modrinth link
Ships:
I built one of my first minecraft mods! It adds a new type of crystal: Vibranite. Once mined and smelted, it can be used to make new types of tools, weapons, and armor! I already had a TINY bit of experience making minecraft mods in the past, but this was still quite a challenge for me as I learned the process of instantiating items, creating datagen JSON files for blocks, and assigning properties to items. I believe the hardest part of the project for me was trying to figure out how to make the ores naturally spawn....
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1792979279.1772435
|
1793065679.1772435
|
|
3395
|
MY SWEET PRINCE by @Vini | Stardance
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Vini
|
1
|
12.0
|
64
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T03:59:47Z", "hours": 12.0, "multiplier": 5.52, "payout": 64, "blessing": "neutral", "text": "This project has taken a significant amount of my life I know it only says 12h but that’s just the amount of time i’ve been working on it since stardance started", "repo": "https://github.com/wildevi26250-tech/MY-SWEET-PRINCE", "demo": "https://celadon-semifreddo-4bbbb5.netlify.app/"}]...
|
[{"post_id": 8904, "ts": "2026 [{"post_id": 8904, "ts": "2026-06-14T20:20:33Z", "hours": 1.8322, "text": "Yesterday I made this settings menu work it has full screen volume controls and level saves. I also added some of the finishing touches to the last level. I once again ask for people to test my game and give me feedback thank you and good bye"}, {"post_id": 7912, "ts": "2026-06-13T06:05:23Z", "hours": 2.1731, "text": "I fixed alot of stuff and added a half of a settings menu"}, {"post_id": 7331, "ts": "2026-06-12T07:07:40Z", "hours": 3.8925, "text": "Fixed alot of stuff and added new level"}, {"post_id": 4081, "ts": "2026-06-07T08:36:17Z", "hours": 1.4181, "text": "BUGS & MINOR IMPROVEMENTS"}, {"post_id": 2608, "ts": "2026-06-05T07:14:08Z", "hours": 2.9469, "text": "ADDED LIGHTING MAJOR GAME FEATURES MUSIC FOR EACH LEVEL"}]...
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Title: MY SWEET PRINCE by @Vini | Stardance
Devlo Title: MY SWEET PRINCE by @Vini | Stardance
Devlogs:
ADDED LIGHTING MAJOR GAME FEATURES MUSIC FOR EACH LEVEL
BUGS & MINOR IMPROVEMENTS
Fixed alot of stuff and added new level
I fixed alot of stuff and added a half of a settings menu
Yesterday I made this settings menu work it has full screen volume controls and level saves. I also added some of the finishing touches to the last level. I once again ask for people to test my game and give me feedback thank you and good bye
Ships:
This project has taken a significant amount of my life I know it only says 12h but that’s just the amount of time i’ve been working on it since stardance started...
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1792972229.06296
|
1793058629.06296
|
|
3397
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Moonshine by @kritik | Stardance
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kritik
|
1
|
58.21
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T01:46:24Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a materials science engine meant to try and come up with candidates for novel materials with a high likleyhood of stability and validity for more advanced algorithms. The challenging part was integrating all the different tools being used, as well as perfectly tuning all tools to create accurate structures in as little time as possible. I am proud of the beautiful structures created by this algorithm. What to know to test this project is that its very unlikely a new material will be found on the first few tries, this has to be run for a while so start at the beta processing layer and run what is in the Alpha Arrays file. There is also lots of inaccuracies in this pipeline due to using off the self locally hosted LLM’s so you might have to run each layer a few times and not all candidates will be made.", "repo": "https://github.com/K200811/Project-MoonshineV2-Live", "demo": "https://github.com/K200811/Project-MoonshineV2-Live/releases/tag/v1.0.0"}]...
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[{"post_id": 28069, "ts": "202 [{"post_id": 28069, "ts": "2026-07-14T02:58:00Z", "hours": 6.2922, "text": "IMPORTANT NOTE MOONSHINE TAKES A FEW HOURS TO RUN FOR THE BETA AND GAMMA LAYERS, SO JUST CHECK THE TERMINAL THAT OPENS UP WITH THE UI TO MAKE SURE EVERYTHING IS WORKING AND JUST WAIT YOU CAN ALSO SEE IT WORKING THROUGH THAT TERMINAL OUTPUT JUST MAKE SURE TO DOWNLOAD OLLAMA AND THE TWO AI MODELES THAT GO WITH IT, GEMMA THREE AND DEEPSEAK R1 . . . . In this last devlog I am showing how I turned my python project into a file that anyone can download and use on there Mac device without fiddling with python files and github repos. And boy was that a adventure. Firstly I know quite a bit about building python projects and everthing to do with building projects inside VSCode. I know ABSOLUTLY NOTHING about turning that into something others can easily use. The battles I faught with learning about file paths and directories and temp folders and the whole bajazz was enough to make Roman warriors run. But nontheless with Claude as my sensie and enough caffine to send a todler to the moon I was able to figure it out and Im going to outline some of it now. Firstly this project is a multi script project where you run each stage (Alpha - Epsilon) and check the output for each and move onto the next stage and so on jsut becuase thats how I liked it best. Now to comuncate information through differtent scripts I used JSON’s. But when packaging a python project you must make it so that insted of just writting with open (, …) the filename cant just be a name, it has to be a whole path. Learning that fact and how to implement that was a strugle. Then came the strugle of makeing a master script. At the begining of my master script I was importing each python file for each stage. That mixed with not having a run function in each stage and using if “name” == “ main ” to run all the main code for each stage resulted in a kathuple amount of erros and problems such as scripts not running, multiple windows being created, and more. The last bug problem was how to package everything together. I tried command after command with nothing working, only to then learn of how I must move all my files into the Dict folder created when packaging in order to make suer everything works properly. Now I just have to put this in a github release and everyone can use the executable file I have made."}, {"post_id": 26802, "ts": "2026-07-11T20:06:17Z", "hours": 4.9181, "text": "Realizing the importance of A UI for this I had base 44 whip up a UI you can connect to the python backend once you download it so you can see the stats of the algorithm running"}, {"post_id": 24366, "ts": "2026-07-07T21:33:11Z", "hours": 30.3122, "text": "MOONSHINE PROJECT FULLY FINISHED. In this devlog I am going to share how I was able to finally complete the Moonshine algorithm into a system that can autonomously generate novel crystal structures. Firstly The Beta and Gamma processing layers were changed to use locally hosted ollama models for the AI reasoning capabilities. In the Gamma layer a few changes were made as well. After constant experimenting with different AI models and architectures for the pipeline this was the one that I landed on. In the Gamma layer Ollama uses Deepseek to generate parameters for PyXtal crystal structure generation. I learned through constant experimentation that the PyXtal library’s randomness for crystal structure generation is much worse than I thought initially. Initially I thought with 10-20 tries the right structure would be generated. But no. Now what happens is the pipeline takes the parameters generated by deepseek and creates 500 pyXtal crystal structures. This adds about 3 minutes to the compute time for each candidate coming in from the Beta Processing Layer, but increases total accuracy by about 40%. The reason this helps is because PyXtal doesn’t get the structure right the first time, so by creating 500 and then picking the lowest energy generation we get the best structure we can from PyXtal. The next change made was the CHGNet relaxation phase inside of the Gamma Processing Layer. Initially I was using a random combination of convergence values, and structure optimizers. I changed that so now there are two layers to the relaxation phase. The first phase is a rough, low level, coarse relaxation that creates a rough initial structure, this is done by keeping the convergence value at 0.01 and using the basic UnitCellFillter optimizer. In the more stricter final relaxation pass the convergence value is tightened to 0.001 and the more advanced FrechetCellFilter is used. This has two benefits. firstly after the first pass the structure can be checked for validity and discarded if it is invalid before moving onto more expensive relaxation, secondly the structure created by PyXtal is relaxed more gently, by first getting an initial form and then being tightened down to its final form instead of taking the initial broken PyXtal structure and immediately forcing it into a tight final structure. It’s kind of like working with clay when making pots. Next comes the new Delta Processing Layer. The delta processing layer tests the structures made by the Gamma Processing layer further by subjecting it to a suite of tests. Atomic overlap, composition, coordination number plusability, oxidation number plusability, and structure matching against the materials project is tested on the crystal. This is done five times per candidate in beta since gamma produces five structures per candidate. This effectively tests validity and novelty for each structure. Finally comes the new Epsilon Processing Layer. This layer analyzes the structures created to give a better understanding of what we created, along with creating slab structures for the unit cell structure. Slab structures are just unit cell structures repeated into 3d space. Unit cell analysis returns density, unit cell volume, lattice parameters, final space group symmetry, local atomic geometry, bond lengths, bond angles, and prototype classification. Then comes the slab analisis. First the slabs are created by pymatgen, the main library used in this entire project, and analyzed for the following: surface symmetry, polarity, surface normal vectors, scale factors, center of mass alignment, termination layer composition, candidate adsorption sites, and total surface area. Slabs are created along the three Miller indices; there are just numbers that tell how the crystal is sliced in 3d space in reference to the three axes, (1,0,0) (1,1,0) and (1,1,1). And that’s the algorithm I spent over a month on. Now I have to just leave it running for a while and see if it finds any new crystal materials."}, {"post_id": 10331, "ts": "2026-06-17T00:19:18Z", "hours": 8.4331, "text": "I finished the Gamma Processing layer. This is the part of the file that takes in the formulas we created and screened in the Beta Processing Layer and then creates there structures and run a few initial validity tests on them. . First we start off with importing all the infinity stones of materials science. Then we get into our functions . First comes the Initial Super Gamma function. Ooooo fancyyy. No just kidding, I named everything so that I could tell which step of the process it came in just by reading the name. Initial tells me its the first and the Keyword super tells me its one of if not the first function to be run. Since keeping the order of every function run is super important for this to be built well this helps a lot. In the Initial Super Gamma Function we have a LLM, whos job is to take a look at the formula we created in the Beta Processing Layer and figure out what are the correct inputs to put into PyXtal for that formula. I will get into PyXtal in a bit . Next comes the SubGammaFunction. This function is nothing more than a overglorified string parser. It takes the output from the LLM, finds the key information we want, Dim, Group, Species, NumIons, and extracts them into variables we can input into PyXtal. Now all that seams straight forward right? So you can imagine my surprise when I was getting error after error in parsing the LLM response. I was so confused for some reason it could not extract the species from the response???? Yeah no it turned out I spelled species wrong in the function call. :) I know I make complaint jokes but its bugs, erros, and moments like that , that really make coding such a laugh, even those moments I really so enjoy. . Now back to the project! After parsing out all the information we can finally get to the interesting part 😈. CREATING AWESOME CRYSTAL STRUCTURES!!!!! PyXtal is a python tool that lets us randomly generate structures that don’t disobey fundamental laws of chemistry, such as Wyckoff positioning. The main challenge I had to overcome here was maintaining the structural group I had assigned to this crystal. PyXtal would be actively trying to create the best structure it thought was best but I wanted to preserve certain geometries to test since that is the most important thing in crystal creation . ANOTHER HUGE PROBLEM, I KEPT RUNNING OUT OF FREE CREDITS TO USE THE HUGGINGFACE AI MODELS. In the middle I tried to switch to Ollama locally hosted models I have before, but the remembered why I left them, THEY TAKE FOREVER. . After we create the PyXtal structures we run them through CHGNet to relax the structures, PyXtal SUCKS at creating low energy, high stability structures, its good at creating structures that don’t break certain rules such as Wyckoff positioning. After CHGNet relaxes the structure. It gives up the Stress values on the structure and the forces acting on the lattice of the crystal. We run 2 small loops to check each value and make sure its under 0.1 which is the value that is considered unstable for both metrics. If it passes the tests then its structure file is stored."}, {"post_id": 5973, "ts": "2026-06-10T00:36:20Z", "hours": 4.5428, "text": "Firstly I wrapped up the first step of this pipeline. I firstly changed Array Process to Alpha Process, and inside of it created functions for each step of that process making everything clean, professional, and modular. . After that I created a file called BetaProcess and restarted the Chemistry Checks there since there turned out to be MANY more steps to that process than what I had initially thought. Now what happens is firstly the Arrays we created in the Alpha Process are sent to deep seek to be put back together into molecular formulas. I this requires a new overly long prompt that details out all the steps the AI must take and chemistry rules and exceptions it must consider. I took some time in perfecting this prompt. After we get the reconstructed molecule we have to parse it out. Right now the LLM gives the molecule along with a whole response. I originally tried using Re to parse out the molecular formula. That didn’t work so then I had to format the LLM response to keep the answer at the end so I could just run normal string parsing to get the molecule. Then its shot off to the same LLM and prompt as the last devlog to find out how plausible the molecule is. . The challenges in this phase were making sure the deepsake model could put together even the hardest type of molecules so a big part of this was continuous testing and modifying of the prompt. . LLM’s are strange in how they always feel the need to have a 2 page explanation for every response. Because of that a bug challenge was figuring out how to parse out the information we want from each LLM response. . I was getting a headache looking at the outputs of this phase. Just words and number mushing together everywhere. So then I spent a lot of time formatting the output of this phase to make the information readable, understandable, and intuitive to follow."}, {"post_id": 4311, "ts": "2026-06-07T15:55:11Z", "hours": 3.3108, "text": "I started building the version 2 of Project Moonshine, a algorithm that’s meant to discover new crystals. This new engine takes a input of a reference material such as NH4H2PO4, and then breaks it into individual elements. It then systematically replaces every element with every element from the periodic table to generate THOUSANDS of potential new crystals. I got this idea from how real materials science discovery takes place. Scientists in a simulation mix and mash elements, using there extensive knowledge of chemistry to create new materials they think could work. Then atoms and elements are changed more to see what else can be created. . After we have our candidates I decided to first run initial screenings on the candidates to remove the ones that obviously won’t form stable crystals. I was initially going to test everything so we don’t lost any new crystals, but from version 1 I learned the enormous amount of time and compute that takes place in running high accuracy tests on these candidates (about 5 hours per test per molecule), and considering the fact I have over 10,000 CANDIDATES! and factoring in I want to finish this within the decade, I decided to run initial screenings. . I use the Qwen 2.5 model for plausibility analysis and deep seek to reconstruct the crystals from there array form that we created them in. When creating the candidates we break everything up into arrays, I thought the process of putting them back together would be as simple as counting the amount of times they appear in a array and then creating the empirical formula based on those subscripts of the elements. BUT NO. CHEMISTRY HAS 1000 RULES AND A 1000 MORE EXCEPTIONS IN MOLECULE FORMING. Instead of coding in every single one of these rules and exceptions , I decided to just use a AI model with strong reasoning. I am currently testing if this system for testing works. . Next I plan on improving the Chemistry rule set that these AI’s use so that I can make more accurate judgments about molecular forming and stability."}]...
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Title: Moonshine by @kritik | Stardance
Devlogs:
Title: Moonshine by @kritik | Stardance
Devlogs:
I started building the version 2 of Project Moonshine, a algorithm that’s meant to discover new crystals. This new engine takes a input of a reference material such as NH4H2PO4, and then breaks it into individual elements. It then systematically replaces every element with every element from the periodic table to generate THOUSANDS of potential new crystals. I got this idea from how real materials science discovery takes place. Scientists in a simulation mix and mash elements, using there extensive knowledge of chemistry to create new materials they think could work. Then atoms and elements are changed more to see what else can be created. . After we have our candidates I decided to first run initial screenings on the candidates to remove the ones that obviously won’t form stable crystals. I was initially going to test everything so we don’t lost any new crystals, but from version 1 I learned the enormous amount of time and compute that takes place in running high accuracy tests on these candidates (about 5 hours per test per molecule), and considering the fact I have over 10,000 CANDIDATES! and factoring in I want to finish this within the decade, I decided to run initial screenings. . I use the Qwen 2.5 model for plausibility analysis and deep seek to reconstruct the crystals from there array form that we created them in. When creating the candidates we break everything up into arrays, I thought the process of putting them back together would be as simple as counting the amount of times they appear in a array and then creating the empirical formula based on those subscripts of the elements. BUT NO. CHEMISTRY HAS 1000 RULES AND A 1000 MORE EXCEPTIONS IN MOLECULE FORMING. Instead of coding in every single one of these rules and exceptions , I decided to just use a AI model with strong reasoning. I am currently testing if this system for testing works. . Next I plan on improving the Chemistry rule set that these AI’s use so that I can make more accurate judgments about molecular forming and stability.
Firstly I wrapped up the first step of this pipeline. I firstly changed Array Process to Alpha Process, and inside of it created functions for each step of that process making everything clean, professional, and modular. . After that I created a file called BetaProcess and restarted the Chemistry Checks there since there turned out to be MANY more steps to that process than what I had initially thought. Now what happens is firstly the Arrays we created in the Alpha Process are sent to deep seek to be put back together into molecular formulas. I this requires a new overly long prompt that details out all the steps the AI must take and chemistry rules and exceptions it must consider. I took some time in perfecting this prompt. After we get the reconstructed molecule we have to parse it out. Right now the LLM gives the molecule along with a whole response. I originally tried using Re to parse out the molecular formula. That didn’t work so then I had to format the LLM response to keep the answer at the end so I could just run normal string parsing to get the molecule. Then its shot off to the same LLM and prompt as the last devlog to find out how plausible the molecule is. . The challenges in this phase were making sure the deepsake model could put together even the hardest type of molecules so a big part of this was continuous testing and modifying of the prompt. . LLM’s are strange in how they always feel the need to have a 2 page explanation for every response. Because of that a bug challenge was figuring out how to parse out the information we want from each LLM response. . I was getting a headache looking at the outputs of this phase. Just words and number mushing together everywhere. So then I spent a lot of time formatting the output of this phase to make the information readable, understandable, and intuitive to follow.
I finished the Gamma Processing layer. This is the part of the file that takes in the formulas we created and screened in the Beta Processing Layer and then creates there structures and run a few initial validity tests on them. . First we start off with importing all the infinity stones of materials science. Then we get into our functions . First comes the Initial Super Gamma function. Ooooo fancyyy. No just kidding, I named everything so that I could tell which step of the process it came in just by reading the name. Initial tells me its the first and the Keyword super tells me its one of if not the first function to be run. Since keeping the order of every function run is super important for this to be built well this helps a lot. In the Initial Super Gamma Function we have a LLM, whos job is to take a look at the formula we created in the Beta Processing Layer and figure out what are the correct inputs to put into PyXtal for that formula. I will get into PyXtal in a bit . Next comes the SubGammaFunction. This function is nothing more than a overglorified string parser. It takes the output from the LLM, finds the key information we want, Dim, Group, Species, NumIons, and extracts them into variables we can input into PyXtal. Now all that seams straight forward right? So you can imagine my surprise when I was getting error after error in parsing the LLM response. I was so confused for some reason it could not extract the species from the response???? Yeah no it turned out I spelled species wrong in the function call. :) I know I make complaint jokes but its bugs, erros, and moments like that , that really make coding such a laugh, even those moments I really so enjoy. . Now back to the project! After parsing out all the information we can finally get to the interesting part 😈. CREATING AWESOME CRYSTAL STRUCTURES!!!!! PyXtal is a python tool that lets us randomly generate structures that don’t disobey fundamental laws of chemistry, such as Wyckoff positioning. The main challenge I had to overcome here was maintaining the structural group I had assigned to this crystal. PyXtal would be actively trying to create the best structure it thought was best but I wanted to preserve certain geometries to test since that is the most important thing in crystal creation . ANOTHER HUGE PROBLEM, I KEPT RUNNING OUT OF FREE CREDITS TO USE THE HUGGINGFACE AI MODELS. In the middle I tried to switch to Ollama locally hosted models I have before, but the remembered why I left them, THEY TAKE FOREVER. . After we create the PyXtal structures we run them through CHGNet to relax the structures, PyXtal SUCKS at creating low energy, high stability structures, its good at creating structures that don’t break certain rules such as Wyckoff positioning. After CHGNet relaxes the structure. It gives up the Stress values on the structure and the forces acting on the lattice of the crystal. We run 2 small loops to check each value and make sure its under 0.1 which is the value that is considered unstable for both metrics. If it passes the tests then its structure file is stored.
MOONSHINE PROJECT FULLY FINISHED. In this devlog I am going to share how I was able to finally complete the Moonshine algorithm into a system that can autonomously generate novel crystal structures. Firstly The Beta and Gamma processing layers were changed to use locally hosted ollama models for the AI reasoning capabilities. In the Gamma layer a few changes were made as well. After constant experimenting with different AI models and architectures for the pipeline this was the one that I landed on. In the Gamma layer Ollama uses Deepseek to generate parameters for PyXtal crystal structure generation. I learned through constant experimentation that the PyXtal library’s randomness for crystal structure generation is much worse than I thought initially. Initially I thought with 10-20 tries the right structure would be generated. But no. Now what happens is the pipeline takes the parameters generated by deepseek and creates 500 pyXtal crystal structures. This adds about 3 minutes to the compute time for each candidate coming in from the Beta Processing Layer, but increases total accuracy by about 40%. The reason this helps is because PyXtal doesn’t get the structure right the first time, so by creating 500 and then picking the lowest energy generation we get the best structure we can from PyXtal. The next change made was the CHGNet relaxation phase inside of the Gamma Processing Layer. Initially I was using a random combination of convergence values, and structure optimizers. I changed that so now there are two layers to the relaxation phase. The first phase is a rough, low level, coarse relaxation that creates a rough initial structure, this is done by keeping the convergence value at 0.01 and using the basic UnitCellFillter optimizer. In the more stricter final relaxation pass the convergence value is tightened to 0.001 and the more advanced FrechetCellFilter is used. This has two benefits. firstly after the first pass the structure can be checked for validity and discarded if it is invalid before moving onto more expensive relaxation, secondly the structure created by PyXtal is relaxed more gently, by first getting an initial form and then being tightened down to its final form instead of taking the initial broken PyXtal structure and immediately forcing it into a tight final structure. It’s kind of like working with clay when making pots. Next comes the new Delta Processing Layer. The delta processing layer tests the structures made by the Gamma Processing layer further by subjecting it to a suite of tests. Atomic overlap, composition, coordination number plusability, oxidation number plusability, and structure matching against the materials project is tested on the crystal. This is done five times per candidate in beta since gamma produces five structures per candidate. This effectively tests validity and novelty for each structure. Finally comes the new Epsilon Processing Layer. This layer analyzes the structures created to give a better understanding of what we created, along with creating slab structures for the unit cell structure. Slab structures are just unit cell structures repeated into 3d space. Unit cell analysis returns density, unit cell volume, lattice parameters, final space group symmetry, local atomic geometry, bond lengths, bond angles, and prototype classification. Then comes the slab analisis. First the slabs are created by pymatgen, the main library used in this entire project, and analyzed for the following: surface symmetry, polarity, surface normal vectors, scale factors, center of mass alignment, termination layer composition, candidate adsorption sites, and total surface area. Slabs are created along the three Miller indices; there are just numbers that tell how the crystal is sliced in 3d space in reference to the three axes, (1,0,0) (1,1,0) and (1,1,1). And that’s the algorithm I spent over a month on. Now I have to just leave it running for a while and see if it finds any new crystal materials.
Realizing the importance of A UI for this I had base 44 whip up a UI you can connect to the python backend once you download it so you can see the stats of the algorithm running
IMPORTANT NOTE MOONSHINE TAKES A FEW HOURS TO RUN FOR THE BETA AND GAMMA LAYERS, SO JUST CHECK THE TERMINAL THAT OPENS UP WITH THE UI TO MAKE SURE EVERYTHING IS WORKING AND JUST WAIT YOU CAN ALSO SEE IT WORKING THROUGH THAT TERMINAL OUTPUT JUST MAKE SURE TO DOWNLOAD OLLAMA AND THE TWO AI MODELES THAT GO WITH IT, GEMMA THREE AND DEEPSEAK R1 . . . . In this last devlog I am showing how I turned my python project into a file that anyone can download and use on there Mac device without fiddling with python files and github repos. And boy was that a adventure. Firstly I know quite a bit about building python projects and everthing to do with building projects inside VSCode. I know ABSOLUTLY NOTHING about turning that into something others can easily use. The battles I faught with learning about file paths and directories and temp folders and the whole bajazz was enough to make Roman warriors run. But nontheless with Claude as my sensie and enough caffine to send a todler to the moon I was able to figure it out and Im going to outline some of it now. Firstly this project is a multi script project where you run each stage (Alpha - Epsilon) and check the output for each and move onto the next stage and so on jsut becuase thats how I liked it best. Now to comuncate information through differtent scripts I used JSON’s. But when packaging a python project you must make it so that insted of just writting with open (, …) the filename cant just be a name, it has to be a whole path. Learning that fact and how to implement that was a strugle. Then came the strugle of makeing a master script. At the begining of my master script I was importing each python file for each stage. That mixed with not having a run function in each stage and using if “name” == “ main ” to run all the main code for each stage resulted in a kathuple amount of erros and problems such as scripts not running, multiple windows being created, and more. The last bug problem was how to package everything together. I tried command after command with nothing working, only to then learn of how I must move all my files into the Dict folder created when packaging in order to make suer everything works properly. Now I just have to put this in a github release and everyone can use the executable file I have made.
Ships:
I made a materials science engine meant to try and come up with candidates for novel materials with a high likleyhood of stability and validity for more advanced algorithms. The challenging part was integrating all the different tools being used, as well as perfectly tuning all tools to create accurate structures in as little time as possible. I am proud of the beautiful structures created by this algorithm. What to know to test this project is that its very unlikely a new material will be found on the first few tries, this has to be run for a while so start at the beta processing layer and run what is in the Alpha Arrays file. There is also lots of inaccuracies in this pipeline due to using off the self locally hosted LLM’s so you might have to run each layer a few times and not all candidates will be made....
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1792997694.8511636
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1793084094.8511636
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3419
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My first slack bot! by @hadiya | Stardance
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hadiya
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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": "2026-06-03T19:22:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m a beginner ;) I built a Slack bot that responds to slash commands using Node.js and Slack Bot. It includes multiple fun and useful commands like: /dsb-ping → checks bot latency /dsb-catfact → returns random cat facts /dsb-joke → returns random jokes the bot runs 24/7 on a server using systemd, so it stays online even when my laptop is off. Challenges! I had issues deploying the bot so it runs continuously on a server but managed to figure it out. Tried adding new slash commands but kept running into errors ;( I am proud that I successfully built a fully working Slack bot that integrates APIs and runs continuously on a server :D I also improved my debugging skills and learned how to deploy Node.js applications properly using systemd.", "repo": "https://github.com/hadiiye/slack-bot", "demo": "https://github.com/hadiiye/slack-bot/blob/main/README.md"}]...
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[{"post_id": 1607, "ts": "2026 [{"post_id": 1607, "ts": "2026-06-03T18:59:17Z", "hours": 0.5233, "text": "having certain issues on the new slack commands :0"}, {"post_id": 1016, "ts": "2026-06-02T20:08:52Z", "hours": 0.3108, "text": "Very first slack bot :D"}]...
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Title: My first slack bot! by @hadiya | Stardance
Title: My first slack bot! by @hadiya | Stardance
Devlogs:
Very first slack bot :D
having certain issues on the new slack commands :0
Ships:
I’m a beginner ;) I built a Slack bot that responds to slash commands using Node.js and Slack Bot. It includes multiple fun and useful commands like: /dsb-ping → checks bot latency /dsb-catfact → returns random cat facts /dsb-joke → returns random jokes the bot runs 24/7 on a server using systemd, so it stays online even when my laptop is off. Challenges! I had issues deploying the bot so it runs continuously on a server but managed to figure it out. Tried adding new slash commands but kept running into errors ;( I am proud that I successfully built a fully working Slack bot that integrates APIs and runs continuously on a server :D I also improved my debugging skills and learned how to deploy Node.js applications properly using systemd....
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1792979469.8121831
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1793065869.8121831
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3444
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Bongo cat by @ANNAHAKI | Stardance
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ANNAHAKI
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1
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6.65
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7
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T01:18:26Z", "hours": 3.0, "multiplier": 5.0, "payout": 7, "blessing": "neutral", "text": "I made an bongo cat with an esp 32,a buzzer, an oled and 2 push buttons. you can make the cat play the bongos when you push the button jejeje , this was a task i put my self cus i just wanted to see if i can do a project completely by my own, with no AI use, no tutorials, no help. It was challenging, i dont have a 3d printer, i started this project before i saw star dance so i spend more time on this lol… i tryed using an esp c3 but it didnt work, i tryed a oled ssh11 but it didnt work but im proud of myself :B", "repo": "https://github.com/annaastrs-svg/Bongo-Cat-", "demo": ""}]...
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[{"post_id": 12002, "ts": "202 [{"post_id": 12002, "ts": "2026-06-19T16:12:33Z", "hours": 0.9781, "text": "I made a pag with a wiring, pcb , code librarys and more stuff about the project , its html , css, and java.scc :B Bongo Cat — ESP32 Project"}, {"post_id": 7115, "ts": "2026-06-11T21:45:39Z", "hours": 0.4147, "text": "jeje i finished bongo cat house now he is confy"}, {"post_id": 6900, "ts": "2026-06-11T15:50:30Z", "hours": 1.6372, "text": "I changed all the animation of bongo cat! now its amazing, it moves the head when the paw is moveing and it looks rlly cute im also doing the box for it, STILL IN PROGRESS rn it looks like terrible, but ill look nice i promess doing this code was terribe, i have a oled 0.91 , i used U8g2lib.h librery cus it adapts to mu¿oust oleds but doing an little animation is dificult i struggled cus i tryed to make ir vertical instead of horizontal and lose a lot of time doing it when thats not posible."}, {"post_id": 2420, "ts": "2026-06-04T21:52:39Z", "hours": 0.6181, "text": "Github part is complete! with a demo and a video of assembly :B, i still dont know how to use git commits …"}, {"post_id": 1026, "ts": "2026-06-02T20:20:06Z", "hours": 1.1758, "text": "PCB DESIGN AND SIMULATION OF BONGO CAT"}, {"post_id": 550, "ts": "2026-06-02T01:22:16Z", "hours": 1.0164, "text": "I did the CAD for the OLED, the 2 buttons , esp32 and the buzzer for my bongo cat jejejejej"}, {"post_id": 518, "ts": "2026-06-02T00:10:36Z", "hours": 0.5319, "text": "I made a bongo cat (from de meme) with 2 button, esp32, oled 0.91 and a buzzer!"}]...
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Title: Bongo cat by @ANNAHAKI | Stardance
Devlogs Title: Bongo cat by @ANNAHAKI | Stardance
Devlogs:
I made a bongo cat (from de meme) with 2 button, esp32, oled 0.91 and a buzzer!
I did the CAD for the OLED, the 2 buttons , esp32 and the buzzer for my bongo cat jejejejej
PCB DESIGN AND SIMULATION OF BONGO CAT
Github part is complete! with a demo and a video of assembly :B, i still dont know how to use git commits …
I changed all the animation of bongo cat! now its amazing, it moves the head when the paw is moveing and it looks rlly cute im also doing the box for it, STILL IN PROGRESS rn it looks like terrible, but ill look nice i promess doing this code was terribe, i have a oled 0.91 , i used U8g2lib.h librery cus it adapts to mu¿oust oleds but doing an little animation is dificult i struggled cus i tryed to make ir vertical instead of horizontal and lose a lot of time doing it when thats not posible.
jeje i finished bongo cat house now he is confy
I made a pag with a wiring, pcb , code librarys and more stuff about the project , its html , css, and java.scc :B Bongo Cat — ESP32 Project
Ships:
I made an bongo cat with an esp 32,a buzzer, an oled and 2 push buttons. you can make the cat play the bongos when you push the button jejeje , this was a task i put my self cus i just wanted to see if i can do a project completely by my own, with no AI use, no tutorials, no help. It was challenging, i dont have a 3d printer, i started this project before i saw star dance so i spend more time on this lol… i tryed using an esp c3 but it didnt work, i tryed a oled ssh11 but it didnt work but im proud of myself :B...
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1793051585.7957566
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1793137985.7957566
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3454
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Guinea pig's fun website for the websiting stu Guinea pig's fun website for the websiting stuff by @guineapig | Stardance...
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guineapig
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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": "2026-06-09T23:12:03Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a fun website tha has a bit about me and my favorite games", "repo": "https://github.com/guineapig123433/epicwebsitebyguineapig.github.io", "demo": "https://guineapig123433.github.io/epicwebsitebyguineapig.github.io/"}]...
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[{"post_id": 2944, "ts": "2026 [{"post_id": 2944, "ts": "2026-06-05T21:04:25Z", "hours": 0.9631, "text": "added funny things on the corners and added the website icon"}, {"post_id": 2873, "ts": "2026-06-05T19:10:43Z", "hours": 1.2611, "text": "Added an animated background and a favorite games section"}, {"post_id": 1858, "ts": "2026-06-04T02:09:53Z", "hours": 1.2528, "text": "i added the index.html and started adding stuff and customized it with css"}]...
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Title: Guinea pig's fun website for the websit Title: Guinea pig's fun website for the websiting stuff by @guineapig | Stardance
Devlogs:
i added the index.html and started adding stuff and customized it with css
Added an animated background and a favorite games section
added funny things on the corners and added the website icon
Ships:
I made a fun website tha has a bit about me and my favorite games...
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1792986844.1884558
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1793073244.1884558
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3460
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Ascend - The Chosen One by @revankotapati | Starda Ascend - The Chosen One by @revankotapati | Stardance...
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revankotapati
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1
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115.0
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634
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T13:31:36Z", "hours": 115.0, "multiplier": 9.99, "payout": 634, "blessing": "neutral", "text": "This is a 3D FPS game that has a campaign and arcade mode. The player progresses through worlds and defeats enemies to win the campaign. A player’s stats are upgradable, and points to upgrade them are earned through finishing levels. There are 5 worlds and 10 levels each, with a boss at the 10th level. Once the final boss is defeated, the game ends with special aspects, which I do not want to ruin, and you can either continue the game or exit. I faced multiple challenges when making this game. I had to learn Godot and asset building for the first time. It was a long process, so I spent more time learning than coding. I feel that it turned out to be a decent game, but it was quite a large .exe file, and when zipped, it was 32MB. It runs very slowly on my computer, and that’s why I made this project. I built it so that I can get points and buy a new one.", "repo": "https://github.com/RevanK10/Ascend---The-Chosen-One", "demo": "https://revank.itch.io/ascend-the-chosen-one"}]...
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[{"post_id": 30123, "ts": "202 [{"post_id": 30123, "ts": "2026-07-17T13:20:37Z", "hours": 3.2883, "text": "I finished the game, as far as I know. I fixed all the enemy spawning and their location off the ground. I added all enemy assets to the game and also added a piercing spear upgrade to the game, which allows the player to hit multiple enemies in a row with a single projectile. I also added the arcade mode to the game with minibosses and bosses every few waves."}, {"post_id": 24081, "ts": "2026-07-07T12:44:25Z", "hours": 7.0664, "text": "I fixed the enemy meshes, so they are on the ground instead of in the ground. I also was able to fix some of the spawning errors, with the player being launched into the sky at the start of the level. At this point, I am working on adding the base enemies to the game, which I am trying to find a way to do dynamically to ensure that the sheer number of enemy instances does not slow the game down. The size of the boss enemies is still an issue, however, but I will fix this soon. I feel like I am going down a rabbit hole. As I implement a feature, I find like 10 more that I could implement to make this game better."}, {"post_id": 20723, "ts": "2026-07-02T12:09:26Z", "hours": 6.2111, "text": "For this devlog, I have not achieved much other than adding a few more assets to the worlds. Right now, I am trying to figure out how to add the meshes for my enemies. I created a single base enemy scene, and the code is not supporting the addition of paths to the mesh objects. I also added cinematic cutscenes with the player and other characters. They look horrible right now, but once the meshes go in, they will look much better. The spear is the only mesh right now."}, {"post_id": 18706, "ts": "2026-06-29T21:50:54Z", "hours": 17.9656, "text": "Since the last post, I finished designing the worlds and added basic assets. For example, the 3rd world, which consists of human enemies, has an outpost, castle, tarps, and much more. Each world has its own theme, so it looks vastly different as the player goes through each world. Also, I forgot to record my 3d models, but I finished most of those as well. I only have 2-3 enemy models left. I coded the assets so they would only generate when the player accesses the specific world, so it takes up less space. I also improved the HUD, and added cutscenes throughout the game. Currently, the cutscenes are just text, but I plan to make them videos of the player interacting with the characters. I will also finish the rest of the 3d models and add NPCs that grant sidequests. However, the sidequests might be for another time. I predict that I am 80-85% done with the base game."}, {"post_id": 13760, "ts": "2026-06-22T15:38:49Z", "hours": 16.1503, "text": "I finished the basics of the new game’s implementation. The main menu UI is improved and the player movement and projectile throwing functionality looks better as well. Within the UI, I was able to ensure that the color changes as the user hovers and presses the buttons. The title design will be improved and I want to make the background more transparent and add a picture of the main character’s figure on the main menu. My next steps also include making a few levels and finish updating all of the UI. I have spent a lot of time fixing the errors I have run into and combing through Godot documentation."}, {"post_id": 10576, "ts": "2026-06-17T11:45:24Z", "hours": 39.7478, "text": "Update 3 This game was such a headache to make. I initially finished a working prototype of this game with an arcade mode where the enemies spawn based on AI, which the user can call through the API. However, I still had to add the textures and my designed 3d models. When I tried to put more importance on the UI for both the player’s side, like the location of the health bar, and the general UI, like the main menu screen, I found that any change crashed it. I spent hours reading the Godot documentation to understand the organization of the UI, but to no success. So, I switched gears and tried again, following an old tutorial from Godot 3, which I soon realized would not work. Therefore, I scrapped that and created another version that I hope will work. If this does not work, I would have to rely on my prototype and complete it. As my first game, it’s not leaving a good first impression of game development, which I have heard many good things about. Also, the prototype’s UI isn’t great, but it functions decently. The capsule in different colors acts as the enemies, but I have already attempted to design some low-poly 3d models."}, {"post_id": 4916, "ts": "2026-06-08T14:43:39Z", "hours": 17.5036, "text": "Update 2 Finished the world and arcade part of the game. After further consideration, I decided to add a story mode to the game and design more models. I also finished 2 out of 3 models for my enemies and add effects and scenes to the game screen. However, I will have to create a new project and start again with the world and characters to better organize my scenes and scripts in Godot. This is my first attempt at game development, so I am attempting to figure out how I can improve my code and organization quality while improving my game. Another feature that I have been able to add is the addition of special projectiles: 1. Projectiles that act as magnets and pull all enemies together 2. Projectiles that chain hit multiple enemies and stop them for a brief amount of time 3. Projectiles that explode and impact multiple enemies Below is an image of my code for my new project. I will continue to update on my journey."}, {"post_id": 1624, "ts": "2026-06-03T19:14:58Z", "hours": 7.155, "text": "Created the environment, enemies, character and the basic UI. My next task is to work on enhancing the UI and improving the physics of the game, especially movement."}]...
|
Title: Ascend - The Chosen One by @revankotapati | Title: Ascend - The Chosen One by @revankotapati | Stardance
Devlogs:
Created the environment, enemies, character and the basic UI. My next task is to work on enhancing the UI and improving the physics of the game, especially movement.
Update 2 Finished the world and arcade part of the game. After further consideration, I decided to add a story mode to the game and design more models. I also finished 2 out of 3 models for my enemies and add effects and scenes to the game screen. However, I will have to create a new project and start again with the world and characters to better organize my scenes and scripts in Godot. This is my first attempt at game development, so I am attempting to figure out how I can improve my code and organization quality while improving my game. Another feature that I have been able to add is the addition of special projectiles: 1. Projectiles that act as magnets and pull all enemies together 2. Projectiles that chain hit multiple enemies and stop them for a brief amount of time 3. Projectiles that explode and impact multiple enemies Below is an image of my code for my new project. I will continue to update on my journey.
Update 3 This game was such a headache to make. I initially finished a working prototype of this game with an arcade mode where the enemies spawn based on AI, which the user can call through the API. However, I still had to add the textures and my designed 3d models. When I tried to put more importance on the UI for both the player’s side, like the location of the health bar, and the general UI, like the main menu screen, I found that any change crashed it. I spent hours reading the Godot documentation to understand the organization of the UI, but to no success. So, I switched gears and tried again, following an old tutorial from Godot 3, which I soon realized would not work. Therefore, I scrapped that and created another version that I hope will work. If this does not work, I would have to rely on my prototype and complete it. As my first game, it’s not leaving a good first impression of game development, which I have heard many good things about. Also, the prototype’s UI isn’t great, but it functions decently. The capsule in different colors acts as the enemies, but I have already attempted to design some low-poly 3d models.
I finished the basics of the new game’s implementation. The main menu UI is improved and the player movement and projectile throwing functionality looks better as well. Within the UI, I was able to ensure that the color changes as the user hovers and presses the buttons. The title design will be improved and I want to make the background more transparent and add a picture of the main character’s figure on the main menu. My next steps also include making a few levels and finish updating all of the UI. I have spent a lot of time fixing the errors I have run into and combing through Godot documentation.
Since the last post, I finished designing the worlds and added basic assets. For example, the 3rd world, which consists of human enemies, has an outpost, castle, tarps, and much more. Each world has its own theme, so it looks vastly different as the player goes through each world. Also, I forgot to record my 3d models, but I finished most of those as well. I only have 2-3 enemy models left. I coded the assets so they would only generate when the player accesses the specific world, so it takes up less space. I also improved the HUD, and added cutscenes throughout the game. Currently, the cutscenes are just text, but I plan to make them videos of the player interacting with the characters. I will also finish the rest of the 3d models and add NPCs that grant sidequests. However, the sidequests might be for another time. I predict that I am 80-85% done with the base game.
For this devlog, I have not achieved much other than adding a few more assets to the worlds. Right now, I am trying to figure out how to add the meshes for my enemies. I created a single base enemy scene, and the code is not supporting the addition of paths to the mesh objects. I also added cinematic cutscenes with the player and other characters. They look horrible right now, but once the meshes go in, they will look much better. The spear is the only mesh right now.
I fixed the enemy meshes, so they are on the ground instead of in the ground. I also was able to fix some of the spawning errors, with the player being launched into the sky at the start of the level. At this point, I am working on adding the base enemies to the game, which I am trying to find a way to do dynamically to ensure that the sheer number of enemy instances does not slow the game down. The size of the boss enemies is still an issue, however, but I will fix this soon. I feel like I am going down a rabbit hole. As I implement a feature, I find like 10 more that I could implement to make this game better.
I finished the game, as far as I know. I fixed all the enemy spawning and their location off the ground. I added all enemy assets to the game and also added a piercing spear upgrade to the game, which allows the player to hit multiple enemies in a row with a single projectile. I also added the arcade mode to the game with minibosses and bosses every few waves.
Ships:
This is a 3D FPS game that has a campaign and arcade mode. The player progresses through worlds and defeats enemies to win the campaign. A player’s stats are upgradable, and points to upgrade them are earned through finishing levels. There are 5 worlds and 10 levels each, with a boss at the 10th level. Once the final boss is defeated, the game ends with special aspects, which I do not want to ruin, and you can either continue the game or exit. I faced multiple challenges when making this game. I had to learn Godot and asset building for the first time. It was a long process, so I spent more time learning than coding. I feel that it turned out to be a decent game, but it was quite a large .exe file, and when zipped, it was 32MB. It runs very slowly on my computer, and that’s why I made this project. I built it so that I can get points and buy a new one....
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1792968770.0127282
|
1793055170.0127282
|
|
3463
|
Headways by @rkmr | Stardance
|
rkmr
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T21:40:16Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a public transit tracking app designed to give as much information to the user as possible while still being super user friendly! It works on both web and mobile (app store and google play pending), and is designed to be fast and run on lower end devices as well.", "repo": "https://github.com/rkvmar/headways", "demo": "https://headways.rkmr.dev/"}]...
|
[{"post_id": 61797, "ts": "202 [{"post_id": 61797, "ts": "2026-09-04T21:36:52Z", "hours": 11.5961, "text": "a lot of things have been fixed, published, we have a working ios build (android still in progress), sacrt added, but it works well enough that I now use this app on a daily basis!"}, {"post_id": 33577, "ts": "2026-07-23T16:51:16Z", "hours": 3.935, "text": "massive optimizations! all the vehicles now render on a canvas instead of as leaflet markers which makes things render much faster! check it out at https://headways.rkmr.dev/"}, {"post_id": 20931, "ts": "2026-07-02T17:37:56Z", "hours": 0.4019, "text": "weather update: its a lot faster now! a build is public at https://headways.rkmr.dev/"}, {"post_id": 14817, "ts": "2026-06-24T01:57:15Z", "hours": 2.6747, "text": "added a lot of preprocessing and optimizations to make things run a lot smoother"}, {"post_id": 9414, "ts": "2026-06-15T19:27:58Z", "hours": 1.9311, "text": "over the past few days ive been struggling with getting it running smoothly on my tiny server, and it still doesnt run smoothly but at least it sorta runs?"}, {"post_id": 7302, "ts": "2026-06-12T05:15:06Z", "hours": 2.0744, "text": "first build is public! (it still needs a lot of optimization and fixes and improvements)"}, {"post_id": 6952, "ts": "2026-06-11T17:39:23Z", "hours": 3.0139, "text": "here’s how on time bay area transit is"}, {"post_id": 5709, "ts": "2026-06-09T16:34:57Z", "hours": 6.3219, "text": "styling updates!"}, {"post_id": 5203, "ts": "2026-06-08T21:59:46Z", "hours": 1.7931, "text": "web now connects to server!"}, {"post_id": 5095, "ts": "2026-06-08T19:43:03Z", "hours": 0.7825, "text": "server now pulls correctly!"}]...
|
Title: Headways by @rkmr | Stardance
Devlogs:
ser Title: Headways by @rkmr | Stardance
Devlogs:
server now pulls correctly!
web now connects to server!
styling updates!
here’s how on time bay area transit is
first build is public! (it still needs a lot of optimization and fixes and improvements)
over the past few days ive been struggling with getting it running smoothly on my tiny server, and it still doesnt run smoothly but at least it sorta runs?
added a lot of preprocessing and optimizations to make things run a lot smoother
weather update: its a lot faster now! a build is public at https://headways.rkmr.dev/
massive optimizations! all the vehicles now render on a canvas instead of as leaflet markers which makes things render much faster! check it out at https://headways.rkmr.dev/
a lot of things have been fixed, published, we have a working ios build (android still in progress), sacrt added, but it works well enough that I now use this app on a daily basis!
Ships:
This is a public transit tracking app designed to give as much information to the user as possible while still being super user friendly! It works on both web and mobile (app store and google play pending), and is designed to be fast and run on lower end devices as well....
|
1792983016.510432
|
1793069416.510432
|
|
3476
|
Sonora Music - Website by @Samuel-Dingle | Stardan Sonora Music - Website by @Samuel-Dingle | Stardance...
|
Samuel-Dingle
|
1
|
6.51
|
27
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T02:33:04Z", "hours": 6.0, "multiplier": 5.27, "payout": 27, "blessing": "neutral", "text": "I created a website for Sonora Music, a macOS Native music player. The website has a download archive to download older releases, as well as the current version. The main page has information on system requirements, why you should choose to use Sonora Music, and a few FAQs. There is also a footer at the bottom with links to things like github, my business email too so people can contact me. I’m most proud of the cool aurora in the background. I made a few tweaks to the element, as I initially got it from ReactBits. I’m also proud of the card styling and the animations of the cards when you scroll. The most challenging part by far was setting up the aurora. It constantly had issues at the start like being only white, being in front of everything, and having unwanted colors. To test out the project, just click the try project button. There’s no other steps!", "repo": "https://github.com/TheApparition1/Sonora-Music-Website-MK2", "demo": "https://sonora.apparitioncreatives.me"}]...
|
[{"post_id": 28233, "ts": "202 [{"post_id": 28233, "ts": "2026-07-14T11:34:59Z", "hours": 0.5086, "text": "Made a few tweaks behind the scenes, it is now a bit faster and also I rewrote the ReadME (wrote with AI first but changed it to be fully wrote by me!) I also had an issue with the footer occasionally just not showing so I fixed that!"}, {"post_id": 25242, "ts": "2026-07-09T11:38:10Z", "hours": 0.7786, "text": "I added a nice footer to the website. It has links to the github repository, my Email, and the website links"}, {"post_id": 22564, "ts": "2026-07-05T02:32:41Z", "hours": 1.2494, "text": "So I decided to build a download archive for the website. The main reason was because if something in the app breaks for them, they can see if it is their computer, or my application. It also uses an array to organise the releases from most recent to oldest."}, {"post_id": 18219, "ts": "2026-06-29T09:03:36Z", "hours": 1.0964, "text": "I decided to add system requirements to the application to future-proof it. I also added a small FAQ section with generic Lucide Svelte logos as placeholders; when I find better-suited ones, I will replace them. For now, the website is almost ready to be deployed on my domain. I just need to add an actual download hook for the button and make a page for legacy versions (e.g., I upload version 1.2, but someone else still requires 1.1 due to issues on their end.)"}, {"post_id": 16211, "ts": "2026-06-26T10:40:48Z", "hours": 1.2725, "text": "I added 3 animated cards that fly in when you scroll down. I also added a download button, for macOS - Apple Silicon. If possible in future I’ll adapt Sonora to work with MacOS x64 and possibly windows with an alternate audio framework."}, {"post_id": 15560, "ts": "2026-06-25T09:28:00Z", "hours": 1.2819, "text": "I built the main website section. I added the title and some text, and a placeholder download button. I also used the Soft Aurora BG EFX by ReactBits to make the cool bg you see and I just set the blur to 75px so that it isn’t as distracting."}]...
|
Title: Sonora Music - Website by @Samuel-Dingle | Title: Sonora Music - Website by @Samuel-Dingle | Stardance
Devlogs:
I built the main website section. I added the title and some text, and a placeholder download button. I also used the Soft Aurora BG EFX by ReactBits to make the cool bg you see and I just set the blur to 75px so that it isn’t as distracting.
I added 3 animated cards that fly in when you scroll down. I also added a download button, for macOS - Apple Silicon. If possible in future I’ll adapt Sonora to work with MacOS x64 and possibly windows with an alternate audio framework.
I decided to add system requirements to the application to future-proof it. I also added a small FAQ section with generic Lucide Svelte logos as placeholders; when I find better-suited ones, I will replace them. For now, the website is almost ready to be deployed on my domain. I just need to add an actual download hook for the button and make a page for legacy versions (e.g., I upload version 1.2, but someone else still requires 1.1 due to issues on their end.)
So I decided to build a download archive for the website. The main reason was because if something in the app breaks for them, they can see if it is their computer, or my application. It also uses an array to organise the releases from most recent to oldest.
I added a nice footer to the website. It has links to the github repository, my Email, and the website links
Made a few tweaks behind the scenes, it is now a bit faster and also I rewrote the ReadME (wrote with AI first but changed it to be fully wrote by me!) I also had an issue with the footer occasionally just not showing so I fixed that!
Ships:
I created a website for Sonora Music, a macOS Native music player. The website has a download archive to download older releases, as well as the current version. The main page has information on system requirements, why you should choose to use Sonora Music, and a few FAQs. There is also a footer at the bottom with links to things like github, my business email too so people can contact me. I’m most proud of the cool aurora in the background. I made a few tweaks to the element, as I initially got it from ReactBits. I’m also proud of the card styling and the animations of the cards when you scroll. The most challenging part by far was setting up the aurora. It constantly had issues at the start like being only white, being in front of everything, and having unwanted colors. To test out the project, just click the try project button. There’s no other steps!...
|
1792975950.709531
|
1793062350.709531
|
|
3511
|
TennisTracker by @anshkamkhalia | Stardance
|
anshkamkhalia
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T23:19:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A tennis analysis pipeline Tons of challenges with lighting, conflicting viewpoints, poor model performance, depth ambiguity, lack of publicly available data, optimization, and more Simply upload a tennis video (you can use a youtube to mp4 converter) and watch it in action!", "repo": "https://github.com/anshkamkhalia/tennistracker", "demo": "https://ansh.kamkhalia.com/tennistracker"}]...
|
[{"post_id": 1674, "ts": "2026 [{"post_id": 1674, "ts": "2026-06-03T20:25:24Z", "hours": 1.295, "text": "almost broke my entire project by upgrading mediapipe lmao"}, {"post_id": 1139, "ts": "2026-06-02T23:52:14Z", "hours": 0.8314, "text": "fixed some bugs with contact detection"}, {"post_id": 563, "ts": "2026-06-02T01:48:34Z", "hours": 1.3711, "text": "started modularizing my 1200 line api 😭✌️"}]...
|
Title: TennisTracker by @anshkamkhalia | Stardance Title: TennisTracker by @anshkamkhalia | Stardance
Devlogs:
started modularizing my 1200 line api 😭✌️
fixed some bugs with contact detection
almost broke my entire project by upgrading mediapipe lmao
Ships:
A tennis analysis pipeline Tons of challenges with lighting, conflicting viewpoints, poor model performance, depth ambiguity, lack of publicly available data, optimization, and more Simply upload a tennis video (you can use a youtube to mp4 converter) and watch it in action!...
|
1792986503.818545
|
1793072903.818545
|
|
3541
|
Mars by @Federico | Stardance
|
Federico
|
1
|
4.65
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T15:22:43Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mars is a text-adventure game where you are the commander of a spacecraft on a mission to the planet Mars. It was made with the help of Copilot on VS Code and the lessons I learned from my Principles of IT class. *Note: when typing commands, type them as shown (ex: type “analyze” to analyze samples). Enjoy the game. Feel free to ask questions or concerns.", "repo": "https://github.com/Federico-VGaspi/-Mars-txt-adventure-game", "demo": "https://studio.code.org/projects/pythonlab/328c2c89-5ec9-472a-9816-b0616b3399b1"}]...
|
[{"post_id": 4262, "ts": "2026 [{"post_id": 4262, "ts": "2026-06-07T14:52:30Z", "hours": 2.3114, "text": "I reformatted the code since each path has the same choices."}, {"post_id": 2438, "ts": "2026-06-04T22:42:17Z", "hours": 0.3347, "text": "Had to make some slight fixes and remove the mining choice in the Amazonis Planitia path."}, {"post_id": 2171, "ts": "2026-06-04T14:54:08Z", "hours": 1.8522, "text": "Here is the “main menu” part of the game, where players can type “start” when they’re ready to go to Mars or “exit”/“quit” to quit the game."}, {"post_id": 523, "ts": "2026-06-02T00:15:35Z", "hours": 0.315, "text": "Currently working on the beginning narrative of “Mars”. Players will choose where they will land on the Martian surface."}]...
|
Title: Mars by @Federico | Stardance
Devlogs:
Cur Title: Mars by @Federico | Stardance
Devlogs:
Currently working on the beginning narrative of “Mars”. Players will choose where they will land on the Martian surface.
Here is the “main menu” part of the game, where players can type “start” when they’re ready to go to Mars or “exit”/“quit” to quit the game.
Had to make some slight fixes and remove the mining choice in the Amazonis Planitia path.
I reformatted the code since each path has the same choices.
Ships:
Mars is a text-adventure game where you are the commander of a spacecraft on a mission to the planet Mars. It was made with the help of Copilot on VS Code and the lessons I learned from my Principles of IT class. *Note: when typing commands, type them as shown (ex: type “analyze” to analyze samples). Enjoy the game. Feel free to ask questions or concerns....
|
1792979810.7483044
|
1793066210.7483044
|
|
3568
|
Red String by @Joseph-T | Stardance
|
Joseph-T
|
1
|
6.8
|
48
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T02:26:37Z", "hours": 5.0, "multiplier": 10.29, "payout": 48, "blessing": "neutral", "text": "I made a google chrome / Firefox extension that gives the user the MLA 8 citation of the page they are currently on. Its just a simple quality of life app for English Essays and whatnot. I struggled and continue to find the author of the page because each website does it differently.", "repo": "https://github.com/joseph-tighe/red-string", "demo": "https://addons.mozilla.org/en-US/firefox/addon/red-string-reaserch/"}]...
|
[{"post_id": 25656, "ts": "202 [{"post_id": 25656, "ts": "2026-07-10T02:07:58Z", "hours": 0.7242, "text": "Changes Made Report broken site link Report Broken Site Because there is no standard for what metadata should look like for websites. Some websites need exceptions and their own special code so I made a report broken site button that reports any broken sites to me. So I can get that website working in the next version"}, {"post_id": 24840, "ts": "2026-07-08T17:45:01Z", "hours": 1.0789, "text": "Changes Made The application now allows for several citation formats New formats The application used to have just MLA 8 citation but it now has support for ADA, and Chicago citations as well as a settings page to change the citation you prefer to use."}, {"post_id": 21898, "ts": "2026-07-04T02:20:16Z", "hours": 0.5417, "text": "Changes Made FInalized a few details and made it work with google chrome Google Chrome Support Google chrome prefers that when using the browser API you use the chrome class instead of the browser class, it also costs 5$ to put it onto the marketplace."}, {"post_id": 1191, "ts": "2026-06-03T01:31:12Z", "hours": 0.5628, "text": "Changes Made added a readme and made a version for firefox readme The readme is very simple it just explains the project Firefox Hopefully I get the extension onto the marketplace it has to go through a review process before it can be on there."}, {"post_id": 1156, "ts": "2026-06-03T00:24:01Z", "hours": 0.5256, "text": "Changes Made made a nicer GUI for the citation extension. The nicer GUI I used a mix of AI and myself for this just because I always do too much with CSS, but I think it is simple and nice for once."}, {"post_id": 1131, "ts": "2026-06-02T23:29:34Z", "hours": 1.5161, "text": "Changes Made Added a simple memory system to remember previous citations The memory system The memory system uses the browser.storage API to save previous citations I need to add a delete button next but it does save the citations."}, {"post_id": 569, "ts": "2026-06-02T02:01:41Z", "hours": 1.55, "text": "Changes Made I was getting base functionality of the citer working The Citer The Citer only does MLA 8 citations right now but there maybe more in the future. How it works It uses a lot of the metadata in the page gathered headers of the html, but it will also look for top level heading “h1” to determian the name of the article."}]...
|
Title: Red String by @Joseph-T | Stardance
Devlog Title: Red String by @Joseph-T | Stardance
Devlogs:
Changes Made I was getting base functionality of the citer working The Citer The Citer only does MLA 8 citations right now but there maybe more in the future. How it works It uses a lot of the metadata in the page gathered headers of the html, but it will also look for top level heading “h1” to determian the name of the article.
Changes Made Added a simple memory system to remember previous citations The memory system The memory system uses the browser.storage API to save previous citations I need to add a delete button next but it does save the citations.
Changes Made made a nicer GUI for the citation extension. The nicer GUI I used a mix of AI and myself for this just because I always do too much with CSS, but I think it is simple and nice for once.
Changes Made added a readme and made a version for firefox readme The readme is very simple it just explains the project Firefox Hopefully I get the extension onto the marketplace it has to go through a review process before it can be on there.
Changes Made FInalized a few details and made it work with google chrome Google Chrome Support Google chrome prefers that when using the browser API you use the chrome class instead of the browser class, it also costs 5$ to put it onto the marketplace.
Changes Made The application now allows for several citation formats New formats The application used to have just MLA 8 citation but it now has support for ADA, and Chicago citations as well as a settings page to change the citation you prefer to use.
Changes Made Report broken site link Report Broken Site Because there is no standard for what metadata should look like for websites. Some websites need exceptions and their own special code so I made a report broken site button that reports any broken sites to me. So I can get that website working in the next version
Ships:
I made a google chrome / Firefox extension that gives the user the MLA 8 citation of the page they are currently on. Its just a simple quality of life app for English Essays and whatnot. I struggled and continue to find the author of the page because each website does it differently....
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1792986540.5350463
|
1793072940.5350463
|
|
3571
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nibblz.xyz by @Nibbles | Stardance
|
Nibbles
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T05:12:28Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "now this site was a project that i have made in the past, but i updated it to add a new feature where i can post anything that i think! this is fetched from a backend that serves a list of .md files along with metadata, which i can easily add/delete/edit to my hearts content! overall this wasn’t toooo challenging of a project for me, mostly just wanted to make something small quickly to brush up on my programming because i kinda didn’t make anything for the entirety of may… (thanks school)… but it was very fun to work on! excited to update it and add more thoughts as time goes on :3", "repo": "https://github.com/Nibbl-z/nibblz.xyz", "demo": "https://nibblz.xyz"}]...
|
[{"post_id": 4004, "ts": "2026 [{"post_id": 4004, "ts": "2026-06-07T04:44:11Z", "hours": 0.9114, "text": "spent a… while… getting the backend set up on nest.. but now everything is up and running on the domain, and i can easily add new posts via sftp!!! also did some other final things improving the markdown rendering, including line breaks, more heading levels, link underlines, images… etc…!! (which also meant the backend now serves images from a /assets url !!) but with that… im done!!! :D"}, {"post_id": 3310, "ts": "2026-06-06T05:24:59Z", "hours": 0.2753, "text": "some tiny tiny little finishing touches! make text not wrap weirdly on the topbar on mobile sort posts in order of newest first (based on the timestamp thing in the metadata) made project cards not overly huge on desktop. it was. really big. oops made it so hovering over buttons on the my thoughts page still has the hover mouse cursor like any other button!! added fl studio to my list of software that i like. i added it to the images folder a long time ago and just … forgot about it i guess?? now.. everything should be good to ship, just gotta deploy the backend on nest! (and i promise ill make cooler stuff later… just getting warmed up… :P)"}, {"post_id": 2987, "ts": "2026-06-05T22:19:50Z", "hours": 0.7908, "text": "finishing(?) touches to the my thoughts section! post images can now be served from the backend! posts without an image will have a proper placeholder at some point, but for now… Biribiriuo.webp :P there is now a scrollbar if the contents of the post is big! improved the readability by making the background when a post is open more dark"}, {"post_id": 2566, "ts": "2026-06-05T04:13:43Z", "hours": 1.4956, "text": "the frontend part of the my thoughts section is now hooked up to the backend! posts are loaded from metadata sent from the server, and the post contents are now also from what is on the server! also did some other minor things like fix newlines not rendering the way i wanted them to with my markdown actually include post date in the metadata of the .md files, just stored as a unix timestamp still have a few more things to do with this feature like allowing there to be actual images from the server for each post, and making the post contents scrollable… which is important…!!!"}, {"post_id": 1917, "ts": "2026-06-04T04:40:01Z", "hours": 1.9567, "text": "got mosttt of the frontend stuff required for the my thoughts section! this includes… cards for each post! wraps nicely if the descriptions have different lengths/different screen sizes, etc the popup for when you open a note! blurs everything behind so you can read it markdown rendering with the marked library! this will take the text from the .md files on the server and render them in html! very awesome library :3 next, i’ll have to probably make some polishes to this ui.. and then hook it up to the backend!!! (i’ll also have to add a few more pieces of metadata to each post, including the date it was created and an optional image to go along with it)"}, {"post_id": 1233, "ts": "2026-06-03T02:46:45Z", "hours": 0.6119, "text": "aaand back to my faaavorite type of programming… web dev…!!! (…. wink wink nudge nudge i dont like webdev :P) but uh.. got a basic navbar going! i think all tailwindcss and svelte knowledge just immediately leaves my brain whenever i don’t use it for more than a day but. it redirects to the other links! it glows based on what page its actually on… its a component… and… yea! the “my thoughts” section will be where all this post/blog stuff whatever will go! still haven’t added that frontend part yet… but that’s a later problem!"}, {"post_id": 1211, "ts": "2026-06-03T02:05:56Z", "hours": 0.5317, "text": "added the endpoint that fetches the contents of a post! this removes the title and description that is present at the top of the post, returning only the actual contents!!"}, {"post_id": 554, "ts": "2026-06-02T01:32:51Z", "hours": 0.5806, "text": "starting the functionality of a blogging/posts system on my site! right now im just getting back into the swing of things with programming (school has made me SO DAMN BURNT OUT OF EVERYTHING FOR THE PAST MONTH!!! AGH!!!), and have implemented a backend route to fetch .md files from a folder on the backend this returns the name and description of the post, which will show up in a list of posts of some sort, they are declared in the first two lines of the md file, the rest is what is displayed in the actual post! im using go for the backend (which is what i used last time i made something with a web backend, it was nice!!) with the gin library, so far, its awesome!!"}]...
|
Title: nibblz.xyz by @Nibbles | Stardance
Devlogs Title: nibblz.xyz by @Nibbles | Stardance
Devlogs:
starting the functionality of a blogging/posts system on my site! right now im just getting back into the swing of things with programming (school has made me SO DAMN BURNT OUT OF EVERYTHING FOR THE PAST MONTH!!! AGH!!!), and have implemented a backend route to fetch .md files from a folder on the backend this returns the name and description of the post, which will show up in a list of posts of some sort, they are declared in the first two lines of the md file, the rest is what is displayed in the actual post! im using go for the backend (which is what i used last time i made something with a web backend, it was nice!!) with the gin library, so far, its awesome!!
added the endpoint that fetches the contents of a post! this removes the title and description that is present at the top of the post, returning only the actual contents!!
aaand back to my faaavorite type of programming… web dev…!!! (…. wink wink nudge nudge i dont like webdev :P) but uh.. got a basic navbar going! i think all tailwindcss and svelte knowledge just immediately leaves my brain whenever i don’t use it for more than a day but. it redirects to the other links! it glows based on what page its actually on… its a component… and… yea! the “my thoughts” section will be where all this post/blog stuff whatever will go! still haven’t added that frontend part yet… but that’s a later problem!
got mosttt of the frontend stuff required for the my thoughts section! this includes… cards for each post! wraps nicely if the descriptions have different lengths/different screen sizes, etc the popup for when you open a note! blurs everything behind so you can read it markdown rendering with the marked library! this will take the text from the .md files on the server and render them in html! very awesome library :3 next, i’ll have to probably make some polishes to this ui.. and then hook it up to the backend!!! (i’ll also have to add a few more pieces of metadata to each post, including the date it was created and an optional image to go along with it)
the frontend part of the my thoughts section is now hooked up to the backend! posts are loaded from metadata sent from the server, and the post contents are now also from what is on the server! also did some other minor things like fix newlines not rendering the way i wanted them to with my markdown actually include post date in the metadata of the .md files, just stored as a unix timestamp still have a few more things to do with this feature like allowing there to be actual images from the server for each post, and making the post contents scrollable… which is important…!!!
finishing(?) touches to the my thoughts section! post images can now be served from the backend! posts without an image will have a proper placeholder at some point, but for now… Biribiriuo.webp :P there is now a scrollbar if the contents of the post is big! improved the readability by making the background when a post is open more dark
some tiny tiny little finishing touches! make text not wrap weirdly on the topbar on mobile sort posts in order of newest first (based on the timestamp thing in the metadata) made project cards not overly huge on desktop. it was. really big. oops made it so hovering over buttons on the my thoughts page still has the hover mouse cursor like any other button!! added fl studio to my list of software that i like. i added it to the images folder a long time ago and just … forgot about it i guess?? now.. everything should be good to ship, just gotta deploy the backend on nest! (and i promise ill make cooler stuff later… just getting warmed up… :P)
spent a… while… getting the backend set up on nest.. but now everything is up and running on the domain, and i can easily add new posts via sftp!!! also did some other final things improving the markdown rendering, including line breaks, more heading levels, link underlines, images… etc…!! (which also meant the backend now serves images from a /assets url !!) but with that… im done!!! :D
Ships:
now this site was a project that i have made in the past, but i updated it to add a new feature where i can post anything that i think! this is fetched from a backend that serves a list of .md files along with metadata, which i can easily add/delete/edit to my hearts content! overall this wasn’t toooo challenging of a project for me, mostly just wanted to make something small quickly to brush up on my programming because i kinda didn’t make anything for the entirety of may… (thanks school)… but it was very fun to work on! excited to update it and add more thoughts as time goes on :3...
|
1792986587.8267899
|
1793072987.8267899
|
|
3598
|
Keyboard by @Sadiya | Stardance
|
Sadiya
|
1
|
2.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T18:42:55Z", "hours": 2.0, "multiplier": 6.82, "payout": 12, "blessing": "neutral", "text": "I made an interactive keyboard to practice typing skills. A key is highlighted at random and the user presses on the key to move on to the next. Some challenges I faced was the CSS because at first the keys were vertical instead of looking like a actual keyboard and another challenge from the CSS was that it was way too big when I made the accessible link. I am proud of being able to make a interactive and functioning keyboard.", "repo": "https://github.com/sadiyameem/keyboard", "demo": "https://sadiyameem.github.io/keyboard/"}]...
|
[{"post_id": 4396, "ts": "2026 [{"post_id": 4396, "ts": "2026-06-07T18:31:42Z", "hours": 0.4233, "text": "I wrote a README, made the link to the project, and I changed how the project looks because it was way too big for my liking. Here is the final look."}, {"post_id": 4314, "ts": "2026-06-07T15:58:51Z", "hours": 0.4614, "text": "I have finished the JS and fixed my errors. Here is the final look."}, {"post_id": 3677, "ts": "2026-06-06T18:44:09Z", "hours": 0.3053, "text": "I just finished the CSS. Here is more of the keys."}, {"post_id": 2225, "ts": "2026-06-04T16:43:49Z", "hours": 0.2767, "text": "I started working on the css. This is just part of the keys."}, {"post_id": 541, "ts": "2026-06-02T00:44:12Z", "hours": 0.3683, "text": "I am working on a keyboard. I finished outlining. The keys are grouped by finger classes (pinky, ring, pointer1st, and pointer2nd)"}]...
|
Title: Keyboard by @Sadiya | Stardance
Devlogs:
I Title: Keyboard by @Sadiya | Stardance
Devlogs:
I am working on a keyboard. I finished outlining. The keys are grouped by finger classes (pinky, ring, pointer1st, and pointer2nd)
I started working on the css. This is just part of the keys.
I just finished the CSS. Here is more of the keys.
I have finished the JS and fixed my errors. Here is the final look.
I wrote a README, made the link to the project, and I changed how the project looks because it was way too big for my liking. Here is the final look.
Ships:
I made an interactive keyboard to practice typing skills. A key is highlighted at random and the user presses on the key to move on to the next. Some challenges I faced was the CSS because at first the keys were vertical instead of looking like a actual keyboard and another challenge from the CSS was that it was way too big when I made the accessible link. I am proud of being able to make a interactive and functioning keyboard....
|
1792986468.5516467
|
1793072868.5516467
|
|
3609
|
crepuscularity by @undivisible | Stardance
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undivisible
|
1
|
16.34
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:54:47Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "crepuscularity is the rust-native react native on steroids. with one dsl (or you can write react jsx!) and have it work in a website, or a native desktop app, or a browser extension, or even a terminal app. mobile apps and embedded framebuffers are experimental and coming soon! here it is powering a browser extension i built completely in rust + crepuscularity based on vimium. the attached “try project” button takes you to the project’s website which is also completely built with crepuscularity and rust - even down to the documentation which is rendered from markdown.", "repo": "https://github.com/tschk/crepuscularity", "demo": "https://crepuscularity.tsc.hk/"}]...
|
[{"post_id": 12331, "ts": "202 [{"post_id": 12331, "ts": "2026-06-20T03:39:44Z", "hours": 8.3361, "text": "native ir rendering from web code into native swift and jetpack compose on https://crepuscularity.tsc.hk these are using the exact same code written in my own web markup syntax + rust backend, and are rendering to the same native ui on android and ios."}, {"post_id": 4304, "ts": "2026-06-07T15:50:35Z", "hours": 0.6356, "text": "maintenance"}, {"post_id": 3337, "ts": "2026-06-06T06:56:28Z", "hours": 4.7228, "text": "the new crepuscularity.undivisible.dev site has refined transitions and a new download counter with an interactive graph 👍"}, {"post_id": 720, "ts": "2026-06-02T09:39:49Z", "hours": 1.0922, "text": "here’s web code running a tui with ratatui. crepuscularity also has syntax highlighting. https://crepuscularity.undivisible.dev/"}, {"post_id": 558, "ts": "2026-06-02T01:41:12Z", "hours": 1.6067, "text": "https://crepuscularity.undivisible.dev even down to the markdown rendering for documentation is made with crepuscularity + rust."}]...
|
Title: crepuscularity by @undivisible | Stardance
Title: crepuscularity by @undivisible | Stardance
Devlogs:
https://crepuscularity.undivisible.dev even down to the markdown rendering for documentation is made with crepuscularity + rust.
here’s web code running a tui with ratatui. crepuscularity also has syntax highlighting. https://crepuscularity.undivisible.dev/
the new crepuscularity.undivisible.dev site has refined transitions and a new download counter with an interactive graph 👍
maintenance
native ir rendering from web code into native swift and jetpack compose on https://crepuscularity.tsc.hk these are using the exact same code written in my own web markup syntax + rust backend, and are rendering to the same native ui on android and ios.
Ships:
crepuscularity is the rust-native react native on steroids. with one dsl (or you can write react jsx!) and have it work in a website, or a native desktop app, or a browser extension, or even a terminal app. mobile apps and embedded framebuffers are experimental and coming soon! here it is powering a browser extension i built completely in rust + crepuscularity based on vimium. the attached “try project” button takes you to the project’s website which is also completely built with crepuscularity and rust - even down to the documentation which is rendered from markdown....
|
1792986919.5311391
|
1793073319.5311391
|
|
3613
|
Todo List by @Manenti | Stardance
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Manenti
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1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T23:40:10Z", "hours": 1.0, "multiplier": 1.29, "payout": 2, "blessing": "neutral", "text": "I built a TodoList app that works like a simple digital notepad for everyday tasks. It lets users add, edit, delete, and mark tasks as completed, while keeping everything organized into two sections: “To study” and “Completed.” The app also shows an empty state when there are no tasks yet, and it saves the list in the browser so the data stays available after refreshing the page. The most challenging part was managing the task flow in a clean and organized way, especially handling the add/edit logic through the same dialog and keeping the state synchronized across the app with React Context. Making the data persist in localStorage and keeping the interface simple but clear also required careful attention. I’m proud of how modular the project is. I separated the interface into reusable components, which made the code easier to read, maintain, and expand. I also liked building a user experience that feels practical and lightweight, while still being functional and organized. To test the project, just open the app and click the plus button to add a new task. You can edit a task with the pencil icon, delete it with the trash icon, and mark it as completed using the checkbox. If you refresh the page, your tasks should still be there because they are saved in localStorage. If the list is empty, you will see the empty state message.", "repo": "https://github.com/noname697/React-ToDo-List", "demo": "https://react-to-do-list-theta-two.vercel.app"}]...
|
[{"post_id": 531, "ts": "2026- [{"post_id": 531, "ts": "2026-06-02T00:25:41Z", "hours": 1.4617, "text": "Building a Empty State to ToDo List"}]...
|
Title: Todo List by @Manenti | Stardance
Devlogs: Title: Todo List by @Manenti | Stardance
Devlogs:
Building a Empty State to ToDo List
Ships:
I built a TodoList app that works like a simple digital notepad for everyday tasks. It lets users add, edit, delete, and mark tasks as completed, while keeping everything organized into two sections: “To study” and “Completed.” The app also shows an empty state when there are no tasks yet, and it saves the list in the browser so the data stays available after refreshing the page. The most challenging part was managing the task flow in a clean and organized way, especially handling the add/edit logic through the same dialog and keeping the state synchronized across the app with React Context. Making the data persist in localStorage and keeping the interface simple but clear also required careful attention. I’m proud of how modular the project is. I separated the interface into reusable components, which made the code easier to read, maintain, and expand. I also liked building a user experience that feels practical and lightweight, while still being functional and organized. To test the project, just open the app and click the plus button to add a new task. You can edit a task with the pencil icon, delete it with the trash icon, and mark it as completed using the checkbox. If you refresh the page, your tasks should still be there because they are saved in localStorage. If the list is empty, you will see the empty state message....
|
1792997365.3818545
|
1793083765.3818545
|
|
3637
|
Thanks for Mining That! by @StarCoder | Stardance
|
StarCoder
|
1
|
58.0
|
543
|
[{"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"}]...
|
[{"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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Single Player Battleship by @Headless48 | Stardanc Single Player Battleship by @Headless48 | Stardance...
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Headless48
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1
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2.35
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T07:16:08Z", "hours": 2.0, "multiplier": 1.77, "payout": 0, "blessing": "neutral", "text": "I made a single player game where you are attempting to find 5 ships on a 10x10 grid and you’re racing against a CPU to find all the ships", "repo": "https://github.com/Headless48-Ram/single-player-Battleship", "demo": "https://github.com/Headless48-Ram/single-player-Battleship/releases/tag/game"}]...
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[{"post_id": 1069, "ts": "2026 [{"post_id": 1069, "ts": "2026-06-02T21:42:15Z", "hours": 0.3497, "text": "HI"}, {"post_id": 599, "ts": "2026-06-02T03:00:41Z", "hours": 1.9192, "text": "Just finished up!"}]...
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Title: Single Player Battleship by @Headless48 | S Title: Single Player Battleship by @Headless48 | Stardance
Devlogs:
Just finished up!
HI
Ships:
I made a single player game where you are attempting to find 5 ships on a 10x10 grid and you’re racing against a CPU to find all the ships...
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Emoji Bot by @butterlabs | Stardance
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butterlabs
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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": "2026-09-12T03:03:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot with the main goal of letting you play around with emojis! The project took 3 hours over the course of 5 days coinciding with my high school work. Apart from that, the main struggle was trying to write a good readme as this is my first proper one! For people testing my project, in #bot-spam in Slack, you can use any of the following commands /emoji-bot-ping - Checks the bots latency /emoji-bot-cat-fact - Get a cat fact from the https://catfact.ninja/fact api /emoji-bot-fire - Replies a single ‘🔥’ emoji (joke command) /emoji-bot-help - Shows the help message /emoji-bot-convert - Returns the provided text in emoji form /emoji-bot-about - Displays info about the bot", "repo": "https://github.com/butterific/slackmoji", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 66323, "ts": "202 [{"post_id": 66323, "ts": "2026-09-12T02:53:34Z", "hours": 1.0961, "text": "Devlog #4 The final devlog before shipping For the last hour and 4 minutes, I completely rewrote the Readme from a basic doc to a clean looking article take a look for yourself! (also fixed some small bugs that don’t really matter + hosted it on nest!) (look based on image order) (I DID NOT USE AI)"}, {"post_id": 66260, "ts": "2026-09-12T00:04:32Z", "hours": 0.7453, "text": "Devlog #3 Sofar, I have finished most of the bot including adding moderation, writing the readme, and adding an about command. Look at the images for more details! (ps: might rewrite the readme)"}, {"post_id": 64582, "ts": "2026-09-09T02:52:00Z", "hours": 1.0922, "text": "Dev Log #2 Finished the emoji convert command along with some bug fixes as well as more code comments for later. The emoji table was the hardest part due to choosing the right emojis for each character. Credit to https://www.reddit.com/r/copypasta/comments/1cf5dg7/emoji_alphabet_emojis_that_look_like_or_contain/ Also added basic error handling (see images)"}, {"post_id": 64000, "ts": "2026-09-08T03:21:58Z", "hours": 0.2989, "text": "Finished basic bot setup and 4 starter commands! /emoji-bot help fire cat-fact ping"}]...
|
Title: Emoji Bot by @butterlabs | Stardance
Devlo Title: Emoji Bot by @butterlabs | Stardance
Devlogs:
Finished basic bot setup and 4 starter commands! /emoji-bot help fire cat-fact ping
Dev Log #2 Finished the emoji convert command along with some bug fixes as well as more code comments for later. The emoji table was the hardest part due to choosing the right emojis for each character. Credit to https://www.reddit.com/r/copypasta/comments/1cf5dg7/emoji_alphabet_emojis_that_look_like_or_contain/ Also added basic error handling (see images)
Devlog #3 Sofar, I have finished most of the bot including adding moderation, writing the readme, and adding an about command. Look at the images for more details! (ps: might rewrite the readme)
Devlog #4 The final devlog before shipping For the last hour and 4 minutes, I completely rewrote the Readme from a basic doc to a clean looking article take a look for yourself! (also fixed some small bugs that don’t really matter + hosted it on nest!) (look based on image order) (I DID NOT USE AI)
Ships:
I made a Slack bot with the main goal of letting you play around with emojis! The project took 3 hours over the course of 5 days coinciding with my high school work. Apart from that, the main struggle was trying to write a good readme as this is my first proper one! For people testing my project, in #bot-spam in Slack, you can use any of the following commands /emoji-bot-ping - Checks the bots latency /emoji-bot-cat-fact - Get a cat fact from the https://catfact.ninja/fact api /emoji-bot-fire - Replies a single ‘🔥’ emoji (joke command) /emoji-bot-help - Shows the help message /emoji-bot-convert - Returns the provided text in emoji form /emoji-bot-about - Displays info about the bot...
|
1793001172.523927
|
1793087572.523927
|
|
3706
|
FlightTracker by @evanssidhu | Stardance
|
evanssidhu
|
1
|
15.0
|
229
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T19:29:30Z", "hours": 15.0, "multiplier": 15.52, "payout": 229, "blessing": "neutral", "text": "FlightTracker I made a simple flight tracker map which has live updates and can be used to track any current flight. I made this because I always found flight trackers/radar was really cool and thought it would be a fun thing to implement with the abundance of community powered ads-b data availible. Some of the more interesting stuff I found was creating the additional map layers such as weather and fir zones using wms layers and geojson, and some of the more annoying stuff was things needing to be migrated after production due to cors errors only allowing them to work on localhost. Anyways, here are some features of the site, more info can be found on the readme page. Features Multiple Basemaps (Light, Dark, Satelite) Multiple Layers (Day/Night Line, Weather Radar, Airport Locations, ATC/FIR Zones) Location Search: Instantly go to a location using the searchbar Flight Search: Search any flight name to be redirected to where that flight currently is on the map Flight Info: Click any flight to get the flight information and lock its position to the center of the map, useful for following flights. Live Updates: Frequent refresh rates (every 3s) A demo video can be found on the readme page or at the url https://github.com/user-attachments/assets/2dd5e957-08d2-43c8-9b97-e49be07dbb22", "repo": "https://github.com/es1228/FlightTracker", "demo": "https://es1228.github.io/FlightTracker/"}]...
|
[{"post_id": 40903, "ts": "202 [{"post_id": 40903, "ts": "2026-08-04T18:41:28Z", "hours": 1.8239, "text": "Devlog 6 Finished a little bit of polishing and cleanup, the site is now live and I think version 1 is ready to be shipped. Features Added Migration to Airplanes.Live I’ve migrated again from adsb.fi to airplanes.live due to numerous cors/proxy issues that adsb.fi has. Luckily they share the same response structure so it was really simple to migrate. Tracking Mode You can now click a flight on the map to lock its position to the center of the screen, which is useful for live tracking the position of flights. Polishing Made a couple polishing changes to map icons/tooltips. Also published a live demo to github pages."}, {"post_id": 40487, "ts": "2026-08-04T01:38:16Z", "hours": 8.7281, "text": "Devlog 5 This is a combination of previous work from a while ago and new work I just did, so please excuse the lengthy devlog time. I decided to return to working on this project, and made a few changes. First, I migrated the api provider from airlabs to adsb.fi. I also used adsbdb for route info (departure and arrival). New features include location/flight search, which I will outline below. Features API Migrations Data sources have been migrated from airlabs to adsb.fi and adsbdb, and as a result, this increases the maximum calls from around 1000 calls per month to 1 call per second, however the region is limited to a 250 nm radius. I have also migrated away from using a python render script, so now the page will not take 1 minute to load and lag the entire pc. Airports Airport pins are now visible on the map and can be toggled alongside weather, night, and fir zones. Location Search You can now search directly for a location using the searchbar, which should help now that area is limited. You can also just choose to pick your current location. Flight Search You can now directly enter flight numbers/callsigns and be pointed straight to where said flight is on the map, no matter whether or not it is in the 250 nm radius."}, {"post_id": 5372, "ts": "2026-06-09T03:40:39Z", "hours": 1.4528, "text": "Devlog 4 Message Today I worked on creating the backend for the website. Honestly it took a while finding the right api as many turned out to block foreign access through Render. I did eventually land on using AirLabs as the api provider, and so far it works pretty well and I even got aircraft plotted on the map with the correct rotation angle. Progress Added backend for live flight information fetch Started plotting aircraft on map. Next Steps Refine Tooltips and Flight Information/Icons Add map refreshing in respect to api limits Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) Add flights to map Add flight information (In Progress) Add airport information (departures, arrivals, etc.,)"}, {"post_id": 4498, "ts": "2026-06-07T20:36:17Z", "hours": 0.6319, "text": "Devlog 3 Progress Added ATC/FIR boundaries as toggleable option Next Steps Look into adding flights to map Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) Add flights to map Add flight information Add airport information (departures, arrivals, etc.,)"}, {"post_id": 3859, "ts": "2026-06-06T22:39:05Z", "hours": 1.5906, "text": "Devlog 2 Progress Added new basemaps for satelite/hybrid, light theme, and dark theme Added Day/Night line and Weather Radar Next Steps Add ATC Boundaries Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) (In Progress) Add flights to map Add flight information Add airport information (departures, arrivals, etc.,)"}, {"post_id": 3747, "ts": "2026-06-06T19:51:39Z", "hours": 0.5083, "text": "Devlog 1 Progress Setup React + Vite + Tailwind Added in Leaflet Basemap Next Steps Add more basemaps/layers Research flight-tracking APIs Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) Add flights to map Add flight information Add airport information (departures, arrivals, etc.,)"}]...
|
Title: FlightTracker by @evanssidhu | Stardance
D Title: FlightTracker by @evanssidhu | Stardance
Devlogs:
Devlog 1 Progress Setup React + Vite + Tailwind Added in Leaflet Basemap Next Steps Add more basemaps/layers Research flight-tracking APIs Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) Add flights to map Add flight information Add airport information (departures, arrivals, etc.,)
Devlog 2 Progress Added new basemaps for satelite/hybrid, light theme, and dark theme Added Day/Night line and Weather Radar Next Steps Add ATC Boundaries Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) (In Progress) Add flights to map Add flight information Add airport information (departures, arrivals, etc.,)
Devlog 3 Progress Added ATC/FIR boundaries as toggleable option Next Steps Look into adding flights to map Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) Add flights to map Add flight information Add airport information (departures, arrivals, etc.,)
Devlog 4 Message Today I worked on creating the backend for the website. Honestly it took a while finding the right api as many turned out to block foreign access through Render. I did eventually land on using AirLabs as the api provider, and so far it works pretty well and I even got aircraft plotted on the map with the correct rotation angle. Progress Added backend for live flight information fetch Started plotting aircraft on map. Next Steps Refine Tooltips and Flight Information/Icons Add map refreshing in respect to api limits Tasks (Tentative) Site Setup Implement Leaflet Add more basemaps Add layers (weather, radar boundaries, etc.,) Add flights to map Add flight information (In Progress) Add airport information (departures, arrivals, etc.,)
Devlog 5 This is a combination of previous work from a while ago and new work I just did, so please excuse the lengthy devlog time. I decided to return to working on this project, and made a few changes. First, I migrated the api provider from airlabs to adsb.fi. I also used adsbdb for route info (departure and arrival). New features include location/flight search, which I will outline below. Features API Migrations Data sources have been migrated from airlabs to adsb.fi and adsbdb, and as a result, this increases the maximum calls from around 1000 calls per month to 1 call per second, however the region is limited to a 250 nm radius. I have also migrated away from using a python render script, so now the page will not take 1 minute to load and lag the entire pc. Airports Airport pins are now visible on the map and can be toggled alongside weather, night, and fir zones. Location Search You can now search directly for a location using the searchbar, which should help now that area is limited. You can also just choose to pick your current location. Flight Search You can now directly enter flight numbers/callsigns and be pointed straight to where said flight is on the map, no matter whether or not it is in the 250 nm radius.
Devlog 6 Finished a little bit of polishing and cleanup, the site is now live and I think version 1 is ready to be shipped. Features Added Migration to Airplanes.Live I’ve migrated again from adsb.fi to airplanes.live due to numerous cors/proxy issues that adsb.fi has. Luckily they share the same response structure so it was really simple to migrate. Tracking Mode You can now click a flight on the map to lock its position to the center of the screen, which is useful for live tracking the position of flights. Polishing Made a couple polishing changes to map icons/tooltips. Also published a live demo to github pages.
Ships:
FlightTracker I made a simple flight tracker map which has live updates and can be used to track any current flight. I made this because I always found flight trackers/radar was really cool and thought it would be a fun thing to implement with the abundance of community powered ads-b data availible. Some of the more interesting stuff I found was creating the additional map layers such as weather and fir zones using wms layers and geojson, and some of the more annoying stuff was things needing to be migrated after production due to cors errors only allowing them to work on localhost. Anyways, here are some features of the site, more info can be found on the readme page. Features Multiple Basemaps (Light, Dark, Satelite) Multiple Layers (Day/Night Line, Weather Radar, Airport Locations, ATC/FIR Zones) Location Search: Instantly go to a location using the searchbar Flight Search: Search any flight name to be redirected to where that flight currently is on the map Flight Info: Click any flight to get the flight information and lock its position to the center of the map, useful for following flights. Live Updates: Frequent refresh rates (every 3s) A demo video can be found on the readme page or at the url https://github.com/user-attachments/assets/2dd5e957-08d2-43c8-9b97-e49be07dbb22...
|
1793001082.9904258
|
1793087482.9904258
|
|
3708
|
luau obfuscator by @kanishkv99 | Stardance
|
kanishkv99
|
1
|
14.59
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T16:42:07Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Luau obfuscator written in rust. Not fully functioning yet, but is a work in progress. Feel free to test it out!", "repo": "https://github.com/iamaperson000/luau-obf", "demo": "https://iamaperson000.github.io/luau-obf/"}]...
|
[{"post_id": 1726, "ts": "2026 [{"post_id": 1726, "ts": "2026-06-03T22:01:12Z", "hours": 6.8744, "text": "More back and forth trying to make it as uncrackable as possible. Next up is heavy LLM proofing."}, {"post_id": 1383, "ts": "2026-06-03T11:45:00Z", "hours": 2.9817, "text": "Should have probably updated this earlier, but plans 5 thru 15 are now done. Notable changes include adding real obfuscation, support for metables (__index, __newindex, __call, arithmetic, bit32, buffer, and vector). I also used some AI for debugging and also this: I passed JUST the obfuscated code to the AI and had it try to deobfuscate it, and then tell me WHY it was able to, then I fixed it, and tried that again, which was pretty productive. It is MUCH harder to figure out now, and I would say presumably impossible to decode by the average person. (no constants left in code either!)"}, {"post_id": 1242, "ts": "2026-06-03T03:00:17Z", "hours": 1.7325, "text": "Part 4 is done! Added 4 more opcodes, took longer than expected. Opcodes were: OP_CallVar, OP_BuildResults, OP_Vararg, and, OP_ReturnMulti."}, {"post_id": 870, "ts": "2026-06-02T16:18:19Z", "hours": 3.2336, "text": "Scaffolding the overall system in rust. Currently working on adding support for more forms of Luau. Added support for tables, methods, break, and also closures with upvalue. To be clear there is no actual obfuscation yet, I have just been building the custom VM, which outputs bytecode right now. Also made a simple platform (shown in the image) allowing you to try it out by obfuscating simple Luau code"}]...
|
Title: luau obfuscator by @kanishkv99 | Stardance
Title: luau obfuscator by @kanishkv99 | Stardance
Devlogs:
Scaffolding the overall system in rust. Currently working on adding support for more forms of Luau. Added support for tables, methods, break, and also closures with upvalue. To be clear there is no actual obfuscation yet, I have just been building the custom VM, which outputs bytecode right now. Also made a simple platform (shown in the image) allowing you to try it out by obfuscating simple Luau code
Part 4 is done! Added 4 more opcodes, took longer than expected. Opcodes were: OP_CallVar, OP_BuildResults, OP_Vararg, and, OP_ReturnMulti.
Should have probably updated this earlier, but plans 5 thru 15 are now done. Notable changes include adding real obfuscation, support for metables (__index, __newindex, __call, arithmetic, bit32, buffer, and vector). I also used some AI for debugging and also this: I passed JUST the obfuscated code to the AI and had it try to deobfuscate it, and then tell me WHY it was able to, then I fixed it, and tried that again, which was pretty productive. It is MUCH harder to figure out now, and I would say presumably impossible to decode by the average person. (no constants left in code either!)
More back and forth trying to make it as uncrackable as possible. Next up is heavy LLM proofing.
Ships:
Luau obfuscator written in rust. Not fully functioning yet, but is a work in progress. Feel free to test it out!...
|
1792990205.6224
|
1793076605.6224
|
|
3751
|
MAV by @baconwaffledonut | Stardance
|
baconwaffledonut
|
1
|
70.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T23:38:23Z", "hours": 70.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic game engine in Rust and Vulkan, doesn’t do much other than render an object ten times in a row. It does have movement support about the camera along with rotation of the camera allowing you to move around the scene. It was of course very challenging to get to this point and I had to reference a variety of like wiki’s and documents because none of it was very clearly explained in one place, and Vulkan is a low profile API where you need to code eveything. Anyways I had a lot of fun writing it, learned a lot about how it works this time as well.", "repo": "https://github.com/BaconWaffleDonut/MAV/tree/master", "demo": "https://youtu.be/2d5tLUQpuWg"}]...
|
[{"post_id": 76561, "ts": "202 [{"post_id": 76561, "ts": "2026-10-03T23:34:25Z", "hours": 3.1708, "text": "Very last devlog, just added some finishing touches, tried to get LOD’s working but they still appear too close to the camera. Yeah that’s really it, have a good rest of the year :3"}, {"post_id": 33779, "ts": "2026-07-23T23:26:07Z", "hours": 2.8714, "text": "Finally got the movement system for the camera all smoothed out. Now it moves relative to the direction of the camera instead of along the world grid. Also smoothed out the motion."}, {"post_id": 33293, "ts": "2026-07-23T02:35:22Z", "hours": 6.8494, "text": "Finally manage to get rotation properly implemented and bound to various keys. Still need to change the movement system so that the camera axis rotates with the camera instead of being fixed to the same rotational state of the world."}, {"post_id": 23910, "ts": "2026-07-07T03:36:54Z", "hours": 3.6447, "text": "Well I finally managed to fix the memory leak somehow, currently it only supports a single model however my next goal is to add support for different models. Currently it can change the number of models displayed on screen at once along with the brightness of each model."}, {"post_id": 23289, "ts": "2026-07-06T04:54:09Z", "hours": 8.3117, "text": "I replaced my code for allocating buffer memory using vk-mem-rs. Still trying to track down the memory leak. Now I need to fix the rendering issues as something happened when switching the buffer systems out causing the brightness to significantly decrease and rendering to be locationally based on the cursor for some reason, and also now it would require a seizure warning for any video/gif which is suboptimal. Only during closing the application does brightness return to expected ranges as seen in photo below."}, {"post_id": 17252, "ts": "2026-06-27T23:34:59Z", "hours": 1.8019, "text": "It finally runs with no real errors this time and produces expected behavior. Next I want to figure out how to change the brightness with a key input."}, {"post_id": 16719, "ts": "2026-06-27T05:03:58Z", "hours": 7.22, "text": "I finally got it to run and render more than one frame before crashing. Now I just need to figure out how to get it to render an actual image. Probably just messed up a section of the code."}, {"post_id": 15974, "ts": "2026-06-25T22:54:22Z", "hours": 5.9689, "text": "I have no idea how to fix this error. I have tried not initializing sync objects, changing the order in which functions are initialized. Maybe its not working because of an empty field somewhere…"}, {"post_id": 15427, "ts": "2026-06-25T02:14:58Z", "hours": 2.0947, "text": "Code is running but now I have a segfault error"}, {"post_id": 14923, "ts": "2026-06-24T07:05:22Z", "hours": 11.3683, "text": "The majority of the code is ready to run… just three more errors that I spent a few hours on remain… At least I think it was a few hours, might have been just one or two…"}, {"post_id": 13934, "ts": "2026-06-22T21:09:55Z", "hours": 9.9392, "text": "Created a ton of functions. Still just boilerplate code that I eventually want to replace a lot of the hardcoded configs with variables for an eventual config file. I managed to extract a few variables that get reused consistently into an impl for a single write/ multiple reader structure because one of them should only be created once. Other than that I am relearning why I didn’t really do much with vulkan… Well time to go code some more :3"}, {"post_id": 3232, "ts": "2026-06-06T01:56:45Z", "hours": 2.4022, "text": "Worked on testing imports from other files. Setup some guidelines for the main video engine. Created a bunch of functions for use in the main function for the engine, still empty. Next comes the fun part of trying to figure out the actual code…"}, {"post_id": 1132, "ts": "2026-06-02T23:36:52Z", "hours": 2.7244, "text": "Got a simple window created for testing, now onto Vulkan…"}, {"post_id": 585, "ts": "2026-06-02T02:33:41Z", "hours": 1.4103, "text": "Tried some stuff to get started, really need to find a good tutorial for Ash."}]...
|
Title: MAV by @baconwaffledonut | Stardance
Devlo Title: MAV by @baconwaffledonut | Stardance
Devlogs:
Tried some stuff to get started, really need to find a good tutorial for Ash.
Got a simple window created for testing, now onto Vulkan…
Worked on testing imports from other files. Setup some guidelines for the main video engine. Created a bunch of functions for use in the main function for the engine, still empty. Next comes the fun part of trying to figure out the actual code…
Created a ton of functions. Still just boilerplate code that I eventually want to replace a lot of the hardcoded configs with variables for an eventual config file. I managed to extract a few variables that get reused consistently into an impl for a single write/ multiple reader structure because one of them should only be created once. Other than that I am relearning why I didn’t really do much with vulkan… Well time to go code some more :3
The majority of the code is ready to run… just three more errors that I spent a few hours on remain… At least I think it was a few hours, might have been just one or two…
Code is running but now I have a segfault error
I have no idea how to fix this error. I have tried not initializing sync objects, changing the order in which functions are initialized. Maybe its not working because of an empty field somewhere…
I finally got it to run and render more than one frame before crashing. Now I just need to figure out how to get it to render an actual image. Probably just messed up a section of the code.
It finally runs with no real errors this time and produces expected behavior. Next I want to figure out how to change the brightness with a key input.
I replaced my code for allocating buffer memory using vk-mem-rs. Still trying to track down the memory leak. Now I need to fix the rendering issues as something happened when switching the buffer systems out causing the brightness to significantly decrease and rendering to be locationally based on the cursor for some reason, and also now it would require a seizure warning for any video/gif which is suboptimal. Only during closing the application does brightness return to expected ranges as seen in photo below.
Well I finally managed to fix the memory leak somehow, currently it only supports a single model however my next goal is to add support for different models. Currently it can change the number of models displayed on screen at once along with the brightness of each model.
Finally manage to get rotation properly implemented and bound to various keys. Still need to change the movement system so that the camera axis rotates with the camera instead of being fixed to the same rotational state of the world.
Finally got the movement system for the camera all smoothed out. Now it moves relative to the direction of the camera instead of along the world grid. Also smoothed out the motion.
Very last devlog, just added some finishing touches, tried to get LOD’s working but they still appear too close to the camera. Yeah that’s really it, have a good rest of the year :3
Ships:
I made a basic game engine in Rust and Vulkan, doesn’t do much other than render an object ten times in a row. It does have movement support about the camera along with rotation of the camera allowing you to move around the scene. It was of course very challenging to get to this point and I had to reference a variety of like wiki’s and documents because none of it was very clearly explained in one place, and Vulkan is a low profile API where you need to code eveything. Anyways I had a lot of fun writing it, learned a lot about how it works this time as well....
|
1793004691.9538658
|
1793091091.9538658
|
|
3763
|
Hacka-Plat by @Powerblock | Stardance
|
Powerblock
|
1
|
13.0
|
220
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T05:14:48Z", "hours": 13.0, "multiplier": 17.56, "payout": 220, "blessing": "neutral", "text": "I made a 2D platformer where you solve the levels by “hacking” (moving) the platforms in game.", "repo": "https://github.com/Powerblock2000/hacka-plat/", "demo": "https://hacka-plat.netlify.app/"}]...
|
[{"post_id": 7299, "ts": "2026 [{"post_id": 7299, "ts": "2026-06-12T05:13:08Z", "hours": 0.7533, "text": "Finally fixed web exports with git LFS"}, {"post_id": 7145, "ts": "2026-06-11T22:43:15Z", "hours": 4.9644, "text": "Finished level 3 and credits scene; ALL DONE!!!!"}, {"post_id": 2346, "ts": "2026-06-04T19:50:53Z", "hours": 1.2392, "text": "Finished tutorial"}, {"post_id": 1133, "ts": "2026-06-02T23:38:37Z", "hours": 3.0217, "text": "Working on tutorial"}, {"post_id": 888, "ts": "2026-06-02T16:41:25Z", "hours": 1.9089, "text": "Finished Main Menu"}, {"post_id": 600, "ts": "2026-06-02T03:01:48Z", "hours": 0.9722, "text": "Almost finished with main menu"}, {"post_id": 566, "ts": "2026-06-02T01:52:02Z", "hours": 0.4747, "text": "Just finished character controller"}]...
|
Title: Hacka-Plat by @Powerblock | Stardance
Devl Title: Hacka-Plat by @Powerblock | Stardance
Devlogs:
Just finished character controller
Almost finished with main menu
Finished Main Menu
Working on tutorial
Finished tutorial
Finished level 3 and credits scene; ALL DONE!!!!
Finally fixed web exports with git LFS
Ships:
I made a 2D platformer where you solve the levels by “hacking” (moving) the platforms in game....
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1792979425.1518114
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1793065825.1518114
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3794
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RTX Minecraft Shader by @DubbsPi | Stardance
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DubbsPi
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1
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77.0
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1308
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T16:35:23Z", "hours": 77.0, "multiplier": 16.95, "payout": 1308, "blessing": "neutral", "text": "This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!", "repo": "https://github.com/DubbsPi/My-Minecraft-Shaderpack", "demo": "https://www.curseforge.com/minecraft/shaders/basic-rtx-shader"}]...
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[{"post_id": 43388, "ts": "202 [{"post_id": 43388, "ts": "2026-08-08T16:27:45Z", "hours": 7.6336, "text": "Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there."}, {"post_id": 31865, "ts": "2026-07-20T16:26:32Z", "hours": 3.2281, "text": "We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯"}, {"post_id": 31520, "ts": "2026-07-20T00:14:26Z", "hours": 3.8397, "text": "you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)"}, {"post_id": 30981, "ts": "2026-07-19T00:18:09Z", "hours": 6.6114, "text": "Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do."}, {"post_id": 27699, "ts": "2026-07-13T14:19:43Z", "hours": 5.9664, "text": "All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)"}, {"post_id": 26101, "ts": "2026-07-10T18:06:01Z", "hours": 0.9642, "text": "Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D"}, {"post_id": 25300, "ts": "2026-07-09T14:40:44Z", "hours": 1.5022, "text": "Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)"}, {"post_id": 24178, "ts": "2026-07-07T16:06:28Z", "hours": 3.9919, "text": "(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!"}, {"post_id": 22943, "ts": "2026-07-05T16:32:52Z", "hours": 3.3131, "text": "Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!"}, {"post_id": 21433, "ts": "2026-07-03T11:48:09Z", "hours": 5.2997, "text": "The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)"}, {"post_id": 20766, "ts": "2026-07-02T13:44:05Z", "hours": 2.1428, "text": "We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁"}, {"post_id": 20450, "ts": "2026-07-02T01:31:07Z", "hours": 1.3664, "text": "After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster."}, {"post_id": 19507, "ts": "2026-06-30T20:37:39Z", "hours": 1.7464, "text": "Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D"}, {"post_id": 19290, "ts": "2026-06-30T15:41:18Z", "hours": 3.3058, "text": "Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed."}, {"post_id": 18749, "ts": "2026-06-29T22:48:27Z", "hours": 6.0992, "text": "Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching."}, {"post_id": 17365, "ts": "2026-06-28T03:42:47Z", "hours": 0.8519, "text": "Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol"}, {"post_id": 17105, "ts": "2026-06-27T19:32:56Z", "hours": 3.4997, "text": "Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that."}, {"post_id": 16356, "ts": "2026-06-26T16:40:20Z", "hours": 3.5428, "text": "Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate."}, {"post_id": 15941, "ts": "2026-06-25T22:01:37Z", "hours": 2.5308, "text": "Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!"}, {"post_id": 15811, "ts": "2026-06-25T18:08:53Z", "hours": 3.2617, "text": "Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!"}, {"post_id": 15343, "ts": "2026-06-24T22:51:45Z", "hours": 1.3783, "text": "Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!"}, {"post_id": 15154, "ts": "2026-06-24T16:55:26Z", "hours": 1.6878, "text": "Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea."}, {"post_id": 15097, "ts": "2026-06-24T15:08:22Z", "hours": 1.4875, "text": "Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!"}, {"post_id": 15050, "ts": "2026-06-24T13:24:37Z", "hours": 1.9417, "text": "Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)"}]...
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Title: RTX Minecraft Shader by @DubbsPi | Stardanc Title: RTX Minecraft Shader by @DubbsPi | Stardance
Devlogs:
Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)
Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!
Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea.
Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!
Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!
Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!
Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate.
Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that.
Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol
Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching.
Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed.
Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D
After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster.
We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁
The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)
Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!
(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!
Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)
Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D
All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)
Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do.
you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)
We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯
Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there.
Ships:
This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!...
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1792972176.1449275
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1793058576.1449275
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3824
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ezenc - tui encoder / decoder :3 by @zsharpminor | ezenc - tui encoder / decoder :3 by @zsharpminor | Stardance...
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zsharpminor
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1
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3.0
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57
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T01:36:40Z", "hours": 3.0, "multiplier": 17.7, "payout": 57, "blessing": "neutral", "text": "ezenc is a fully functional encoder and decoder that works entirely in your command line and runs on pipx (you don’t even need to install anything!) it supports 30 ciphers and encryption methods, including everything ranging from simple base64 over the caesar cipher to the most obscure encryption methods you’ve never heard of, fun ones such as the Bacon Cipher, and, of course, SHA keys (just be mindful - it’s not really possible to decrypt those later on!) ezenc was made entirely in Python and is a part of the ez-series of terminal utilities I’m working on! In the past, I’ve made stuff like syt (youtube downloader), sfm (file manager, compressor, transcript fetcher, and paywall bypasser), sss (school site scraper for emails) and ezserial (access your MCU via serial WITHOUT figuring out which port it’s connected to and trying to remember the screen command!) ezenc is the newest addition to this series, and I’d love if you gave it a try! :D with much love, zsharpminor", "repo": "https://github.com/newtontriumphant/ezenc", "demo": "https://pypi.org/project/ez-encrypt/"}]...
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[{"post_id": 1190, "ts": "2026 [{"post_id": 1190, "ts": "2026-06-03T01:30:58Z", "hours": 0.4008, "text": "Packaged everything on PyPI and getting ready to ship! :D"}, {"post_id": 1148, "ts": "2026-06-03T00:12:19Z", "hours": 0.2811, "text": "The main menu of ezenc is now functional! You can encode and decode in the same command, and it now should fully support 30 encryption methods! :)"}, {"post_id": 1141, "ts": "2026-06-02T23:54:38Z", "hours": 0.8061, "text": "Finally, you can both encode AND decode with ezenc! Now all that’s left to do is to make a main menu for choosing which one, and, of course, making it so that you can encode ANYthing, not just Base64 :3"}, {"post_id": 1119, "ts": "2026-06-02T23:05:12Z", "hours": 0.405, "text": "Added some advanced regex-based cipher detection that attempts to intelligently detect which cipher you’re talking in (this is basically just copy and pasting the encryption code but refactoring it into an actual helper function lmao)"}, {"post_id": 596, "ts": "2026-06-02T02:48:56Z", "hours": 0.6389, "text": "It works! ezenc can now automatically decode any of ~26 languages and hashes that you paste in!"}, {"post_id": 573, "ts": "2026-06-02T02:06:44Z", "hours": 0.3408, "text": "You can now encode and decode B58 with ezenc! Slowly but surely, progress is being made! :)"}, {"post_id": 557, "ts": "2026-06-02T01:41:04Z", "hours": 0.3728, "text": "I’m working on a TUI encoder/decoder for any and all encoding methods! So far, I’ve set up a basic logo and English checker that’s meant to check if your output is plausible (has a high English score) or inplausible (has a low English score, meaning it’s gibberish.)"}]...
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Title: ezenc - tui encoder / decoder :3 by @zsharp Title: ezenc - tui encoder / decoder :3 by @zsharpminor | Stardance
Devlogs:
I’m working on a TUI encoder/decoder for any and all encoding methods! So far, I’ve set up a basic logo and English checker that’s meant to check if your output is plausible (has a high English score) or inplausible (has a low English score, meaning it’s gibberish.)
You can now encode and decode B58 with ezenc! Slowly but surely, progress is being made! :)
It works! ezenc can now automatically decode any of ~26 languages and hashes that you paste in!
Added some advanced regex-based cipher detection that attempts to intelligently detect which cipher you’re talking in (this is basically just copy and pasting the encryption code but refactoring it into an actual helper function lmao)
Finally, you can both encode AND decode with ezenc! Now all that’s left to do is to make a main menu for choosing which one, and, of course, making it so that you can encode ANYthing, not just Base64 :3
The main menu of ezenc is now functional! You can encode and decode in the same command, and it now should fully support 30 encryption methods! :)
Packaged everything on PyPI and getting ready to ship! :D
Ships:
ezenc is a fully functional encoder and decoder that works entirely in your command line and runs on pipx (you don’t even need to install anything!) it supports 30 ciphers and encryption methods, including everything ranging from simple base64 over the caesar cipher to the most obscure encryption methods you’ve never heard of, fun ones such as the Bacon Cipher, and, of course, SHA keys (just be mindful - it’s not really possible to decrypt those later on!) ezenc was made entirely in Python and is a part of the ez-series of terminal utilities I’m working on! In the past, I’ve made stuff like syt (youtube downloader), sfm (file manager, compressor, transcript fetcher, and paywall bypasser), sss (school site scraper for emails) and ezserial (access your MCU via serial WITHOUT figuring out which port it’s connected to and trying to remember the screen command!) ezenc is the newest addition to this series, and I’d love if you gave it a try! :D with much love, zsharpminor...
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1792979658.864764
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1793066058.864764
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3831
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ethan's wierd ikea sim by @appleroll | Stardan ethan's wierd ikea sim by @appleroll | Stardance...
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appleroll
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1
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29.0
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519
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T06:39:34Z", "hours": 29.0, "multiplier": 18.39, "payout": 519, "blessing": "neutral", "text": "I made a custom non-euclidean game engine, built from scratch with Vite and WebGPU. In this demo, you can explore a highly simplified and abstract IKEA simulation, largely inspired by my experiences shopping at IKEA (the endless rows of… boxes and furniture), as well as SCP-3008 (I only found that out while making this project). . The most challenging part were the endless bugs encountered while adding seamless Non-Euclidean geometry, which I had decided to solve by mixing Euclidean geometry with portals, which is how most games simulate Non-Euclideanness. I could’ve opted for a pure mathematically non-euclidean game engine, but that would’ve made making IKEA itself much harder as I would have to wrap my head around non-euclidean geometry. . I had numerous Non-euclidean things planned, such as a tunnel that was longer/shorter on the inside. However, it was hard to integrate them into the actual IKEA due to its non-euclidean shell (meaning it has varying amounts of rooms inside what looks like a building with only 4 rooms). . In the end, I’m very proud of my project as a whole and how I went from a total graphics noob to someone who could make a graphics engine and something IKEA-resembling, entirely from scratch. I certainly enjoyed the moments I spent coding (and debugging) this project, and I hope you enjoy it too!", "repo": "https://github.com/appleroll/wierdikea", "demo": "https://appleroll.github.io/wierdikea"}]...
|
[{"post_id": 23966, "ts": "202 [{"post_id": 23966, "ts": "2026-07-07T06:19:33Z", "hours": 0.3639, "text": "Prepared for ship! Wrote some more in the README, including references used in my IKEA (I’m not trying to copy IKEA, but it can’t be completely different). Hopefully you all enjoy the product I’ve made, because I certainly did enjoy making it!"}, {"post_id": 23929, "ts": "2026-07-07T04:12:17Z", "hours": 0.8083, "text": "Still a few bugs, but they’re getting better and I’ve added the pallet things now. I think it should be close to shipping :)"}, {"post_id": 23387, "ts": "2026-07-06T09:52:56Z", "hours": 0.6189, "text": "Added these little pallette things and first blahajs, but they’re lacking textures and the pallette looks a bit off, will fix first thing tmrw"}, {"post_id": 22763, "ts": "2026-07-05T10:44:59Z", "hours": 0.3756, "text": "Fine-tuned some values, especially in movement. I decided it would be better to just hide the near threshold portal bug as a whole and compromise by having this wierd outline surrounding the portal. Maybe I’ll drop some insane IKEA lore explaining how it was a feature and not a bug"}, {"post_id": 22093, "ts": "2026-07-04T11:01:53Z", "hours": 0.84, "text": "heheh funny bug, set the near plane threshold to 0 (EPILEPSY WARNING)"}, {"post_id": 21382, "ts": "2026-07-03T09:02:32Z", "hours": 0.5333, "text": "Placed some more shelves"}, {"post_id": 20620, "ts": "2026-07-02T08:19:02Z", "hours": 0.6378, "text": "Cleaned up the code, not much ig. Honestly, I don’t even know if I want to, and should, build the whole IKEA. I’ve been considering turning this into a noneuclidean IKEA storage simulation. . The benefits of this is that it’s much easier to make while still keeping the potential for glTF objects for Blahaj and friends, and also makes it so my project is more narrowly focused, but the downsides is that it probably has less variance, and has not much room for future upgrades. . I might implement the solution where it is a storage simulator for now, ship it, and later I can add code to turn it into a more “detailed” IKEA simulator if I decide graphic computing is for me."}, {"post_id": 19887, "ts": "2026-07-01T09:51:12Z", "hours": 2.5925, "text": "I. Solved. The. Bug Turns out, after spending 3 days on the bug, asking the Stardance Slack multiple times, having discussions with multiple chatbots, and also loosing maybe 10-15 strands of hair, I’ve finally done it. Turns out, the solution was to change a decimal place, from 0.1 to around 0.01. . Not gonna lie, before this I had completely lost faith in this project. Like seriously. Maybe I’ll keep working on it now that this bug is solved. . “Now Ethan, what exactly is the bug??” you may ask? Well, if you didn’t read my previous devlogs (or maybe i didnt write abt it, idk lol i kinda just.. forget most of my devlogs), I had an issue where there would be a frame of blue in between portal transitions. It completely ruined the “magic trick” of the noneuclidean IKEA. . I can now sleep tonight in peace :)"}, {"post_id": 19023, "ts": "2026-06-30T05:59:45Z", "hours": 1.7836, "text": "Changed the soundtrack, and updated the home page! Not really much to say, same bugs as usual, same features to add, I haven’t been procrasting a lot not gonna lie these bugs are kinda hard to solve. It’s hard to blend when I should add based on IKEA and what to sacrifice based on what I can do."}, {"post_id": 18709, "ts": "2026-06-29T21:52:18Z", "hours": 1.3064, "text": "Bit.. lacking… for a homepage, but uhh it’ll do for now"}, {"post_id": 17981, "ts": "2026-06-28T22:51:32Z", "hours": 1.4881, "text": "Just fixed a bug where the portal would have this weird wireframe surrounding it making it very obvious theres a portal here. However, I’ve been trying to fix the issue where for 1 frame something appears on the screen when u enter a portal. My guess on why this is is because since the portal is a very thin cube, the inside of the cube still exists, hence the blue part. This would require modifying my cube engine into a multi-object engine (pretty hard), but I will give it a try."}, {"post_id": 17383, "ts": "2026-06-28T04:34:37Z", "hours": 2.0033, "text": "Worked on the shelving for the self-service area. Once I was finished with this, I realised that IKEA stores go counterclockwise , while mine is designed to go clockwise (in the clip I went clockwise bc the storage stuff are always at the end). Well… its a feature now . After all, this project isn’t really designed to be that realistic. If it was super realistic, it wouldn’t be a single floor and it definitely won’t have buggy portals everywhere."}, {"post_id": 16829, "ts": "2026-06-27T10:15:54Z", "hours": 0.3594, "text": "It is my pleasure to announce that we have undergone a name change. “Super Noneuclidean” just didn’t describe my project enough, so using my last 3 braincells left today I decided I should rename it to “wierd ikea simulator”. . I know, I know, you might be thinking, “but why Ethan? This name sounds actually horrible”. Well, there’s a pretty good reason for this name, let me explain. . A year ago, I was obsessed with state-of-the-art AI. And making money. Mainly the latter. But anyways, entrepeneurship is like 5% coding and 50% arguing to others about why your product is good, and another 45% fixing bugs and later headaches. I don’t exactly hate my experiences with AI, but I definitely need a break from corporate marketing and actually do something dumb for once. During the name change, I decided “super noneuclidean” didn’t have any “IKEA” in it, and I thought I could make it even more dumb, so using reverse psychology the dumbest name is the one that sounds the most plain, direct, and, well… dumb, hence my name. . So far, this project has really saved my mentality, pretty cool indeed. . (and yes I wrote on my last 2 braincells at 9pm while sleepy af. thanks for reading tho)"}, {"post_id": 16814, "ts": "2026-06-27T09:32:39Z", "hours": 1.6997, "text": "I. Fixed. The. Bug It wasn’t a bug, it was just me forgetting to add a feature. In other words, I thought my code was broken when in reality I didn’t even code a recursive rendering system in the first place, so portals were always blue. So… IKEA is going pretty well. The noneuclidean shell is basically complete. It’s time to work on some interior deco, but first I might have a bit of a look on the code and clean up some AI slop. (Oh. yeah, and idk if IKEA has the yellow door thing world-wide. It does in my local IKEA, so I added it) but now… its BLAHAJ TIME"}, {"post_id": 16638, "ts": "2026-06-27T01:58:54Z", "hours": 1.0125, "text": "Noneuclidean IKEA shell coming together nicely! Got the colours pretty right too. Only issue is that theres this wierd blue thing covering portals rendered behind portals, but that should be solved in another day"}, {"post_id": 16581, "ts": "2026-06-26T23:31:38Z", "hours": 0.6994, "text": "After numerous experiments, I have screwed up. I should’ve created the IKEA design before I started working on the Noneuclidean files, because now I have to delete all of them. Well there goes my 8 hours (I don’t know what image to attach here)"}, {"post_id": 14931, "ts": "2026-06-24T07:55:13Z", "hours": 2.3319, "text": "Aight. It’s been a couple of weeks and i found a job (hooray), so unfortunately i havent been able to do much coding, except maybe plan the idea. The idea “Instead of building JUST a noneuclidean thing (bc everyone’s been doing that for years now), i make it an IKEA simulator” bc we ALL know that IKEA rooms are secretly noneuclidean mazes that trap us into buying 347 chairs (speaking from experience trust) The plan I currently have 2 things made: a noneuclidean tunnel, and a noneuclidean room where it looks like a 4-roomed house, but it actually has 6 rooms ( note: still broken ), so I think I can get started with the first floor and the market-hall for now. A quick search of “ikea layout” shows a redditor’s very useful intentionally-confusing floor plan, so I will be using that with a few adjustments to fit in with my idea The problems we got some few problems idk how to get obj models into my custom from-scratch engine i still need to fix a ton of bugs, and i need to adapt my hard-coded code to the new ikea idea nevertheless, im quite excited about this project, i will continue working on it. my blueprint is attatched here"}, {"post_id": 5964, "ts": "2026-06-09T23:55:06Z", "hours": 1.0092, "text": "I’ve had some exams recently, so I didn’t really do much. I added another room where the inside is longer than the outside which is cool, but it has a bug where the block looks really close to the portal? I don’t now how to describe it lol. Anyways, I’ll just leave it for now, once I finish my exams I’ll continue working on it."}, {"post_id": 3362, "ts": "2026-06-06T07:48:33Z", "hours": 1.3211, "text": "After like 5 hours of working. THE. BUG. FINALLY. FIXEDDDD. I can’t believe it. It literally took 3 lines of code changing. But well, it was a good experience. Now, everything shown in the other portal looks proportionate. Also, if you didn’t notice, i changed some files, like adding the noneuclidean code to the noneuclideans/ folder."}, {"post_id": 1986, "ts": "2026-06-04T07:51:04Z", "hours": 3.2575, "text": "Okay. I’ve just spent the past 3 hours of my day fixing a bug. And it still hasn’t been fixed. Apparently since the portal makes the tunnel look shorter, it also makes the other side of the tunnel look further away. I’ve made some… adjustments ( ahem hardcodes values).. into the portal side detection script and it seems to be working, but i have to find a way to change the portals and stuff without doing a complete refresh, something i need to find a way to do. . In the attatched screen recording, you can see how the rectangular prism looks zoomed in at the start, and on the other side, a rectangular prism with the same distance looks further away. . Oh well, I’ll probably fix it tommorrow."}, {"post_id": 1328, "ts": "2026-06-03T08:26:24Z", "hours": 0.2683, "text": "Split my code into modular pieces. Not a big change, but definitely makes my project look less confusing."}, {"post_id": 1303, "ts": "2026-06-03T06:34:58Z", "hours": 2.3286, "text": "So… I decided to completely redo my project. yeah apparently i got the definition of hyperbolic space wrong??? idk i watched a yt video and i decided to make one of those shorter-on-the-inside corridors. So what I did is that I salvaged the portal thing, and I placed one that led from one side of the corridor to the other, so its shorter. It has a few bugs, but it think its working right."}, {"post_id": 732, "ts": "2026-06-02T10:44:29Z", "hours": 1.0644, "text": "I got my handy AI to add the famous round ball (hyperbolic space), as well as a portal (i think it worked????)… and it ran out of credits (that’s fine though, I think my brain still has some credits left) It kinda broke the Ames room thing, but I’m still learning the theory so that’s fine I’ll fix it first thing tmrw"}, {"post_id": 669, "ts": "2026-06-02T06:48:17Z", "hours": 0.4014, "text": "Just started! I got the bare, bare bones working. Still working out how to do things, but it’s a start!"}]...
|
Title: ethan's wierd ikea sim by @appleroll | Title: ethan's wierd ikea sim by @appleroll | Stardance
Devlogs:
Just started! I got the bare, bare bones working. Still working out how to do things, but it’s a start!
I got my handy AI to add the famous round ball (hyperbolic space), as well as a portal (i think it worked????)… and it ran out of credits (that’s fine though, I think my brain still has some credits left) It kinda broke the Ames room thing, but I’m still learning the theory so that’s fine I’ll fix it first thing tmrw
So… I decided to completely redo my project. yeah apparently i got the definition of hyperbolic space wrong??? idk i watched a yt video and i decided to make one of those shorter-on-the-inside corridors. So what I did is that I salvaged the portal thing, and I placed one that led from one side of the corridor to the other, so its shorter. It has a few bugs, but it think its working right.
Split my code into modular pieces. Not a big change, but definitely makes my project look less confusing.
Okay. I’ve just spent the past 3 hours of my day fixing a bug. And it still hasn’t been fixed. Apparently since the portal makes the tunnel look shorter, it also makes the other side of the tunnel look further away. I’ve made some… adjustments ( ahem hardcodes values).. into the portal side detection script and it seems to be working, but i have to find a way to change the portals and stuff without doing a complete refresh, something i need to find a way to do. . In the attatched screen recording, you can see how the rectangular prism looks zoomed in at the start, and on the other side, a rectangular prism with the same distance looks further away. . Oh well, I’ll probably fix it tommorrow.
After like 5 hours of working. THE. BUG. FINALLY. FIXEDDDD. I can’t believe it. It literally took 3 lines of code changing. But well, it was a good experience. Now, everything shown in the other portal looks proportionate. Also, if you didn’t notice, i changed some files, like adding the noneuclidean code to the noneuclideans/ folder.
I’ve had some exams recently, so I didn’t really do much. I added another room where the inside is longer than the outside which is cool, but it has a bug where the block looks really close to the portal? I don’t now how to describe it lol. Anyways, I’ll just leave it for now, once I finish my exams I’ll continue working on it.
Aight. It’s been a couple of weeks and i found a job (hooray), so unfortunately i havent been able to do much coding, except maybe plan the idea. The idea “Instead of building JUST a noneuclidean thing (bc everyone’s been doing that for years now), i make it an IKEA simulator” bc we ALL know that IKEA rooms are secretly noneuclidean mazes that trap us into buying 347 chairs (speaking from experience trust) The plan I currently have 2 things made: a noneuclidean tunnel, and a noneuclidean room where it looks like a 4-roomed house, but it actually has 6 rooms ( note: still broken ), so I think I can get started with the first floor and the market-hall for now. A quick search of “ikea layout” shows a redditor’s very useful intentionally-confusing floor plan, so I will be using that with a few adjustments to fit in with my idea The problems we got some few problems idk how to get obj models into my custom from-scratch engine i still need to fix a ton of bugs, and i need to adapt my hard-coded code to the new ikea idea nevertheless, im quite excited about this project, i will continue working on it. my blueprint is attatched here
After numerous experiments, I have screwed up. I should’ve created the IKEA design before I started working on the Noneuclidean files, because now I have to delete all of them. Well there goes my 8 hours (I don’t know what image to attach here)
Noneuclidean IKEA shell coming together nicely! Got the colours pretty right too. Only issue is that theres this wierd blue thing covering portals rendered behind portals, but that should be solved in another day
I. Fixed. The. Bug It wasn’t a bug, it was just me forgetting to add a feature. In other words, I thought my code was broken when in reality I didn’t even code a recursive rendering system in the first place, so portals were always blue. So… IKEA is going pretty well. The noneuclidean shell is basically complete. It’s time to work on some interior deco, but first I might have a bit of a look on the code and clean up some AI slop. (Oh. yeah, and idk if IKEA has the yellow door thing world-wide. It does in my local IKEA, so I added it) but now… its BLAHAJ TIME
It is my pleasure to announce that we have undergone a name change. “Super Noneuclidean” just didn’t describe my project enough, so using my last 3 braincells left today I decided I should rename it to “wierd ikea simulator”. . I know, I know, you might be thinking, “but why Ethan? This name sounds actually horrible”. Well, there’s a pretty good reason for this name, let me explain. . A year ago, I was obsessed with state-of-the-art AI. And making money. Mainly the latter. But anyways, entrepeneurship is like 5% coding and 50% arguing to others about why your product is good, and another 45% fixing bugs and later headaches. I don’t exactly hate my experiences with AI, but I definitely need a break from corporate marketing and actually do something dumb for once. During the name change, I decided “super noneuclidean” didn’t have any “IKEA” in it, and I thought I could make it even more dumb, so using reverse psychology the dumbest name is the one that sounds the most plain, direct, and, well… dumb, hence my name. . So far, this project has really saved my mentality, pretty cool indeed. . (and yes I wrote on my last 2 braincells at 9pm while sleepy af. thanks for reading tho)
Worked on the shelving for the self-service area. Once I was finished with this, I realised that IKEA stores go counterclockwise , while mine is designed to go clockwise (in the clip I went clockwise bc the storage stuff are always at the end). Well… its a feature now . After all, this project isn’t really designed to be that realistic. If it was super realistic, it wouldn’t be a single floor and it definitely won’t have buggy portals everywhere.
Just fixed a bug where the portal would have this weird wireframe surrounding it making it very obvious theres a portal here. However, I’ve been trying to fix the issue where for 1 frame something appears on the screen when u enter a portal. My guess on why this is is because since the portal is a very thin cube, the inside of the cube still exists, hence the blue part. This would require modifying my cube engine into a multi-object engine (pretty hard), but I will give it a try.
Bit.. lacking… for a homepage, but uhh it’ll do for now
Changed the soundtrack, and updated the home page! Not really much to say, same bugs as usual, same features to add, I haven’t been procrasting a lot not gonna lie these bugs are kinda hard to solve. It’s hard to blend when I should add based on IKEA and what to sacrifice based on what I can do.
I. Solved. The. Bug Turns out, after spending 3 days on the bug, asking the Stardance Slack multiple times, having discussions with multiple chatbots, and also loosing maybe 10-15 strands of hair, I’ve finally done it. Turns out, the solution was to change a decimal place, from 0.1 to around 0.01. . Not gonna lie, before this I had completely lost faith in this project. Like seriously. Maybe I’ll keep working on it now that this bug is solved. . “Now Ethan, what exactly is the bug??” you may ask? Well, if you didn’t read my previous devlogs (or maybe i didnt write abt it, idk lol i kinda just.. forget most of my devlogs), I had an issue where there would be a frame of blue in between portal transitions. It completely ruined the “magic trick” of the noneuclidean IKEA. . I can now sleep tonight in peace :)
Cleaned up the code, not much ig. Honestly, I don’t even know if I want to, and should, build the whole IKEA. I’ve been considering turning this into a noneuclidean IKEA storage simulation. . The benefits of this is that it’s much easier to make while still keeping the potential for glTF objects for Blahaj and friends, and also makes it so my project is more narrowly focused, but the downsides is that it probably has less variance, and has not much room for future upgrades. . I might implement the solution where it is a storage simulator for now, ship it, and later I can add code to turn it into a more “detailed” IKEA simulator if I decide graphic computing is for me.
Placed some more shelves
heheh funny bug, set the near plane threshold to 0 (EPILEPSY WARNING)
Fine-tuned some values, especially in movement. I decided it would be better to just hide the near threshold portal bug as a whole and compromise by having this wierd outline surrounding the portal. Maybe I’ll drop some insane IKEA lore explaining how it was a feature and not a bug
Added these little pallette things and first blahajs, but they’re lacking textures and the pallette looks a bit off, will fix first thing tmrw
Still a few bugs, but they’re getting better and I’ve added the pallet things now. I think it should be close to shipping :)
Prepared for ship! Wrote some more in the README, including references used in my IKEA (I’m not trying to copy IKEA, but it can’t be completely different). Hopefully you all enjoy the product I’ve made, because I certainly did enjoy making it!
Ships:
I made a custom non-euclidean game engine, built from scratch with Vite and WebGPU. In this demo, you can explore a highly simplified and abstract IKEA simulation, largely inspired by my experiences shopping at IKEA (the endless rows of… boxes and furniture), as well as SCP-3008 (I only found that out while making this project). . The most challenging part were the endless bugs encountered while adding seamless Non-Euclidean geometry, which I had decided to solve by mixing Euclidean geometry with portals, which is how most games simulate Non-Euclideanness. I could’ve opted for a pure mathematically non-euclidean game engine, but that would’ve made making IKEA itself much harder as I would have to wrap my head around non-euclidean geometry. . I had numerous Non-euclidean things planned, such as a tunnel that was longer/shorter on the inside. However, it was hard to integrate them into the actual IKEA due to its non-euclidean shell (meaning it has varying amounts of rooms inside what looks like a building with only 4 rooms). . In the end, I’m very proud of my project as a whole and how I went from a total graphics noob to someone who could make a graphics engine and something IKEA-resembling, entirely from scratch. I certainly enjoyed the moments I spent coding (and debugging) this project, and I hope you enjoy it too!...
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1793051567.92192
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1793137967.92192
|
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3834
|
My first slack bot! by @rahmat9009 | Stardance
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rahmat9009
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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": "2026-06-17T03:06:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Slack bot using Node.js and Slack Bolt that responds to slash commands like /isam-ping, /isam-catfact, and /isam-joke. It connects to Slack using Socket Mode and runs on a remote Linux server (Nest). The challenging part was deployment. At first, the bot kept failing because the project was missing a package.json, so dependencies weren’t installing correctly. I also ran into issues with missing modules like axios, and later the bot stopped responding because the process wasn’t being kept alive after closing my terminal. I fixed these problems by properly initializing the Node project, manually installing dependencies, and using PM2 to keep the bot running in the background. I also learned how Slack Socket Mode works and how environment variables are required for authentication. I’m proud that I managed to fully deploy a working bot on a remote server and debug issues step by step until it stayed online reliably. To test it, users can run the slash commands /isam-ping, /isam-catfact, and /isam-joke inside Slack after adding the bot to a workspace.", "repo": "https://github.com/Rahmat9009/ISAM-bot", "demo": "https://github.com/Rahmat9009/"}]...
|
[{"post_id": 10399, "ts": "202 [{"post_id": 10399, "ts": "2026-06-17T02:42:24Z", "hours": 0.8461, "text": "I’m trying to build my first Slack bot."}]...
|
Title: My first slack bot! by @rahmat9009 | Starda Title: My first slack bot! by @rahmat9009 | Stardance
Devlogs:
I’m trying to build my first Slack bot.
Ships:
I built a Slack bot using Node.js and Slack Bolt that responds to slash commands like /isam-ping, /isam-catfact, and /isam-joke. It connects to Slack using Socket Mode and runs on a remote Linux server (Nest). The challenging part was deployment. At first, the bot kept failing because the project was missing a package.json, so dependencies weren’t installing correctly. I also ran into issues with missing modules like axios, and later the bot stopped responding because the process wasn’t being kept alive after closing my terminal. I fixed these problems by properly initializing the Node project, manually installing dependencies, and using PM2 to keep the bot running in the background. I also learned how Slack Socket Mode works and how environment variables are required for authentication. I’m proud that I managed to fully deploy a working bot on a remote server and debug issues step by step until it stayed online reliably. To test it, users can run the slash commands /isam-ping, /isam-catfact, and /isam-joke inside Slack after adding the bot to a workspace....
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1792975686.5082204
|
1793062086.5082204
|
|
3837
|
Echoes of the Abyss by @Rithvik | Stardance
|
Rithvik
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T15:32:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game that is a simple choice based game with a nice background story. If you would like to find out more about the story, play the game! There is an inventory as well as your stats such as health, sanity, and torch levels. Be smart and cautious when choosing your path as it can’t be changed later on. Happy adventuring!", "repo": "https://github.com/WiDiC201/EchoesOfTheAbyss", "demo": "https://widic201.github.io/EchoesOfTheAbyss/"}]...
|
[{"post_id": 23523, "ts": "202 [{"post_id": 23523, "ts": "2026-07-06T15:26:22Z", "hours": 2.5614, "text": "Finished my Game, shipping now"}, {"post_id": 10222, "ts": "2026-06-16T21:00:57Z", "hours": 1.0, "text": "Building a Fun Game with Options to follow a story"}]...
|
Title: Echoes of the Abyss by @Rithvik | Stardance Title: Echoes of the Abyss by @Rithvik | Stardance
Devlogs:
Building a Fun Game with Options to follow a story
Finished my Game, shipping now
Ships:
I made a game that is a simple choice based game with a nice background story. If you would like to find out more about the story, play the game! There is an inventory as well as your stats such as health, sanity, and torch levels. Be smart and cautious when choosing your path as it can’t be changed later on. Happy adventuring!...
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1792381643.9536803
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1793245643.9536803
|
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3845
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Rust Voxel Engine (vulkan) by @DubbsPi | Stardance
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DubbsPi
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1
|
10.0
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83
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T17:18:48Z", "hours": 10.0, "multiplier": 8.25, "payout": 83, "blessing": "neutral", "text": "This is a simple voxel engine programmed in rust using vulkan. It was hard to figure out ways to optimize triangle count while also keeping rendering fast. The solution I landed on was building one mesh to upload to the gpu, although this creates stutters upon loading new chunks. I was unable to find a way to fix this problem while also keeping the engine performant. Overall, I think it turned out pretty good for a first project here.", "repo": "https://github.com/DubbsPi/Rust-Voxel-Engine", "demo": "https://github.com/DubbsPi/Rust-Voxel-Engine/releases/tag/Release"}]...
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[{"post_id": 6941, "ts": "2026 [{"post_id": 6941, "ts": "2026-06-11T17:15:21Z", "hours": 0.6144, "text": "Tried to fix stuttering, unable to."}, {"post_id": 2838, "ts": "2026-06-05T17:59:09Z", "hours": 1.6611, "text": "Did some optimization. Made stuff stutter a bunch but or else run at 1000fps"}, {"post_id": 2516, "ts": "2026-06-05T01:33:39Z", "hours": 0.9753, "text": "Added chunk threading (running into lack of culling issues to fix and maxing out of buffers)"}, {"post_id": 2434, "ts": "2026-06-04T22:28:35Z", "hours": 5.2139, "text": "Got a small voxel world generated"}, {"post_id": 1209, "ts": "2026-06-03T02:01:53Z", "hours": 1.6106, "text": "Got a square rendered using wgpu’s vulkan with keyboard inputs working"}]...
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Title: Rust Voxel Engine (vulkan) by @DubbsPi | St Title: Rust Voxel Engine (vulkan) by @DubbsPi | Stardance
Devlogs:
Got a square rendered using wgpu’s vulkan with keyboard inputs working
Got a small voxel world generated
Added chunk threading (running into lack of culling issues to fix and maxing out of buffers)
Did some optimization. Made stuff stutter a bunch but or else run at 1000fps
Tried to fix stuttering, unable to.
Ships:
This is a simple voxel engine programmed in rust using vulkan. It was hard to figure out ways to optimize triangle count while also keeping rendering fast. The solution I landed on was building one mesh to upload to the gpu, although this creates stutters upon loading new chunks. I was unable to find a way to fix this problem while also keeping the engine performant. Overall, I think it turned out pretty good for a first project here....
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1792972225.6954598
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1793058625.6954598
|
|
3850
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CashFlow by @block | Stardance
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block
|
1
|
6.0
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T00:54:16Z", "hours": 6.0, "multiplier": 3.07, "payout": 19, "blessing": "neutral", "text": "For this project, I made a piece of software that allows users to easily budget, and track their finances. Built on Java, it was designed with compatibility in mind. This project, being a quick project for a school assignment, is not my best work. Despite this, it gets the job done and successfully meets the goals I had for the project. During the development of this project, I had learned a lot on using the JavaFX library, and overcame the original struggles I had faced with designing the interface. Use of this project varies per operating system. For Linux users, it’s as simple as downloading a .Appimage file. For other operating systems, this project requires manual compiling, as I could not get jpackage to compile the project for any other system on my Linux PC.", "repo": "https://github.com/Block047/CashFlow", "demo": "https://github.com/Block047/CashFlow/releases/tag/ALPHA"}]...
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[{"post_id": 23194, "ts": "202 [{"post_id": 23194, "ts": "2026-07-06T00:47:36Z", "hours": 0.7339, "text": "Managed to compile the Project to a .Appimage file and finished the github repo."}, {"post_id": 13998, "ts": "2026-06-22T23:31:27Z", "hours": 4.4439, "text": "I finished the basic principle of the app, including an AI assistant and moving around the budgeting and savings thing."}, {"post_id": 1127, "ts": "2026-06-02T23:24:06Z", "hours": 0.9058, "text": "Finished the transaction history screen, working on statistics."}]...
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Title: CashFlow by @block | Stardance
Devlogs:
Fi Title: CashFlow by @block | Stardance
Devlogs:
Finished the transaction history screen, working on statistics.
I finished the basic principle of the app, including an AI assistant and moving around the budgeting and savings thing.
Managed to compile the Project to a .Appimage file and finished the github repo.
Ships:
For this project, I made a piece of software that allows users to easily budget, and track their finances. Built on Java, it was designed with compatibility in mind. This project, being a quick project for a school assignment, is not my best work. Despite this, it gets the job done and successfully meets the goals I had for the project. During the development of this project, I had learned a lot on using the JavaFX library, and overcame the original struggles I had faced with designing the interface. Use of this project varies per operating system. For Linux users, it’s as simple as downloading a .Appimage file. For other operating systems, this project requires manual compiling, as I could not get jpackage to compile the project for any other system on my Linux PC....
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1792975747.2554743
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1793062147.2554743
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3856
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Super Beach Ball by @Olebsbo | Stardance
|
Olebsbo
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1
|
76.27
|
1455
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T00:41:48Z", "hours": 76.0, "multiplier": 19.15, "payout": 1455, "blessing": "neutral", "text": "This is the ship for my beach volleyball game! :D I’m really proud of this project. I had to learn so many new things about UI, music, SFX, and other things that I just never got around to in my previous projects because I never reached the point where I could actually release my previous games. I struggled a lot with these things at first, but now I really think that I can make them all work well in my future projects! I should probably mention a few things (this might be a bit long, but please try to read it, the itch.io page also has some of the same info but this one is probably better for people specifically coming from Stardance) First of all, while the game is available to play in the browser, it seems that the lighting and particles get messed up. I think it is because of Godot’s way of exporting to HTML (I think it has to downgrade the graphics a bit to make it work properly), so unfortunately, if you do play it in browser you will have to deal with some weird lighting. The particles can be turned off in the options menu. The downloaded version is just fine, so if you can use that, that would be great! Although, I perfectly understand if you don’t want to download from a random stranger on the internet, and I haven’t tested the Mac or Linux versions (look at the download info on the itch.io page for more). Second, while I have tested the game with my friends, I’m still very uncertain about how effective the tutorial is. I believe that it should be fine if you read through carefully. If you find it confusing, then I sincerely apologize and hope you don’t take it to represent the entire game, and you can tell me what you found difficult. Also, the game is WAY more fun when you play with friends/family! Like, seriously, get someone to go through the tutorial and play with you. The competitiveness makes it so much more enjoyable! And if you’re friends can’t play with you at the moment, then playing against the AI can still be fun. If there are any bugs, please tell me! Just give me the situation that it happened in and what the bug actually was. And finally, thank you for trying my game! I worked very hard on it, and I’m really glad that it turned out the way it did! And if you don’t like it… uhhh please don’t cook the rating ⊙﹏⊙∥ remember to rate fairly!", "repo": "https://github.com/Olebsbo/SuperBeachBall", "demo": "https://olebsbo.itch.io/super-beach-ball"}]...
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[{"post_id": 28064, "ts": "202 [{"post_id": 28064, "ts": "2026-07-14T02:48:17Z", "hours": 0.2658, "text": "I’ve made some really quick QOL adjustments to my game! It was some pretty basic stuff that I just didn’t account for previously because I just didn’t think of it before. Some changes include: Trying to account for weird resolutions (not 16:9) by adding black bars to the side (cannot confirm if it works yet) Adding additional information to the itch.io page to remind people about the tutorial and to mention that there might be some lag at the start of the web version Sorry I had to add this after the ship, but these changes were really simple and important, so I just felt like I had to! Also, I’d assume that this isn’t considered fraud or anything because it’s just a quick QOL update after the ship that doesn’t change anything major, just makes the experience better for players, and actual games do these kinds of emergency updates all the time. Also, I haven’t seen anything about this kind of thing being a possible problem. IF YOU ARE RATING , could you please take this information into account as well? It isn’t included in the ship information, but this info is also important."}, {"post_id": 27436, "ts": "2026-07-13T00:13:54Z", "hours": 1.4775, "text": "This is my final devlog! I’ve posted the itch.io page! And then itch went down for a couple minutes… But I should be ready to ship now. If you’d like, you should be able to play the game now! Thanks for reading!"}, {"post_id": 26372, "ts": "2026-07-11T03:49:25Z", "hours": 1.8675, "text": "I’m finally finished with my beach volleyball game! (Hopefully) I’ve pretty much just been touching up on some small things like making the background look a bit more interesting and adjusting some variables to make playing the game more intuitive. It’s basically done now! I plan on playtesting it one more time, and then after that I may do some minor adjustments, but the actual game is complete and I don’t plan on changing any of the gameplay anymore. I’ve been working on this project for 75 hours now, and I’m really proud of it; hopefully the next devlog will be the final one! :D"}, {"post_id": 25683, "ts": "2026-07-10T03:24:15Z", "hours": 4.0469, "text": "I’m actually getting pretty close to being done with my beach volleyball game! q(≧▽≦q) I’m done with the music for the win screen. I’ve also added a couple of small details like some boats and birds in the background to make the ocean look a little less empty, and some general bug fixing stuff. I also changed the volleyball color slightly because I kinda realized that it looks too much like a Mikasa volleyball and while I think I’ll be fine I don’t want to get sued (´。_。`) In general, I’m pretty close to being done! I think I’ll keep on working on touching up some small things, but I should be ready to ship soon!"}, {"post_id": 25140, "ts": "2026-07-09T05:08:14Z", "hours": 7.6383, "text": "I’ve done some more work on the music for my beach volleyball game! I think that I’m pretty much done with the main menu theme and the gameplay theme. I just have to do the win screen music now, and I think I have a pretty good idea of how I want it to sound. I think the music could definitely be better, but since I don’t do this kind of thing much, I’m pretty happy with how it’s come out!"}, {"post_id": 23831, "ts": "2026-07-07T00:15:23Z", "hours": 9.4881, "text": "I’ve been working on a bunch of polishing for my beach volleyball game! Now there’s a bunch of particle effects! There’s wind and leaf particles in the background that appear in random quantities. As the game progresses, the amount of each slowly increases so it looks like the game is getting really intense. I included a screenshot below of me testing the particles with godot icons as placeholders, and I think it looks pretty goofy. There’s also sand particles when the players move. Also, I’ve made it so that after 10 rallies, the ball starts moving faster to challenge high level players. It also gets set on fire and becomes more and more red as it gets faster, because fire is pretty cool :D Finally, I’ve been working a bit on the audio side of things. I’m a beginner at making music and sound effects, so I don’t think they’ll be too good, but I think that it’s good to try anyways and learn!"}, {"post_id": 21922, "ts": "2026-07-04T03:24:21Z", "hours": 4.9758, "text": "I got some good feedback from some playtesters, and I’ve added some solid changes to my beach volleyball game! There’s now a tutorial manual in the menu! I found that the actual interactive tutorial can be a bit difficult in terms of fully conveying the game’s rules to the player, so I decided that a tutorial manual for some of the more complicated things would be best. I also made a couple of small changes, like adding an indicator to show which character the player is controlling and fixing some smaller bugs, like how the ball used to detect multiple spikes if you spammed the spike button. There weren’t too many major changes, but I think that I’m definitely getting toward a more polished experience now :)"}, {"post_id": 20481, "ts": "2026-07-02T02:44:56Z", "hours": 5.6242, "text": "I’ve started work on a tutorial for my beach volleyball game! I’m not gonna lie, my game is WAY harder to explain than I thought it would be 😅. Making a tutorial was pretty weird because a lot of the rules and whatnot would be pretty confusing for somebody who’s never seen volleyball being played before. I’ve tried to make the tutorial as interactive as I could, but some things are just not very easy to show and I have to use a bunch of text to explain them. I’ll have to test the tutorial on some of my friends for now, but I think it’s a good start."}, {"post_id": 19700, "ts": "2026-07-01T02:54:53Z", "hours": 3.5767, "text": "I think I’ve finally got a good end screen for my beach volleyball game! It took a while, but I think I’ve got something I’m pretty happy with! I might work on it a bit more in future, but for now I think that it works well enough. There’s currently two randomized animations that the winning team might do, and I’ve shown an example of each below in the screenshot and the screen recording respectively."}, {"post_id": 18950, "ts": "2026-06-30T04:02:23Z", "hours": 4.53, "text": "I’ve been working some more on my beach volleyball game… Do you know that thing where people say that making something only takes 20% of the time but making it good takes 80% of the time? Yeah… I’ve been working on the game end screen for like 3 hours now and I just can’t get it to look right. The screenshot below is what I got after like 5 different prototypes and is nowhere near done. A lot of the effects that I’m trying to add seem to not work very well with Godot’s control nodes either, so they looked pretty jittery when I tried to set them up. Thankfully, I did get something good done! You can now access a menu during a match which allows you to adjust settings or leave the match and go back to the main menu."}, {"post_id": 16630, "ts": "2026-06-27T01:36:36Z", "hours": 2.4983, "text": "I finally got around to adding local PVP! So far, you’ve only been able to play against an AI, but I’ve made it so that there’s an option to select local PVP now, and it actually works! The left team is controlled by WASD, and the right team is controlled by the arrow keys. It honestly took way longer to implement than I thought. Maybe I shouldn’t have made so much spaghetti code… (▔﹏▔) I had to fix so many dependencies that I made initially just to set up the gameplay quickly. Really, it probably should have taken like 10 minutes since I already had all the logic down for player movement and gameplay. Still, I was able to finish it in the end. I won’t be able to work on this project for a bit since I’ll be out over the weekend, but I’ve definitely got a good idea of what I’ll be doing next!"}, {"post_id": 16069, "ts": "2026-06-26T03:43:29Z", "hours": 5.6756, "text": "I’ve finally set up a main menu for my beach volleyball game! Honestly, it might look a bit too good, because now the actual gameplay feels like it needs to be way better (┬┬﹏┬┬) But really, I’m proud of how it looks because I’ve never done a main menu before. The buttons are super satisfying to hover over, and in general, I think it looks really professional now. Plus, it worked almost first try! ( with the help of a couple youtube tutorials, but the slide in and hover animations of the buttons, as well as a bunch of other styling choices were all done by me! )"}, {"post_id": 15698, "ts": "2026-06-25T15:01:43Z", "hours": 10.4783, "text": "I’ve made some great progress on my beach volleyball game! Now you’re actually playing on a beach! It looks a bit empty though… I’ll probably add more to it later. I’ve also been working on making the game feel good. I added a bit of screenshake whenever the ball gets hit. I’ve also made it so that the camera zooms in when the ball gets hit up. There’s also a diamond transition and a score counter whenever a point is scored. Finally, bug fixing! Originally, if the ball hit the top of the net, the AI would think that the ball had hit the ground and would stop playing, but the ball is technically still in play. To fix this, I changed it so that the AI would recalculate where to move if the ball has substantially changed its trajectory, i.e. the ball bounces off the net, so it lands somewhere that wasn’t where it originally thought it would land. Also, I encountered a pretty funny bug while making it so that the ball would spin when it gets hit. It turns out you shouldn’t make a 2D sprite rotate in ALL directions! (screenshot below) Overall, I’m pretty happy with how things are going. I plan to continue polishing the game up as much as possible, so I don’t think I’ll be shipping for a while. Still, I think it should all be worth it!"}, {"post_id": 13923, "ts": "2026-06-22T20:39:01Z", "hours": 3.4772, "text": "I’ve gotten a lot of work done on my beach volleyball game! I’ve finished up all the animations, so all the player characters are actually moving and stuff. I also added some sprites for the net and the ball, so they actually look pretty nice now. I’ve also added a couple of effects to make the game a lot more interesting to look at as well as a lot more balanced. I noticed that it’s pretty much impossible to react to the enemy spikes instantly, so I added a small pause whenever one of the players spike or receive, both of which look really cool as well as make the game a lot more reasonable to play. I also made it so that the camera moves a little to follow the ball. All in all, I think that I’m on a good track to make a really solid finished product! I should probably also mention that the little blue outlines in the screenshot and the recording are debug lines to see collisions and raycasts. They’re not going to be there in the final game, they’re only there for testing. They do look pretty cool tho :p"}, {"post_id": 12886, "ts": "2026-06-21T03:23:01Z", "hours": 4.7542, "text": "I’ve finally got some player art for my beach volleyball game! I still need to set up animations though… still, I’ve got all the frames that I need, and I’ve already begun setting up animations for one of the player characters. I’m still balancing the actual gameplay, but I think that it should all be in a good state soon!"}, {"post_id": 12328, "ts": "2026-06-20T03:32:35Z", "hours": 4.41, "text": "I’ve been working some more on my beach volleyball game. Now you can play against an AI! It took me ages to figure out how to make the AI move exactly to the right location to hit the ball, but I was able to finally figure it out using a bunch of parabola equations (high school physics finally coming in clutch). Lowkey, the AI is way better at my game than me though😭 I’ll probably be able to work on some proper art soon, but for now I’m pretty satisfied with how things have turned out! Also, if you know how actual volleyball works, you probably know that people usually serve after the receive. I considered doing this, but I figured it would just complicate things, so I kept it at just a receive and a spike. And yes, I did in fact make this game because I loved the anime Haikyuu! (you should watch it too) BTW, I’m trying to upload a screen recording here, but I’m not completely sure if it will work or not. If it doesn’t, please tell me how I can make it work, and I’ll post an updated devlog."}, {"post_id": 11685, "ts": "2026-06-19T01:16:02Z", "hours": 1.4906, "text": "WHY IS HE GETTING CLOSER?!?! I’m working on a beach volleyball game. The game has 2D graphics, but I plan on making the background 3D, so the game uses 3D physics. It turns out that if you leave the Z position of the player a little off, they start sliding towards the camera. I’m still working on prototyping, so art isn’t final, but I’ve already set up a ball (the purple godot icon) that bounces and can be hit, so I should have something functional soon!"}, {"post_id": 1216, "ts": "2026-06-03T02:20:24Z", "hours": 0.4764, "text": "Just started, I’ve got a simple 3d scene set up for now with basic movement, I’m planning on eventually making it into a 2d beach volleyball game with 3d graphics (probably will have to get through finals week first tho). Should be pretty cool!"}]...
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Title: Super Beach Ball by @Olebsbo | Stardance
D Title: Super Beach Ball by @Olebsbo | Stardance
Devlogs:
Just started, I’ve got a simple 3d scene set up for now with basic movement, I’m planning on eventually making it into a 2d beach volleyball game with 3d graphics (probably will have to get through finals week first tho). Should be pretty cool!
WHY IS HE GETTING CLOSER?!?! I’m working on a beach volleyball game. The game has 2D graphics, but I plan on making the background 3D, so the game uses 3D physics. It turns out that if you leave the Z position of the player a little off, they start sliding towards the camera. I’m still working on prototyping, so art isn’t final, but I’ve already set up a ball (the purple godot icon) that bounces and can be hit, so I should have something functional soon!
I’ve been working some more on my beach volleyball game. Now you can play against an AI! It took me ages to figure out how to make the AI move exactly to the right location to hit the ball, but I was able to finally figure it out using a bunch of parabola equations (high school physics finally coming in clutch). Lowkey, the AI is way better at my game than me though😭 I’ll probably be able to work on some proper art soon, but for now I’m pretty satisfied with how things have turned out! Also, if you know how actual volleyball works, you probably know that people usually serve after the receive. I considered doing this, but I figured it would just complicate things, so I kept it at just a receive and a spike. And yes, I did in fact make this game because I loved the anime Haikyuu! (you should watch it too) BTW, I’m trying to upload a screen recording here, but I’m not completely sure if it will work or not. If it doesn’t, please tell me how I can make it work, and I’ll post an updated devlog.
I’ve finally got some player art for my beach volleyball game! I still need to set up animations though… still, I’ve got all the frames that I need, and I’ve already begun setting up animations for one of the player characters. I’m still balancing the actual gameplay, but I think that it should all be in a good state soon!
I’ve gotten a lot of work done on my beach volleyball game! I’ve finished up all the animations, so all the player characters are actually moving and stuff. I also added some sprites for the net and the ball, so they actually look pretty nice now. I’ve also added a couple of effects to make the game a lot more interesting to look at as well as a lot more balanced. I noticed that it’s pretty much impossible to react to the enemy spikes instantly, so I added a small pause whenever one of the players spike or receive, both of which look really cool as well as make the game a lot more reasonable to play. I also made it so that the camera moves a little to follow the ball. All in all, I think that I’m on a good track to make a really solid finished product! I should probably also mention that the little blue outlines in the screenshot and the recording are debug lines to see collisions and raycasts. They’re not going to be there in the final game, they’re only there for testing. They do look pretty cool tho :p
I’ve made some great progress on my beach volleyball game! Now you’re actually playing on a beach! It looks a bit empty though… I’ll probably add more to it later. I’ve also been working on making the game feel good. I added a bit of screenshake whenever the ball gets hit. I’ve also made it so that the camera zooms in when the ball gets hit up. There’s also a diamond transition and a score counter whenever a point is scored. Finally, bug fixing! Originally, if the ball hit the top of the net, the AI would think that the ball had hit the ground and would stop playing, but the ball is technically still in play. To fix this, I changed it so that the AI would recalculate where to move if the ball has substantially changed its trajectory, i.e. the ball bounces off the net, so it lands somewhere that wasn’t where it originally thought it would land. Also, I encountered a pretty funny bug while making it so that the ball would spin when it gets hit. It turns out you shouldn’t make a 2D sprite rotate in ALL directions! (screenshot below) Overall, I’m pretty happy with how things are going. I plan to continue polishing the game up as much as possible, so I don’t think I’ll be shipping for a while. Still, I think it should all be worth it!
I’ve finally set up a main menu for my beach volleyball game! Honestly, it might look a bit too good, because now the actual gameplay feels like it needs to be way better (┬┬﹏┬┬) But really, I’m proud of how it looks because I’ve never done a main menu before. The buttons are super satisfying to hover over, and in general, I think it looks really professional now. Plus, it worked almost first try! ( with the help of a couple youtube tutorials, but the slide in and hover animations of the buttons, as well as a bunch of other styling choices were all done by me! )
I finally got around to adding local PVP! So far, you’ve only been able to play against an AI, but I’ve made it so that there’s an option to select local PVP now, and it actually works! The left team is controlled by WASD, and the right team is controlled by the arrow keys. It honestly took way longer to implement than I thought. Maybe I shouldn’t have made so much spaghetti code… (▔﹏▔) I had to fix so many dependencies that I made initially just to set up the gameplay quickly. Really, it probably should have taken like 10 minutes since I already had all the logic down for player movement and gameplay. Still, I was able to finish it in the end. I won’t be able to work on this project for a bit since I’ll be out over the weekend, but I’ve definitely got a good idea of what I’ll be doing next!
I’ve been working some more on my beach volleyball game… Do you know that thing where people say that making something only takes 20% of the time but making it good takes 80% of the time? Yeah… I’ve been working on the game end screen for like 3 hours now and I just can’t get it to look right. The screenshot below is what I got after like 5 different prototypes and is nowhere near done. A lot of the effects that I’m trying to add seem to not work very well with Godot’s control nodes either, so they looked pretty jittery when I tried to set them up. Thankfully, I did get something good done! You can now access a menu during a match which allows you to adjust settings or leave the match and go back to the main menu.
I think I’ve finally got a good end screen for my beach volleyball game! It took a while, but I think I’ve got something I’m pretty happy with! I might work on it a bit more in future, but for now I think that it works well enough. There’s currently two randomized animations that the winning team might do, and I’ve shown an example of each below in the screenshot and the screen recording respectively.
I’ve started work on a tutorial for my beach volleyball game! I’m not gonna lie, my game is WAY harder to explain than I thought it would be 😅. Making a tutorial was pretty weird because a lot of the rules and whatnot would be pretty confusing for somebody who’s never seen volleyball being played before. I’ve tried to make the tutorial as interactive as I could, but some things are just not very easy to show and I have to use a bunch of text to explain them. I’ll have to test the tutorial on some of my friends for now, but I think it’s a good start.
I got some good feedback from some playtesters, and I’ve added some solid changes to my beach volleyball game! There’s now a tutorial manual in the menu! I found that the actual interactive tutorial can be a bit difficult in terms of fully conveying the game’s rules to the player, so I decided that a tutorial manual for some of the more complicated things would be best. I also made a couple of small changes, like adding an indicator to show which character the player is controlling and fixing some smaller bugs, like how the ball used to detect multiple spikes if you spammed the spike button. There weren’t too many major changes, but I think that I’m definitely getting toward a more polished experience now :)
I’ve been working on a bunch of polishing for my beach volleyball game! Now there’s a bunch of particle effects! There’s wind and leaf particles in the background that appear in random quantities. As the game progresses, the amount of each slowly increases so it looks like the game is getting really intense. I included a screenshot below of me testing the particles with godot icons as placeholders, and I think it looks pretty goofy. There’s also sand particles when the players move. Also, I’ve made it so that after 10 rallies, the ball starts moving faster to challenge high level players. It also gets set on fire and becomes more and more red as it gets faster, because fire is pretty cool :D Finally, I’ve been working a bit on the audio side of things. I’m a beginner at making music and sound effects, so I don’t think they’ll be too good, but I think that it’s good to try anyways and learn!
I’ve done some more work on the music for my beach volleyball game! I think that I’m pretty much done with the main menu theme and the gameplay theme. I just have to do the win screen music now, and I think I have a pretty good idea of how I want it to sound. I think the music could definitely be better, but since I don’t do this kind of thing much, I’m pretty happy with how it’s come out!
I’m actually getting pretty close to being done with my beach volleyball game! q(≧▽≦q) I’m done with the music for the win screen. I’ve also added a couple of small details like some boats and birds in the background to make the ocean look a little less empty, and some general bug fixing stuff. I also changed the volleyball color slightly because I kinda realized that it looks too much like a Mikasa volleyball and while I think I’ll be fine I don’t want to get sued (´。_。`) In general, I’m pretty close to being done! I think I’ll keep on working on touching up some small things, but I should be ready to ship soon!
I’m finally finished with my beach volleyball game! (Hopefully) I’ve pretty much just been touching up on some small things like making the background look a bit more interesting and adjusting some variables to make playing the game more intuitive. It’s basically done now! I plan on playtesting it one more time, and then after that I may do some minor adjustments, but the actual game is complete and I don’t plan on changing any of the gameplay anymore. I’ve been working on this project for 75 hours now, and I’m really proud of it; hopefully the next devlog will be the final one! :D
This is my final devlog! I’ve posted the itch.io page! And then itch went down for a couple minutes… But I should be ready to ship now. If you’d like, you should be able to play the game now! Thanks for reading!
I’ve made some really quick QOL adjustments to my game! It was some pretty basic stuff that I just didn’t account for previously because I just didn’t think of it before. Some changes include: Trying to account for weird resolutions (not 16:9) by adding black bars to the side (cannot confirm if it works yet) Adding additional information to the itch.io page to remind people about the tutorial and to mention that there might be some lag at the start of the web version Sorry I had to add this after the ship, but these changes were really simple and important, so I just felt like I had to! Also, I’d assume that this isn’t considered fraud or anything because it’s just a quick QOL update after the ship that doesn’t change anything major, just makes the experience better for players, and actual games do these kinds of emergency updates all the time. Also, I haven’t seen anything about this kind of thing being a possible problem. IF YOU ARE RATING , could you please take this information into account as well? It isn’t included in the ship information, but this info is also important.
Ships:
This is the ship for my beach volleyball game! :D I’m really proud of this project. I had to learn so many new things about UI, music, SFX, and other things that I just never got around to in my previous projects because I never reached the point where I could actually release my previous games. I struggled a lot with these things at first, but now I really think that I can make them all work well in my future projects! I should probably mention a few things (this might be a bit long, but please try to read it, the itch.io page also has some of the same info but this one is probably better for people specifically coming from Stardance) First of all, while the game is available to play in the browser, it seems that the lighting and particles get messed up. I think it is because of Godot’s way of exporting to HTML (I think it has to downgrade the graphics a bit to make it work properly), so unfortunately, if you do play it in browser you will have to deal with some weird lighting. The particles can be turned off in the options menu. The downloaded version is just fine, so if you can use that, that would be great! Although, I perfectly understand if you don’t want to download from a random stranger on the internet, and I haven’t tested the Mac or Linux versions (look at the download info on the itch.io page for more). Second, while I have tested the game with my friends, I’m still very uncertain about how effective the tutorial is. I believe that it should be fine if you read through carefully. If you find it confusing, then I sincerely apologize and hope you don’t take it to represent the entire game, and you can tell me what you found difficult. Also, the game is WAY more fun when you play with friends/family! Like, seriously, get someone to go through the tutorial and play with you. The competitiveness makes it so much more enjoyable! And if you’re friends can’t play with you at the moment, then playing against the AI can still be fun. If there are any bugs, please tell me! Just give me the situation that it happened in and what the bug actually was. And finally, thank you for trying my game! I worked very hard on it, and I’m really glad that it turned out the way it did! And if you don’t like it… uhhh please don’t cook the rating ⊙﹏⊙∥ remember to rate fairly!...
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1792972130.755098
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1793058530.755098
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3863
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My first slack bot! by @Eragon189 | Stardance
|
Eragon189
|
1
|
7.26
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T16:30:43Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first slack bot! Took 2h to make the github AI API to work with github models! Try it on the Hackclub slack!", "repo": "https://github.com/Eragon-189/HackClub-SlackBot", "demo": "https://app.slack.com/client/T0B8L43L56C/C0B7KE5QYUB"}]...
|
[{"post_id": 7087, "ts": "2026 [{"post_id": 7087, "ts": "2026-06-11T21:18:11Z", "hours": 1.2731, "text": "Finally made AI work while hosted on nest!"}, {"post_id": 5787, "ts": "2026-06-09T18:19:10Z", "hours": 1.9886, "text": "Fixed the API and used added model choosing."}, {"post_id": 4960, "ts": "2026-06-08T16:27:30Z", "hours": 1.8811, "text": "Got Github AI API to work!!!"}, {"post_id": 2854, "ts": "2026-06-05T18:16:44Z", "hours": 1.9725, "text": "Added base commands and stared AI API(WiP) ()"}]...
|
Title: My first slack bot! by @Eragon189 | Stardan Title: My first slack bot! by @Eragon189 | Stardance
Devlogs:
Added base commands and stared AI API(WiP) ()
Got Github AI API to work!!!
Fixed the API and used added model choosing.
Finally made AI work while hosted on nest!
Ships:
My first slack bot! Took 2h to make the github AI API to work with github models! Try it on the Hackclub slack!...
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1792983243.4762118
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1793069643.4762118
|
|
3871
|
BottleBot by @thanishurs31 | Stardance
|
thanishurs31
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T12:12:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a teeny tiny bot that people can have fun with on Slack by sending messages to the bot, which will be stored in a bottle (it is essentially a JSON file, but yeah, we call it the bottle; you know the lore of the bottle bot), and then people can also anonymously read messages sent to the bottle randomly, so yeah, you can never choose what you will see, but let me leave it to you people to decide what you people will send, and yeah, at its core, this is what it is—quite simple, right? What was challenging? To be fair, this is quite a simple project, and the code itself, though I am not much familiar with JS, was quite simple, but the lore—well, I had to get creative. I agree it is not much, but well, I tried. How to use it? You can use the bot’s commands, which are by themselves quite self-explanatory, in any channel inside Slack under Hack Club, and yeah, you can get more details on it from the readme on GitHub or Slack command descriptions themselves, or you know, just play around with it; it is stupidly simple. What am I proud of? Well, thanks to Hack Club, it motivated me to code after a long time without the help of AI! Yes, well, I have made projects, and when I started, AI wasn’t that great, but then we (ahhm sorry I) got sucked into Codex, Claude, etc. I was starting to become too lazy (AI has its pros and cons), and yeah, this one, though I might have used AI for the logo and like NLM (Grammarly) for the grammar, I made sure to not let AI influence my lore and creativity into the story nor the code nor the idea itself, so yeah, even though this was a very small project, that makes me proud of myself that after a long time I coded all by myself instead of just using my intuition to orchestrate and command the AI to do it for me, and again, thanks, Hack Club.", "repo": "https://github.com/thanish312/BottleBot", "demo": "https://slack.hackclub.com/"}]...
|
[{"post_id": 4847, "ts": "2026 [{"post_id": 4847, "ts": "2026-06-08T11:45:14Z", "hours": 0.4614, "text": "Devlog - 3 Hi everyone, so I finished this small project, it is now available on Hack Club Slack 24/7, as it is now hosted on Nest. You can also check out the source code of this at https://github.com/thanish312/BottleBot . Since the last devlog I have done the following:- I fixed all the typos in the code. Tried to make the code look better by making the spacing a bit cleaner and I also made the markdown teeny bit better wherever it felt for the messages the bot sent. I then pushed it to GitHub and also created the README. And finally I hosted it on Hack Club’s Nest, and it runs! That’s it people and I will get back with a different project soon and till then happy building! Thanish B Urs"}, {"post_id": 4674, "ts": "2026-06-08T02:18:52Z", "hours": 0.3419, "text": "DEVLOG 2.9? Yeah, I made an error in my previous one; I forgot to add /bottle-stats (sorry!). So yeah, now I have added it, so yeah, it can count the number of secrets stored and tell the user when that command is used. Yeah, that’s it! Thanks for bearing with me; see ya!"}, {"post_id": 4651, "ts": "2026-06-08T01:49:16Z", "hours": 1.3003, "text": "Devlog-02 Guys, the app is ready now(well i mean functional) added the code for the commands and so now they will run (well most time was spent on thinking of the lore but nah i am still not satisfied hmm i need to make revisions i think) so yeah it works all the commands /bottle-read /bottle-send /bottle-about all work and i just forgot one thing thats why i said in the prev time only dm etc but yeah these can be used directly in any channnel on hackclub but yeah still a bit of polishing is left i thing and if you would like to suggest any features yeah sure do but please bare with me i am quite new to js and am not much familiar with it in comparision to python and c++ so yeah and yeah sorry for my yap and i will get back after the refinement and after creating and setting up nest so it can run without my laptop. Till then CYA!"}, {"post_id": 4230, "ts": "2026-06-07T13:56:34Z", "hours": 0.2683, "text": "The BottleBot is born. Yay, I know this might seem a bit cringe, but I’m excited about it. So this is a project for the Slack bot theme, and it was quite an easy tutorial to follow, and I just created the bot. Yes, there is still code that needs to be added for the project to function, but essentially, I am going to build a Slack bot that you can access from any channel on Hack Club, as well as DM directly to send any message to the bottle anonymously using /bottle-send (when the app is ready, you can send the message through the DM or get roasted if you send it in a public channel). Using /bottle-read, you will be able to read any random message that was sent to the bottle anonymously, and with /bottle-stats, you can see how many messages are in the bottle. Additionally, in /bottle-about, you can learn about BottleBot’s lore and other useless information(or is it!) . So, yeah, that’s the theory, guys. I will get back after I have gotten the commands to do what I want (prove the theory). CYA!"}]...
|
Title: BottleBot by @thanishurs31 | Stardance
Dev Title: BottleBot by @thanishurs31 | Stardance
Devlogs:
The BottleBot is born. Yay, I know this might seem a bit cringe, but I’m excited about it. So this is a project for the Slack bot theme, and it was quite an easy tutorial to follow, and I just created the bot. Yes, there is still code that needs to be added for the project to function, but essentially, I am going to build a Slack bot that you can access from any channel on Hack Club, as well as DM directly to send any message to the bottle anonymously using /bottle-send (when the app is ready, you can send the message through the DM or get roasted if you send it in a public channel). Using /bottle-read, you will be able to read any random message that was sent to the bottle anonymously, and with /bottle-stats, you can see how many messages are in the bottle. Additionally, in /bottle-about, you can learn about BottleBot’s lore and other useless information(or is it!) . So, yeah, that’s the theory, guys. I will get back after I have gotten the commands to do what I want (prove the theory). CYA!
Devlog-02 Guys, the app is ready now(well i mean functional) added the code for the commands and so now they will run (well most time was spent on thinking of the lore but nah i am still not satisfied hmm i need to make revisions i think) so yeah it works all the commands /bottle-read /bottle-send /bottle-about all work and i just forgot one thing thats why i said in the prev time only dm etc but yeah these can be used directly in any channnel on hackclub but yeah still a bit of polishing is left i thing and if you would like to suggest any features yeah sure do but please bare with me i am quite new to js and am not much familiar with it in comparision to python and c++ so yeah and yeah sorry for my yap and i will get back after the refinement and after creating and setting up nest so it can run without my laptop. Till then CYA!
DEVLOG 2.9? Yeah, I made an error in my previous one; I forgot to add /bottle-stats (sorry!). So yeah, now I have added it, so yeah, it can count the number of secrets stored and tell the user when that command is used. Yeah, that’s it! Thanks for bearing with me; see ya!
Devlog - 3 Hi everyone, so I finished this small project, it is now available on Hack Club Slack 24/7, as it is now hosted on Nest. You can also check out the source code of this at https://github.com/thanish312/BottleBot . Since the last devlog I have done the following:- I fixed all the typos in the code. Tried to make the code look better by making the spacing a bit cleaner and I also made the markdown teeny bit better wherever it felt for the messages the bot sent. I then pushed it to GitHub and also created the README. And finally I hosted it on Hack Club’s Nest, and it runs! That’s it people and I will get back with a different project soon and till then happy building! Thanish B Urs
Ships:
I made a teeny tiny bot that people can have fun with on Slack by sending messages to the bot, which will be stored in a bottle (it is essentially a JSON file, but yeah, we call it the bottle; you know the lore of the bottle bot), and then people can also anonymously read messages sent to the bottle randomly, so yeah, you can never choose what you will see, but let me leave it to you people to decide what you people will send, and yeah, at its core, this is what it is—quite simple, right? What was challenging? To be fair, this is quite a simple project, and the code itself, though I am not much familiar with JS, was quite simple, but the lore—well, I had to get creative. I agree it is not much, but well, I tried. How to use it? You can use the bot’s commands, which are by themselves quite self-explanatory, in any channel inside Slack under Hack Club, and yeah, you can get more details on it from the readme on GitHub or Slack command descriptions themselves, or you know, just play around with it; it is stupidly simple. What am I proud of? Well, thanks to Hack Club, it motivated me to code after a long time without the help of AI! Yes, well, I have made projects, and when I started, AI wasn’t that great, but then we (ahhm sorry I) got sucked into Codex, Claude, etc. I was starting to become too lazy (AI has its pros and cons), and yeah, this one, though I might have used AI for the logo and like NLM (Grammarly) for the grammar, I made sure to not let AI influence my lore and creativity into the story nor the code nor the idea itself, so yeah, even though this was a very small project, that makes me proud of myself that after a long time I coded all by myself instead of just using my intuition to orchestrate and command the AI to do it for me, and again, thanks, Hack Club....
|
1792997770.5277839
|
1793084170.5277839
|
|
3873
|
Rocket Landing DQN by @Rayed_Ahmed | Stardance
|
Rayed_Ahmed
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T14:32:55Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and trained a Deep Q Network to land a rocket from free fall in an environment where velocity was constantly changing and limited amounts of fuel were available. It was really challenging to manipulate and sculpt the code so that it responded to this specific scenario and environment rather than what it was originally intended for. In addition to this, adjusting the parameters based on the output was a bit challenging, however, in the end I was able to find the best values for my parameters. I am proud that I was able to apply my own knowledge of reinforcement learning and modify advanced code to solve a specific problem. I have learnt a lot from my mistakes throughout the development process. An important thing to note is that it is normal if each run yields different results (smooth vs fidgety landings) as DQN is known to be unstable and this is a limitation of the model.", "repo": "https://github.com/Rayed-AS/Rocket_Landing/blob/main", "demo": "https://github.com/Rayed-AS/Rocket_Landing/releases/tag/Reinforcement_Learning"}]...
|
[{"post_id": 2150, "ts": "2026 [{"post_id": 2150, "ts": "2026-06-04T14:18:16Z", "hours": 0.8319, "text": "After an extensive debugging session, the project is now complete (this time for real). The main problem was the model was exploring too much. Even though it knew what to do, it was just refusing to use its knowledge so I made the epsilon decay faster so it switches to exploitation earlier. After this I had to find the sweet spot number of episodes to ensure consistency in its trials. This was found to be 3300 after observations based on trial and error. Unfortunately, since DQN is not very stable, there will be a difference in quality whenever you run the program. Some landings may be smooth, others may be…questionable. I had a lot of fun with this project and I encourage anyone that wants to get into reinforcement learning to check it out. There is no “interactive demo” since its a simulation. So check out the code on github and I will attack this video to the project page as well."}, {"post_id": 1440, "ts": "2026-06-03T14:06:32Z", "hours": 0.5914, "text": "I realised I had some logical errors in my step function which I have now fixed: Previously, the function checked whether the rocket landed, crashed or was in the air then it implemented changes to the rocket’s y coordinates via the velocity depending on the action taken This order of working is wrong and should have been reversed. The check for landing, crashing or flying should be implemented after the rocket’s y coordinates have been updated in accordance to the action taken. The AI has now overcome the problem, hence, I must increase the complexity. I have done this by introducing acceleration due to gravity and a fuel system that prevents the rocket from acceleration if it runs out of fuel. This forces the AI to think carefully about using its thrust rather than exploiting the previous infinite fuel. With this implementation, the rocket landing is much more realistic and smoother."}, {"post_id": 1412, "ts": "2026-06-03T13:11:08Z", "hours": 0.5233, "text": "The DQN model can now successfully land the rocket after the latest debugging session. Fixed: IF statement conditions for rocket’s y coordinates and ground as I forgot that 0 is the sky so the rocket’s y coordinate must be greater than the ground and its velocity must be a safe speed for it to land successfully Terminated or truncated flag in step function for landing successfully was originally false which is incorrect as the algorithm must end since the goal has been achieved Order of IF statements for crashing and landing checking in the GUI loop was wrong as even if the rocket landed, it would continue to fulfill the conditions for a crash and so the check for the landing conditions must be placed before. Next steps: I am curious to see how the agent will manage landing the rocket if I introduce time dependent velocity as a result of acceleration due to gravity that changes as the simulation progresses."}, {"post_id": 1278, "ts": "2026-06-03T05:01:30Z", "hours": 0.5083, "text": "Its clear the DQN model is having some issues. The reward fluctuates and never reaches positive which means the rocket never lands in any episode. To fix this I lowered the learning rate and decreased the penalty for crashing. I also fixed the GUI logic so that if the velocity is a low speed and the rocket’s y coordinate is the same as the ground then the rocket does not crash and lands. However, this issue persists and so I will now examine both the GUI and the AI logic to find the source of the error."}, {"post_id": 830, "ts": "2026-06-02T14:54:44Z", "hours": 0.6894, "text": "I have completed the rest of the code which involved coding the training process and initialising the policy and target networks. A challenge I am facing now is modifying the code to suit my specific environment and updating the GUI to visually showcase the result of the AI’s choices. A few changes I made were: Added gravity and rocket acceleration variables Removed the previous actions and introduced only two choices for the model which is either to apply thrust or choose to not apply thrust. Fixed the returns from the step function so that it returns a numpy array that contains the rocket’s y coordinate and the rocket’s velocity Regenerated the AI generated code to include a crash animation The specific challenge with the modifications is that the input requirements are very specific and the manipulation of these inputs relies on complex functions. What are the next steps: I will use AI to debug my codes, specifically the errors associated with incorrect input and output dimensions and structures. I will also use it to debug my GUI screen. Once the model is working, I will change the acceleration to make it relative to time and introduce a time variable to reflect acceleration due to gravity."}, {"post_id": 791, "ts": "2026-06-02T13:44:15Z", "hours": 0.2506, "text": "I realised I made a mistake in my previous implementation of the DQN model. I forgot to inherit from the required pytorch module and I forgot to feed the state_size and action_size to the constructor method. To further evaluate and fix my code, I will be using an implementation from GeeksForGeeks to guide me while modifying some sections to suit my specific scenario."}, {"post_id": 724, "ts": "2026-06-02T09:51:06Z", "hours": 0.3075, "text": "I have implemented the neural network that will be used by the Deep Q Network model. As the task is not very complex, I decided to utilise 32 neurons. In the constructor method, I am essentially stating that one piece of data will be given to the 32 neurons (y coordinate) and I expect two q values to be outputted (as the rocket can only go up or down)."}, {"post_id": 588, "ts": "2026-06-02T02:37:39Z", "hours": 0.5361, "text": "Used Gemini to generate the GUI so that I can focus on the actual Deep Q Network After that I implemented a velocity variable that manipulates the rocket’s y coordinates Finally, I implemented a reset function and a step function which changes the velocity of the rocket based on the AI’s action and it also returns required data for training (Y coordinate, reward, Done, Truncated, Extra Info) To reduce the complexity of the problem, I am ignoring horizontal movement (x direction) and focusing only on the vertical movement while ignoring factors like air resistance."}]...
|
Title: Rocket Landing DQN by @Rayed_Ahmed | Starda Title: Rocket Landing DQN by @Rayed_Ahmed | Stardance
Devlogs:
Used Gemini to generate the GUI so that I can focus on the actual Deep Q Network After that I implemented a velocity variable that manipulates the rocket’s y coordinates Finally, I implemented a reset function and a step function which changes the velocity of the rocket based on the AI’s action and it also returns required data for training (Y coordinate, reward, Done, Truncated, Extra Info) To reduce the complexity of the problem, I am ignoring horizontal movement (x direction) and focusing only on the vertical movement while ignoring factors like air resistance.
I have implemented the neural network that will be used by the Deep Q Network model. As the task is not very complex, I decided to utilise 32 neurons. In the constructor method, I am essentially stating that one piece of data will be given to the 32 neurons (y coordinate) and I expect two q values to be outputted (as the rocket can only go up or down).
I realised I made a mistake in my previous implementation of the DQN model. I forgot to inherit from the required pytorch module and I forgot to feed the state_size and action_size to the constructor method. To further evaluate and fix my code, I will be using an implementation from GeeksForGeeks to guide me while modifying some sections to suit my specific scenario.
I have completed the rest of the code which involved coding the training process and initialising the policy and target networks. A challenge I am facing now is modifying the code to suit my specific environment and updating the GUI to visually showcase the result of the AI’s choices. A few changes I made were: Added gravity and rocket acceleration variables Removed the previous actions and introduced only two choices for the model which is either to apply thrust or choose to not apply thrust. Fixed the returns from the step function so that it returns a numpy array that contains the rocket’s y coordinate and the rocket’s velocity Regenerated the AI generated code to include a crash animation The specific challenge with the modifications is that the input requirements are very specific and the manipulation of these inputs relies on complex functions. What are the next steps: I will use AI to debug my codes, specifically the errors associated with incorrect input and output dimensions and structures. I will also use it to debug my GUI screen. Once the model is working, I will change the acceleration to make it relative to time and introduce a time variable to reflect acceleration due to gravity.
Its clear the DQN model is having some issues. The reward fluctuates and never reaches positive which means the rocket never lands in any episode. To fix this I lowered the learning rate and decreased the penalty for crashing. I also fixed the GUI logic so that if the velocity is a low speed and the rocket’s y coordinate is the same as the ground then the rocket does not crash and lands. However, this issue persists and so I will now examine both the GUI and the AI logic to find the source of the error.
The DQN model can now successfully land the rocket after the latest debugging session. Fixed: IF statement conditions for rocket’s y coordinates and ground as I forgot that 0 is the sky so the rocket’s y coordinate must be greater than the ground and its velocity must be a safe speed for it to land successfully Terminated or truncated flag in step function for landing successfully was originally false which is incorrect as the algorithm must end since the goal has been achieved Order of IF statements for crashing and landing checking in the GUI loop was wrong as even if the rocket landed, it would continue to fulfill the conditions for a crash and so the check for the landing conditions must be placed before. Next steps: I am curious to see how the agent will manage landing the rocket if I introduce time dependent velocity as a result of acceleration due to gravity that changes as the simulation progresses.
I realised I had some logical errors in my step function which I have now fixed: Previously, the function checked whether the rocket landed, crashed or was in the air then it implemented changes to the rocket’s y coordinates via the velocity depending on the action taken This order of working is wrong and should have been reversed. The check for landing, crashing or flying should be implemented after the rocket’s y coordinates have been updated in accordance to the action taken. The AI has now overcome the problem, hence, I must increase the complexity. I have done this by introducing acceleration due to gravity and a fuel system that prevents the rocket from acceleration if it runs out of fuel. This forces the AI to think carefully about using its thrust rather than exploiting the previous infinite fuel. With this implementation, the rocket landing is much more realistic and smoother.
After an extensive debugging session, the project is now complete (this time for real). The main problem was the model was exploring too much. Even though it knew what to do, it was just refusing to use its knowledge so I made the epsilon decay faster so it switches to exploitation earlier. After this I had to find the sweet spot number of episodes to ensure consistency in its trials. This was found to be 3300 after observations based on trial and error. Unfortunately, since DQN is not very stable, there will be a difference in quality whenever you run the program. Some landings may be smooth, others may be…questionable. I had a lot of fun with this project and I encourage anyone that wants to get into reinforcement learning to check it out. There is no “interactive demo” since its a simulation. So check out the code on github and I will attack this video to the project page as well.
Ships:
I built and trained a Deep Q Network to land a rocket from free fall in an environment where velocity was constantly changing and limited amounts of fuel were available. It was really challenging to manipulate and sculpt the code so that it responded to this specific scenario and environment rather than what it was originally intended for. In addition to this, adjusting the parameters based on the output was a bit challenging, however, in the end I was able to find the best values for my parameters. I am proud that I was able to apply my own knowledge of reinforcement learning and modify advanced code to solve a specific problem. I have learnt a lot from my mistakes throughout the development process. An important thing to note is that it is normal if each run yields different results (smooth vs fidgety landings) as DQN is known to be unstable and this is a limitation of the model....
|
1792990557.3310494
|
1793076957.3310494
|
|
3940
|
Tokn - A CLI TOTP app by @nautrw | Stardance
|
nautrw
|
1
|
19.0
|
303
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T21:02:33Z", "hours": 19.0, "multiplier": 15.96, "payout": 303, "blessing": "neutral", "text": "My project is a CLI app that generates TOTP (Time-based one-time password) codes for authentication to other apps. I built this to make it easier for me and perhaps others when logging in to apps that require TOTP, as reaching for my phone was annoying. To make it secure, I also implemented password encryption to make it safer. Along the way, I learned about the basics of encryption, UI/UX design, and building real projects. I think I will come back to this at some point in the future and improve it even more.", "repo": "https://github.com/nautrw/tokn", "demo": "https://pypi.org/project/tokn-nautrw"}]...
|
[{"post_id": 15298, "ts": "202 [{"post_id": 15298, "ts": "2026-06-24T20:58:37Z", "hours": 1.4864, "text": "After quite some time of tinkering, I was able to publish my project on PyPI. In the process, I also wrote a readme and recorded a live demo. I believe I can ship now."}, {"post_id": 15213, "ts": "2026-06-24T18:36:38Z", "hours": 1.9061, "text": "I have polished the get command to make it somewhat more obvious to the user which of the two codes to use based on the amount of time the current one has left. Also, I made it expand the path so as to allow ~ in the QR code image path."}, {"post_id": 12911, "ts": "2026-06-21T04:25:28Z", "hours": 1.5864, "text": "I figured out how to fix this bug where it would ask the user for the password regardless of whether they used the –help flag or not. This was because I was handling that logic inside the CLI command group, which is how I make the subcommands, but also runs every time a subcommand is run. I fixed this by using a custom decorator for the commands. This will generally be much more flexible because now I can have commands that don’t require a password."}, {"post_id": 9639, "ts": "2026-06-16T01:28:25Z", "hours": 0.2931, "text": "The add command will now check for existing keys by comparing the issuer and label."}, {"post_id": 9628, "ts": "2026-06-16T01:05:49Z", "hours": 1.6739, "text": "Nothing too major, as I haven’t had much time to work on the project. Instead of always requiring a subcommand when running the add command, it will default to QR code because that is the most common. Then, the option to add just a normal secret key is –code, and, now, I implemented just getting from an URI. Also, I made it so that the QR and URI inputs will allow the user to override the output because they generally come with the issuer and label."}, {"post_id": 7258, "ts": "2026-06-12T03:23:19Z", "hours": 0.4025, "text": "I have started working on improving the overall UX of the app. Instead of an init command, it will automatically detect if the user is a new user and run a sort of wizard. It’s still a little wonky, and I will fix that tomorrow, but when it is done the app will be much easier to use."}, {"post_id": 7230, "ts": "2026-06-12T02:02:19Z", "hours": 0.7092, "text": "I have split the add command into QR and just a regular raw secret key. The QR option only asks for the image path, because the URI should contain the issuer and label. This should increase clarity for the user because it won’t change the arguments passed to the command based on a flag as it did before."}, {"post_id": 7210, "ts": "2026-06-12T01:14:50Z", "hours": 3.1306, "text": "I switched to using a pyproject.toml file because this will be getting published sometime, and I will probably also use poetry. For the sake of compatibility with the other established TOTP apps, as well as to use the full extent of the TOTP URIs (they contain the issuer and account name already), I decided to divide the keys into issuers and accounts under those issuers. I will work on redesigning the add command to do this. Progress!"}, {"post_id": 6314, "ts": "2026-06-10T17:02:28Z", "hours": 0.985, "text": "I added a way to get the secret key from a QR code image to make it easier for the user to use. Previously they would have to scan the image themselves and get the code."}, {"post_id": 5966, "ts": "2026-06-09T23:57:41Z", "hours": 0.8367, "text": "I have polished some of the prompts. The keys file is also stored in a platform-agnostic way (on Linux it will be stored in ~/.local/share/tokn, but on Windows is another location)."}, {"post_id": 5762, "ts": "2026-06-09T17:41:18Z", "hours": 1.7889, "text": "Since last time: The init command initializes a new keys file; I would’ve just made it automatically initiate the process upon any command, but it would’ve made things like the get command a little wonky The list command lists all the keys The passwd command (not shown) changes the password The rm command removes a key I have added input validation to most of the commands now, and I found out how to do aliases I still need to polish some things, specially the consistency of the vocabulary (keys, services, etc.) and the prompts"}, {"post_id": 5622, "ts": "2026-06-09T14:28:30Z", "hours": 1.165, "text": "I got the basics of the app working! I can add new secrets and then retrieve them. I decided to show the next code because it doesn’t update automatically (it is meant to be a CLI app), so this will help if the code has a few seconds left. The password also takes a few seconds to verify, so this will prevent having to run it over and over. The next feature is data validation, as it is very basic right now."}, {"post_id": 5126, "ts": "2026-06-08T20:16:31Z", "hours": 2.625, "text": "I have the encryption working, so now I can grab the password salt, make the password hash from that, and use it to decrypt the other part of the file. I wrote this little test to showcase it, the key is generated and then I can encrypt and decrypt the file. Next thing to work on is storing the secret keys."}, {"post_id": 604, "ts": "2026-06-02T03:13:51Z", "hours": 0.4314, "text": "I can generate basic TOTPs now! This is currently with a random key, but soon I will add files to store the keys."}]...
|
Title: Tokn - A CLI TOTP app by @nautrw | Stardanc Title: Tokn - A CLI TOTP app by @nautrw | Stardance
Devlogs:
I can generate basic TOTPs now! This is currently with a random key, but soon I will add files to store the keys.
I have the encryption working, so now I can grab the password salt, make the password hash from that, and use it to decrypt the other part of the file. I wrote this little test to showcase it, the key is generated and then I can encrypt and decrypt the file. Next thing to work on is storing the secret keys.
I got the basics of the app working! I can add new secrets and then retrieve them. I decided to show the next code because it doesn’t update automatically (it is meant to be a CLI app), so this will help if the code has a few seconds left. The password also takes a few seconds to verify, so this will prevent having to run it over and over. The next feature is data validation, as it is very basic right now.
Since last time: The init command initializes a new keys file; I would’ve just made it automatically initiate the process upon any command, but it would’ve made things like the get command a little wonky The list command lists all the keys The passwd command (not shown) changes the password The rm command removes a key I have added input validation to most of the commands now, and I found out how to do aliases I still need to polish some things, specially the consistency of the vocabulary (keys, services, etc.) and the prompts
I have polished some of the prompts. The keys file is also stored in a platform-agnostic way (on Linux it will be stored in ~/.local/share/tokn, but on Windows is another location).
I added a way to get the secret key from a QR code image to make it easier for the user to use. Previously they would have to scan the image themselves and get the code.
I switched to using a pyproject.toml file because this will be getting published sometime, and I will probably also use poetry. For the sake of compatibility with the other established TOTP apps, as well as to use the full extent of the TOTP URIs (they contain the issuer and account name already), I decided to divide the keys into issuers and accounts under those issuers. I will work on redesigning the add command to do this. Progress!
I have split the add command into QR and just a regular raw secret key. The QR option only asks for the image path, because the URI should contain the issuer and label. This should increase clarity for the user because it won’t change the arguments passed to the command based on a flag as it did before.
I have started working on improving the overall UX of the app. Instead of an init command, it will automatically detect if the user is a new user and run a sort of wizard. It’s still a little wonky, and I will fix that tomorrow, but when it is done the app will be much easier to use.
Nothing too major, as I haven’t had much time to work on the project. Instead of always requiring a subcommand when running the add command, it will default to QR code because that is the most common. Then, the option to add just a normal secret key is –code, and, now, I implemented just getting from an URI. Also, I made it so that the QR and URI inputs will allow the user to override the output because they generally come with the issuer and label.
The add command will now check for existing keys by comparing the issuer and label.
I figured out how to fix this bug where it would ask the user for the password regardless of whether they used the –help flag or not. This was because I was handling that logic inside the CLI command group, which is how I make the subcommands, but also runs every time a subcommand is run. I fixed this by using a custom decorator for the commands. This will generally be much more flexible because now I can have commands that don’t require a password.
I have polished the get command to make it somewhat more obvious to the user which of the two codes to use based on the amount of time the current one has left. Also, I made it expand the path so as to allow ~ in the QR code image path.
After quite some time of tinkering, I was able to publish my project on PyPI. In the process, I also wrote a readme and recorded a live demo. I believe I can ship now.
Ships:
My project is a CLI app that generates TOTP (Time-based one-time password) codes for authentication to other apps. I built this to make it easier for me and perhaps others when logging in to apps that require TOTP, as reaching for my phone was annoying. To make it secure, I also implemented password encryption to make it safer. Along the way, I learned about the basics of encryption, UI/UX design, and building real projects. I think I will come back to this at some point in the future and improve it even more....
|
1792997598.4573865
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1793083998.4573865
|
|
3941
|
My first slack bot! by @anisht245 | Stardance
|
anisht245
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T05:27:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot for the Hack Club Slack. It is called stardance bot. This bot can give the nasa picture of the day and tell jokes. The most challenging part was getting the inital code going. After this part, I will able to go through the process much easier. Making the app 24/7 was pretty hard, but after some googling, I got past that issue. I am most proud of the end result. Seeing it work makes me very happy. People should know the commands such as /sd-help, /sd-nasa, /sd-joke, and /sd-ping before using my bot.", "repo": "https://github.com/anishtiwari0518-spec/stardance-bot/tree/master", "demo": "https://app.slack.com/client/E09V59WQY1E/C0AFG0XGGMP"}]...
|
[{"post_id": 652, "ts": "2026- [{"post_id": 652, "ts": "2026-06-02T05:24:14Z", "hours": 0.4878, "text": "I just finished my first slack bot. Go check it out in the Hack Club slack. To activate it, type /sd-help to see all the commands you can try"}, {"post_id": 595, "ts": "2026-06-02T02:47:54Z", "hours": 0.2894, "text": "I am currently worked on my first slack bot the replies with pong, fetches NASA’s picture of the day, a programming hoke, and can list the available commands"}]...
|
Title: My first slack bot! by @anisht245 | Stardan Title: My first slack bot! by @anisht245 | Stardance
Devlogs:
I am currently worked on my first slack bot the replies with pong, fetches NASA’s picture of the day, a programming hoke, and can list the available commands
I just finished my first slack bot. Go check it out in the Hack Club slack. To activate it, type /sd-help to see all the commands you can try
Ships:
I made a bot for the Hack Club Slack. It is called stardance bot. This bot can give the nasa picture of the day and tell jokes. The most challenging part was getting the inital code going. After this part, I will able to go through the process much easier. Making the app 24/7 was pretty hard, but after some googling, I got past that issue. I am most proud of the end result. Seeing it work makes me very happy. People should know the commands such as /sd-help, /sd-nasa, /sd-joke, and /sd-ping before using my bot....
|
1792975761.3015542
|
1793062161.3015542
|
|
3943
|
Game elements for the iq game by @OpenAir_Company Game elements for the iq game by @OpenAir_Company | Stardance...
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OpenAir_Company
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T02:45:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a printable VEX IQ unique game element - a shooting game!", "repo": "https://github.com/Trittler-w/VEX-IQ-game-elements", "demo": ""}]...
|
[{"post_id": 6607, "ts": "2026 [{"post_id": 6607, "ts": "2026-06-11T02:37:51Z", "hours": 0.8169, "text": "Devlog: Modeling VEX IQ Game Elements Project: VEX IQ Custom Game Elements Software: Onshape Status: Part Modeling Phase Progress Update: Today’s focus was on drafting the core interactive pieces for the VEX IQ project. The individual parts are coming together nicely, and I’ve established a solid foundation for the final assembly. What I’ve Built So Far: Target Discs: Modeled two large blue discs and one smaller yellow disc. They feature clean central mounting holes and recessed inner faces, typical for VEX IQ structural mounting. Textured Rollers/Rods: Created two long, blue cylindrical elements with distinct horizontal ridges. The texturing turned out well and should visually simulate grip for robot intakes or roller mechanisms. The Container: Drafted a basic, open-top rectangular bin (light blue). Based on the project scope, this will likely serve as the holding area for the game balls. Workspace Organization: To keep the project modular and easy to navigate, the document is organized into specific part studios. You can see the workflow mapped out in the bottom tabs: separating “Balls,” “Big targets,” “Targets to be unlocked,” and the “Box of balls.” This setup is making iteration on individual pieces much cleaner. Next Steps: Transition over to the Assembly 1 tab to begin mating these components together. Establish the mechanical constraints (rotational, fastened, etc.) between the textured rods, the discs, and their eventual mounting frames. Finalize the modeling in the “Balls” tab to ensure they scale correctly with the open-top box."}]...
|
Title: Game elements for the iq game by @OpenAir_C Title: Game elements for the iq game by @OpenAir_Company | Stardance
Devlogs:
Devlog: Modeling VEX IQ Game Elements Project: VEX IQ Custom Game Elements Software: Onshape Status: Part Modeling Phase Progress Update: Today’s focus was on drafting the core interactive pieces for the VEX IQ project. The individual parts are coming together nicely, and I’ve established a solid foundation for the final assembly. What I’ve Built So Far: Target Discs: Modeled two large blue discs and one smaller yellow disc. They feature clean central mounting holes and recessed inner faces, typical for VEX IQ structural mounting. Textured Rollers/Rods: Created two long, blue cylindrical elements with distinct horizontal ridges. The texturing turned out well and should visually simulate grip for robot intakes or roller mechanisms. The Container: Drafted a basic, open-top rectangular bin (light blue). Based on the project scope, this will likely serve as the holding area for the game balls. Workspace Organization: To keep the project modular and easy to navigate, the document is organized into specific part studios. You can see the workflow mapped out in the bottom tabs: separating “Balls,” “Big targets,” “Targets to be unlocked,” and the “Box of balls.” This setup is making iteration on individual pieces much cleaner. Next Steps: Transition over to the Assembly 1 tab to begin mating these components together. Establish the mechanical constraints (rotational, fastened, etc.) between the textured rods, the discs, and their eventual mounting frames. Finalize the modeling in the “Balls” tab to ensure they scale correctly with the open-top box.
Ships:
I made a printable VEX IQ unique game element - a shooting game!...
|
1792986571.7186556
|
1793072971.7186556
|
|
3989
|
Database by @awc | Stardance
|
awc
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T22:40:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a giant SQL database using Microsoft azure. This database contains sprint car winners. Currently, the website connected to this project is a giant explanation of the project and how it is made. I did this because it would have been a pain to export it from Azure cloud.", "repo": "https://github.com/AWC-Tech/SQLDB", "demo": "https://awc-tech.github.io/SQLDB/"}]...
|
[{"post_id": 2462, "ts": "2026 [{"post_id": 2462, "ts": "2026-06-04T23:34:07Z", "hours": 1.1458, "text": "I am creating a SQL database for Sprintcar Winners from 1978-Present. This Database is going to go with my sprint car website project. This entire database is hand typed, with no copy n pasting. Also, for some reason, my Wakatime counter keeps freezing, so i’ve lost quite a good amount of time when making this."}]...
|
Title: Database by @awc | Stardance
Devlogs:
I am Title: Database by @awc | Stardance
Devlogs:
I am creating a SQL database for Sprintcar Winners from 1978-Present. This Database is going to go with my sprint car website project. This entire database is hand typed, with no copy n pasting. Also, for some reason, my Wakatime counter keeps freezing, so i’ve lost quite a good amount of time when making this.
Ships:
I made a giant SQL database using Microsoft azure. This database contains sprint car winners. Currently, the website connected to this project is a giant explanation of the project and how it is made. I did this because it would have been a pain to export it from Azure cloud....
|
1792993689.0069852
|
1793080089.0069852
|
|
4008
|
Html by @awc | Stardance
|
awc
|
1
|
5.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T06:15:10Z", "hours": 5.0, "multiplier": 2.98, "payout": 15, "blessing": "neutral", "text": "I made an HTML website that mainly focuses on the concept of sprint cars, however, the main focus was to see what I can make and then use to improve. Although some of the code was not mine, such as the nice entrance animations made in CSS, and the JavaScript games. I am still proud of what I made, and hope to improve on it. Lastly, I want to note that I know the JavaScript games are not of the same theme as the rest of the website. This is intended, and was use to see how I can make it work with my website, even though I do not have much understanding of CSS or JavaScript at all. :)", "repo": "https://github.com/AWC-Tech/Sprint-Cars2/", "demo": "https://awc-tech.github.io/Sprint-Cars2/"}]...
|
[{"post_id": 2577, "ts": "2026 [{"post_id": 2577, "ts": "2026-06-05T04:52:04Z", "hours": 0.5131, "text": "I added a page that currently has two games, snake and pong. I used the code from straker on github, and did some slight modifications to fix the speed."}, {"post_id": 2564, "ts": "2026-06-05T03:59:49Z", "hours": 0.6522, "text": "I added a new page with a very short reason going over why I made this website :)"}, {"post_id": 2387, "ts": "2026-06-04T20:51:23Z", "hours": 1.0292, "text": "I updated the website, where the history page now contains more content. I rearranged the table of contents, and fixed the size, so the interactable box doesn’t span the entire page horizontally."}, {"post_id": 1869, "ts": "2026-06-04T02:37:30Z", "hours": 0.6061, "text": "I centered the boxes and text on the page by assigning them a div with an id and then centering the div. This is probably not the most efficient way of doing this, however it works for me lol. Secondly I cleaned up the pages by adding a nice entrance animation. (I used a website tool called Animista to create the animation w/CSS code [Not an AI tool], all credits are in the READMD file). Lastly, I added a home button to the images page."}, {"post_id": 1823, "ts": "2026-06-04T01:23:44Z", "hours": 0.8608, "text": "I added a functional dropdown menu for the table of contents. I also added a home button on the history page, and made a few hover effects such as a shadow and its color to change when a cursor is over it."}, {"post_id": 1793, "ts": "2026-06-04T00:18:43Z", "hours": 1.4758, "text": "A unique HTML website on Sprint Cars, I’m trying to implement a whole lot of cool effects to make this look modern. Currently I’m relearning CSS for this project, so at the moment it does not look the best."}]...
|
Title: Html by @awc | Stardance
Devlogs:
A unique Title: Html by @awc | Stardance
Devlogs:
A unique HTML website on Sprint Cars, I’m trying to implement a whole lot of cool effects to make this look modern. Currently I’m relearning CSS for this project, so at the moment it does not look the best.
I added a functional dropdown menu for the table of contents. I also added a home button on the history page, and made a few hover effects such as a shadow and its color to change when a cursor is over it.
I centered the boxes and text on the page by assigning them a div with an id and then centering the div. This is probably not the most efficient way of doing this, however it works for me lol. Secondly I cleaned up the pages by adding a nice entrance animation. (I used a website tool called Animista to create the animation w/CSS code [Not an AI tool], all credits are in the READMD file). Lastly, I added a home button to the images page.
I updated the website, where the history page now contains more content. I rearranged the table of contents, and fixed the size, so the interactable box doesn’t span the entire page horizontally.
I added a new page with a very short reason going over why I made this website :)
I added a page that currently has two games, snake and pong. I used the code from straker on github, and did some slight modifications to fix the speed.
Ships:
I made an HTML website that mainly focuses on the concept of sprint cars, however, the main focus was to see what I can make and then use to improve. Although some of the code was not mine, such as the nice entrance animations made in CSS, and the JavaScript games. I am still proud of what I made, and hope to improve on it. Lastly, I want to note that I know the JavaScript games are not of the same theme as the rest of the website. This is intended, and was use to see how I can make it work with my website, even though I do not have much understanding of CSS or JavaScript at all. :)...
|
1792997525.1935217
|
1793083925.1935217
|
|
4010
|
Local-first Edge AI Assistant by @dylanyfraser | S Local-first Edge AI Assistant by @dylanyfraser | Stardance...
|
dylanyfraser
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T18:31:35Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I updated the README.md with instructions and began work on a plugin for natural language equation evaluation with a custom library I developed in rust. Soon you will be able to ask the agent questions such as “how long is a car typically”, and you can talk back and forth with it regarding conversions and transformations to the original equations. Once this integration is made as well, it should open the door for better tool calling using NLP to give the agent access to information such as location, proper browser use, and on-screen awareness potentially. At the moment the agents tool systems for accessing the date and time, as well as the native Apple calendar are the only ones complete, with this equation evaluator having a slight amount of polish to finish the implementation.", "repo": "https://github.com/SimplyPickles/phi", "demo": "https://github.com/SimplyPickles/phi/releases/tag/prerelease-2"}]...
|
[{"post_id": 46475, "ts": "202 [{"post_id": 46475, "ts": "2026-08-13T18:28:24Z", "hours": 18.4694, "text": "I updated the README.md with refreshed information about the project and instructions on how to use/build it. I began work on an interactive REPL to test expression evaluation. My next steps are to give the agent access to this library I developed rather than a REPL for the user, and make it be able to use it with tool calls to evaluate math problems using natural language."}, {"post_id": 10775, "ts": "2026-06-17T18:04:19Z", "hours": 2.1022, "text": "removed assistant indicator and posted backend on github. basically done, project is really basic but was a fun starting point"}, {"post_id": 3929, "ts": "2026-06-07T01:40:01Z", "hours": 2.6292, "text": "updated the loader and added an indicator for which assistant is being used"}, {"post_id": 3201, "ts": "2026-06-06T00:55:45Z", "hours": 1.0339, "text": "added deep search & framework for pulling images from the web"}, {"post_id": 2746, "ts": "2026-06-05T14:49:24Z", "hours": 1.1525, "text": "Working on memory system & multiple tools at once. Basic web search now works"}, {"post_id": 2200, "ts": "2026-06-04T15:50:13Z", "hours": 1.1614, "text": "Assistant now shows what tools it’s using"}, {"post_id": 2088, "ts": "2026-06-04T12:38:05Z", "hours": 1.6431, "text": "Images with the chatbot responses"}, {"post_id": 1466, "ts": "2026-06-03T14:56:00Z", "hours": 1.9439, "text": "chat works now"}, {"post_id": 1219, "ts": "2026-06-03T02:24:40Z", "hours": 1.2347, "text": "Working on the chat UI (icons and text are placeholder)"}, {"post_id": 816, "ts": "2026-06-02T14:27:36Z", "hours": 0.5475, "text": "Made the basic window for the app interface"}]...
|
Title: Local-first Edge AI Assistant by @dylanyfra Title: Local-first Edge AI Assistant by @dylanyfraser | Stardance
Devlogs:
Made the basic window for the app interface
Working on the chat UI (icons and text are placeholder)
chat works now
Images with the chatbot responses
Assistant now shows what tools it’s using
Working on memory system & multiple tools at once. Basic web search now works
added deep search & framework for pulling images from the web
updated the loader and added an indicator for which assistant is being used
removed assistant indicator and posted backend on github. basically done, project is really basic but was a fun starting point
I updated the README.md with refreshed information about the project and instructions on how to use/build it. I began work on an interactive REPL to test expression evaluation. My next steps are to give the agent access to this library I developed rather than a REPL for the user, and make it be able to use it with tool calls to evaluate math problems using natural language.
Ships:
I updated the README.md with instructions and began work on a plugin for natural language equation evaluation with a custom library I developed in rust. Soon you will be able to ask the agent questions such as “how long is a car typically”, and you can talk back and forth with it regarding conversions and transformations to the original equations. Once this integration is made as well, it should open the door for better tool calling using NLP to give the agent access to information such as location, proper browser use, and on-screen awareness potentially. At the moment the agents tool systems for accessing the date and time, as well as the native Apple calendar are the only ones complete, with this equation evaluator having a slight amount of polish to finish the implementation....
|
1792968663.355642
|
1793055063.355642
|
|
4018
|
Celestial Capitalist by @idi0cy | Stardance
|
idi0cy
|
1
|
109.0
|
2005
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T08:45:07Z", "hours": 109.0, "multiplier": 18.79, "payout": 2005, "blessing": "neutral", "text": "Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!", "repo": "https://github.com/idi0cy/Celestial-Capitalist", "demo": "https://ratseerofrattesse.itch.io/celestial-capitalist"}]...
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[{"post_id": 70009, "ts": "202 [{"post_id": 70009, "ts": "2026-09-18T08:29:54Z", "hours": 2.7947, "text": "Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience."}, {"post_id": 67502, "ts": "2026-09-13T16:58:21Z", "hours": 7.8861, "text": "Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy ."}, {"post_id": 65218, "ts": "2026-09-10T06:08:55Z", "hours": 4.8753, "text": "Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy"}, {"post_id": 60923, "ts": "2026-09-03T16:11:15Z", "hours": 5.8194, "text": "Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy ."}, {"post_id": 55575, "ts": "2026-08-27T14:47:16Z", "hours": 2.4314, "text": "Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = [\"debatably\", \"demonstrably\", \"woefully\"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + \" developed by @idi0cy and @Ratseer\" print(msg)"}, {"post_id": 44708, "ts": "2026-08-10T17:24:52Z", "hours": 3.9619, "text": "Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer ."}, {"post_id": 38635, "ts": "2026-08-01T04:08:07Z", "hours": 4.4667, "text": "Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer ."}, {"post_id": 25608, "ts": "2026-07-09T23:53:01Z", "hours": 9.0775, "text": "Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer ."}, {"post_id": 18522, "ts": "2026-06-29T18:19:15Z", "hours": 12.1594, "text": "Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer ."}, {"post_id": 12623, "ts": "2026-06-20T16:58:09Z", "hours": 7.315, "text": "I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy."}, {"post_id": 10459, "ts": "2026-06-17T05:58:21Z", "hours": 3.2919, "text": "Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff."}, {"post_id": 9974, "ts": "2026-06-16T14:41:33Z", "hours": 4.9433, "text": "Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \\ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \\ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…"}, {"post_id": 8518, "ts": "2026-06-14T05:11:10Z", "hours": 3.1353, "text": "Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \\ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \\ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \\ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \\ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \\ That’s it. Please let this markdown formatting succeed."}, {"post_id": 8155, "ts": "2026-06-13T16:27:06Z", "hours": 2.9306, "text": "Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element."}, {"post_id": 7287, "ts": "2026-06-12T04:34:09Z", "hours": 8.3356, "text": "Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS."}, {"post_id": 5980, "ts": "2026-06-10T01:07:53Z", "hours": 3.3317, "text": "Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward."}, {"post_id": 5164, "ts": "2026-06-08T20:57:07Z", "hours": 0.8678, "text": "Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment."}, {"post_id": 4655, "ts": "2026-06-08T01:56:35Z", "hours": 4.9778, "text": "Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that."}, {"post_id": 3826, "ts": "2026-06-06T21:42:03Z", "hours": 0.5472, "text": "Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling."}, {"post_id": 3654, "ts": "2026-06-06T18:06:08Z", "hours": 4.9564, "text": "Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making."}, {"post_id": 2559, "ts": "2026-06-05T03:26:38Z", "hours": 4.4472, "text": "How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art."}, {"post_id": 1878, "ts": "2026-06-04T02:55:48Z", "hours": 2.3606, "text": "Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity."}, {"post_id": 1630, "ts": "2026-06-03T19:18:55Z", "hours": 3.9267, "text": "Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed."}]...
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Title: Celestial Capitalist by @idi0cy | Stardance Title: Celestial Capitalist by @idi0cy | Stardance
Devlogs:
Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed.
Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity.
How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art.
Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making.
Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling.
Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that.
Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment.
Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward.
Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS.
Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element.
Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \ That’s it. Please let this markdown formatting succeed.
Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…
Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff.
I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy.
Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer .
Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer .
Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer .
Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer .
Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = ["debatably", "demonstrably", "woefully"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + " developed by @idi0cy and @Ratseer" print(msg)
Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy .
Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy
Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy .
Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience.
Ships:
Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!...
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1793004977.0964324
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1793091377.0964324
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4022
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TAR Macropad by @Hridum | Stardance
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Hridum
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T19:51:26Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macropad with a 9x9 switch matrix, 1 rotary encoder, a 0.91” OLED screen as well as LEDs. I found the hardest part of this project to be designing the PCB, as I had never done that before. On the other hand, the CAD was fairly simple and I just had to remember to space everything properly so that components such as the microcontroller and diodes could fit in the case.", "repo": "https://github.com/HridumD/TAR-Macropad", "demo": ""}]...
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[{"post_id": 15846, "ts": "202 [{"post_id": 15846, "ts": "2026-06-25T19:25:55Z", "hours": 3.2153, "text": "Finished CAD for Casing Cad was pretty simple, added a bottom body, middle plate and top plate to cover everything up Forgot about the required spacing for components such as diodes and the controller board so I added those as well."}, {"post_id": 2317, "ts": "2026-06-04T19:04:49Z", "hours": 3.01, "text": "Since last devlog, Added rotary encoder, OLED screen, LEDs and re-designed layout to follow scanning matrix layout rather than direct connections for each switches Because of added complexity as well as additional components, PCB was much more complex and a lot of time was used to make sure no traces were overlapping or spacing issues between components. LEDs were not through-hole so they could only use one trace side, which made process also much more complex."}, {"post_id": 1169, "ts": "2026-06-03T00:43:58Z", "hours": 1.2161, "text": "Finished basic design for Hackpad PCB I have never designed a PCB before so it was a challenge, especially routing the PCB and making sure no connections shorted, but the hackpad guide helped a lot."}]...
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Title: TAR Macropad by @Hridum | Stardance
Devlog Title: TAR Macropad by @Hridum | Stardance
Devlogs:
Finished basic design for Hackpad PCB I have never designed a PCB before so it was a challenge, especially routing the PCB and making sure no connections shorted, but the hackpad guide helped a lot.
Since last devlog, Added rotary encoder, OLED screen, LEDs and re-designed layout to follow scanning matrix layout rather than direct connections for each switches Because of added complexity as well as additional components, PCB was much more complex and a lot of time was used to make sure no traces were overlapping or spacing issues between components. LEDs were not through-hole so they could only use one trace side, which made process also much more complex.
Finished CAD for Casing Cad was pretty simple, added a bottom body, middle plate and top plate to cover everything up Forgot about the required spacing for components such as diodes and the controller board so I added those as well.
Ships:
I made a macropad with a 9x9 switch matrix, 1 rotary encoder, a 0.91” OLED screen as well as LEDs. I found the hardest part of this project to be designing the PCB, as I had never done that before. On the other hand, the CAD was fairly simple and I just had to remember to space everything properly so that components such as the microcontroller and diodes could fit in the case....
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1792968576.2967563
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1793054976.2967563
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4030
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REV Autonomous Movement by @AstroBlue94 | Stardanc REV Autonomous Movement by @AstroBlue94 | Stardance...
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AstroBlue94
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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": "2026-06-03T13:54:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve been collaborating with a few users to gain more confidence for this autonomous code situation, but I think I’ve gained a better understanding of the overall concept through analyzing the Basic Omni-wheel op-modes for my robot’s manual movements. I think I plan on implementing more of the manual iterations into my actual autonomous log (which is shown). The most challenging part was probably that of finding a way to successfully carry out the full autonomous movement for the robot itself, since it completely blacked out on me for about 2 hours until I was able to sync it to my actual REV control base. But we’ll see how it works out, and hopefully I can complete this configuration for a robotic figure that can perform the same manual task under uncontrolled and unmonitored situations in the same format.", "repo": "https://github.com/AishN9/FTC-Bot-Code-24-25/blob/master/FtcRobotController/src/main/java/org/firstinspires/ftc/robotcontroller/external/samples/RobotAutoDriveToAprilTagTank.java", "demo": "https://github.com/AishN9/FTC-Bot-Code-24-25/tree/master"}]...
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[{"post_id": 1430, "ts": "2026 [{"post_id": 1430, "ts": "2026-06-03T13:45:58Z", "hours": 0.3211, "text": "Trying to make a basic linear op-mode for my omni wheels on my REV constructed robot. Hopefully I can implement this into its autonomous movement"}]...
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Title: REV Autonomous Movement by @AstroBlue94 | S Title: REV Autonomous Movement by @AstroBlue94 | Stardance
Devlogs:
Trying to make a basic linear op-mode for my omni wheels on my REV constructed robot. Hopefully I can implement this into its autonomous movement
Ships:
I’ve been collaborating with a few users to gain more confidence for this autonomous code situation, but I think I’ve gained a better understanding of the overall concept through analyzing the Basic Omni-wheel op-modes for my robot’s manual movements. I think I plan on implementing more of the manual iterations into my actual autonomous log (which is shown). The most challenging part was probably that of finding a way to successfully carry out the full autonomous movement for the robot itself, since it completely blacked out on me for about 2 hours until I was able to sync it to my actual REV control base. But we’ll see how it works out, and hopefully I can complete this configuration for a robotic figure that can perform the same manual task under uncontrolled and unmonitored situations in the same format....
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1792990462.3711345
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1793076862.3711345
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4066
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Koryphaios by @Micah | Stardance
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Micah
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1
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167.02
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T07:26:21Z", "hours": 134.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Koryphaios, a desktop workspace for running AI agents together without losing control of your files, costs, or progress. The hardest part was getting the cli providers to cooperate with koryphaios’s built in features like notes, goals, workflows, etc. I am proud of how much of the app now works as one connected experience. Keep in mind this is a desktop app but all it takes is one little curl command and you can delete it after if you dont like it too. Critque is wanted on this and I look forward to seeing how people use it.", "repo": "https://github.com/Sylorlabs/koryphaios", "demo": "https://koryphaios.com/download/"}]...
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[{"post_id": 44475, "ts": "202 [{"post_id": 44475, "ts": "2026-08-10T07:58:20Z", "hours": 33.0247, "text": "fixing dumb bugs like error repeating itself 2 times"}, {"post_id": 40587, "ts": "2026-08-04T07:18:28Z", "hours": 133.7669, "text": "this is the ui for koryphaios 0.1.0 I still need to adjust some things like the placement of goal mode or were workflows are placed"}]...
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Title: Koryphaios by @Micah | Stardance
Devlogs:
Title: Koryphaios by @Micah | Stardance
Devlogs:
this is the ui for koryphaios 0.1.0 I still need to adjust some things like the placement of goal mode or were workflows are placed
fixing dumb bugs like error repeating itself 2 times
Ships:
I made Koryphaios, a desktop workspace for running AI agents together without losing control of your files, costs, or progress. The hardest part was getting the cli providers to cooperate with koryphaios’s built in features like notes, goals, workflows, etc. I am proud of how much of the app now works as one connected experience. Keep in mind this is a desktop app but all it takes is one little curl command and you can delete it after if you dont like it too. Critque is wanted on this and I look forward to seeing how people use it....
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1792983338.875472
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1793069738.875472
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4074
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Project Luminescence by @vindognz | Stardance
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vindognz
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1
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5.45
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T23:04:15Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!", "repo": "https://github.com/vindognz/project-luminescence", "demo": ""}]...
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[{"post_id": 80102, "ts": "202 [{"post_id": 80102, "ts": "2026-10-16T07:11:24Z", "hours": 1.4517, "text": "[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!"}, {"post_id": 29945, "ts": "2026-07-17T04:06:01Z", "hours": 0.4667, "text": "[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!"}, {"post_id": 12846, "ts": "2026-06-21T01:07:36Z", "hours": 0.8319, "text": "[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!"}, {"post_id": 9572, "ts": "2026-06-15T23:00:36Z", "hours": 0.4061, "text": "[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot."}, {"post_id": 3228, "ts": "2026-06-06T01:49:43Z", "hours": 0.8261, "text": "[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!"}, {"post_id": 3085, "ts": "2026-06-05T23:55:03Z", "hours": 0.4589, "text": "[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol."}, {"post_id": 2716, "ts": "2026-06-05T13:17:46Z", "hours": 1.0261, "text": "[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes"}]...
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Title: Project Luminescence by @vindognz | Stardan Title: Project Luminescence by @vindognz | Stardance
Devlogs:
[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes
[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol.
[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!
[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot.
[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!
[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!
[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!
Ships:
I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!...
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1792993743.0079846
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1793080143.0079846
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4076
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PORTAFOLIOOO :B by @ANNAHAKI | Stardance
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ANNAHAKI
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1
|
14.0
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68
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T22:04:50Z", "hours": 14.0, "multiplier": 4.91, "payout": 68, "blessing": "neutral", "text": "I made a portafolio of my selfff lol maybe is not a big thing but i did it without anyyy help and my heart is there muack :B", "repo": "https://github.com/annaastrs-svg/HTML-ANNA/", "demo": "https://annaastrs-svg.github.io/HTML-ANNA.github.io/"}]...
|
[{"post_id": 6524, "ts": "2026 [{"post_id": 6524, "ts": "2026-06-10T23:32:10Z", "hours": 3.7406, "text": "PUBLIC WEBSITE! https://annaastrs-svg.github.io/HTML-ANNA.github.io/ this is a pag about me, moust of my educational stuff, it works like a CV, ill add more later but its all i have for now. hackatime and lapse arent working… i spend 6 hours finishing this and i think ill just add 3:44 i can just cry about it :)"}, {"post_id": 5367, "ts": "2026-06-09T03:32:47Z", "hours": 1.2286, "text": "EVRY TIME IT LOOKS BETTER YEYYY theres an error in the last lines, tomorrow ill finish this project (i think) im rlly glad about the progress and how is it going :B"}, {"post_id": 4284, "ts": "2026-06-07T15:21:27Z", "hours": 1.575, "text": "UMMM its looking better i mean i have done 600 lines… i dont know if im doing right cus the structure is terrible and it doesnt look like i planed… i had make some changes, in “root:” i aded more things and i try to make it more reedable idk if its the right word :B and also i were like serching how to make it pretty but i thing i need to lern javascript and css im on a try rn so idk :,c"}, {"post_id": 2555, "ts": "2026-06-05T03:13:45Z", "hours": 0.4261, "text": "Im trying to see how to decorate it but i think i just move all stuff with out knowing what im doing… umm. at least now i know what was the mistakes i did later on :D"}, {"post_id": 2488, "ts": "2026-06-05T00:22:55Z", "hours": 2.4203, "text": "Im working on a HTML pag about me :B, im learning HTML so its really stress full and dificult but its going well ! yeyyy , today i finished the code , but still need to edit and add images and fix buggs"}, {"post_id": 2127, "ts": "2026-06-04T13:41:14Z", "hours": 0.6917, "text": "UMMM now im at 334 line yeyy an advance but i dont know if its wrong for the pag to be like that… ill finish my vibe coding then im gonna fix the errors i think"}, {"post_id": 1682, "ts": "2026-06-03T20:38:35Z", "hours": 2.3036, "text": "Im still learning how to use HTML … I dont know if im doing it right tho :C today i did a bit of the text jeje"}, {"post_id": 624, "ts": "2026-06-02T03:55:33Z", "hours": 0.4311, "text": "is this a normal way to start an html web site? D:"}, {"post_id": 609, "ts": "2026-06-02T03:27:25Z", "hours": 1.4711, "text": "Im tying to learn html by doing a pag of myself :B"}]...
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Title: PORTAFOLIOOO :B by @ANNAHAKI | Stardance
D Title: PORTAFOLIOOO :B by @ANNAHAKI | Stardance
Devlogs:
Im tying to learn html by doing a pag of myself :B
is this a normal way to start an html web site? D:
Im still learning how to use HTML … I dont know if im doing it right tho :C today i did a bit of the text jeje
UMMM now im at 334 line yeyy an advance but i dont know if its wrong for the pag to be like that… ill finish my vibe coding then im gonna fix the errors i think
Im working on a HTML pag about me :B, im learning HTML so its really stress full and dificult but its going well ! yeyyy , today i finished the code , but still need to edit and add images and fix buggs
Im trying to see how to decorate it but i think i just move all stuff with out knowing what im doing… umm. at least now i know what was the mistakes i did later on :D
UMMM its looking better i mean i have done 600 lines… i dont know if im doing right cus the structure is terrible and it doesnt look like i planed… i had make some changes, in “root:” i aded more things and i try to make it more reedable idk if its the right word :B and also i were like serching how to make it pretty but i thing i need to lern javascript and css im on a try rn so idk :,c
EVRY TIME IT LOOKS BETTER YEYYY theres an error in the last lines, tomorrow ill finish this project (i think) im rlly glad about the progress and how is it going :B
PUBLIC WEBSITE! https://annaastrs-svg.github.io/HTML-ANNA.github.io/ this is a pag about me, moust of my educational stuff, it works like a CV, ill add more later but its all i have for now. hackatime and lapse arent working… i spend 6 hours finishing this and i think ill just add 3:44 i can just cry about it :)
Ships:
I made a portafolio of my selfff lol maybe is not a big thing but i did it without anyyy help and my heart is there muack :B...
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1792983186.9861634
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1793069586.9861634
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4084
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My first slack bot! by @vindognz | Stardance
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vindognz
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1
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0.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T11:33:43Z", "hours": 0.0, "multiplier": 1.83, "payout": 1, "blessing": "neutral", "text": "My very first slack bot!", "repo": "https://github.com/vindognz/stardance-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8BKARPHU"}]...
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[{"post_id": 738, "ts": "2026- [{"post_id": 738, "ts": "2026-06-02T11:15:19Z", "hours": 0.4994, "text": "Following the “Make a Slack Bot” guide, I set up my own Slack bot and implemented the following commands: /vnz-help — Displays a list of available commands. /vnz-ping — Pings the bot and displays its latency. /vnz-catfact — Fetches and sends a random cat fact from an API. /vnz-joke — Fetches and sends a random joke from an API. /vnz-coffee — Fetches and sends a random coffee photo from an API."}]...
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Title: My first slack bot! by @vindognz | Stardanc Title: My first slack bot! by @vindognz | Stardance
Devlogs:
Following the “Make a Slack Bot” guide, I set up my own Slack bot and implemented the following commands: /vnz-help — Displays a list of available commands. /vnz-ping — Pings the bot and displays its latency. /vnz-catfact — Fetches and sends a random cat fact from an API. /vnz-joke — Fetches and sends a random joke from an API. /vnz-coffee — Fetches and sends a random coffee photo from an API.
Ships:
My very first slack bot!...
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1792975771.7443845
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1793062171.7443845
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4086
|
Boba Cats! by @grassyd | Stardance
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grassyd
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1
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92.31
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1697
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T20:09:37Z", "hours": 91.0, "multiplier": 19.1, "payout": 1697, "blessing": "neutral", "text": "Check out @Jewelia ’s version of the project here: https://stardance.hackclub.com/projects/1894 Boba Cats! is a 2D adventure platformer game about, well, boba and cats! It was made with @Jewelia and @kimeowsu ! The first world of the game is fully playable! Music and extra touches will be added in the future! You can play the game on the itch app for Windows, Mac, or Linux, or you can directly download the game for Windows! (This is a collaborative project! @Jewelia ’s project links to the same thing; it’s up to you if you want to rate hers or mine or both)", "repo": "https://github.com/grassybox/Boba-Cats", "demo": "https://grassinabox.itch.io/boba-cats"}]...
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[{"post_id": 60021, "ts": "202 [{"post_id": 60021, "ts": "2026-09-02T03:46:55Z", "hours": 1.3117, "text": "Hello hello! Thank you so much for all the support and feedback on our game!! It really means a lot! And huge thank you Stardance team for the Super Star!!?! 🤯🤯🤯 I’m so grateful for this program, it’s been awesome 💖 Sorry it’s been a while since the last update… 😔 (though if you’ve never seen me before I guess you wouldn’t know lol…) We took quite a break now that we’re all starting school and are busy with other things too . However, we still hope to do one more ship with a more complete version of this world of the game! So what is next? 🎵 Music!! - This is probably the biggest thing we’ve been wanting to add, so music is in the works! We are also thinking of adding more sound effects and improving the sound design overall! 🎮 Gameplay improvements - We are working to tweak some things based on our ideas and the wonderful feedback we gotten! For example, some parts are kind of confusing to navigate at the moment 😅, so we hope to make it more clear! 🌐 Web version? - We’ve been wanting to make the game playable on the web! I’m not sure how possible this is since Godot 4 does not officially support exporting C# projects to web yet… but we’ll see what we can do! 👍 And whatever other miscellaneous additions we decide to add! Thanks for reading!! (p.s. I finally put a linux version of the demo on the game’s itch.io page sorry it took so long 😭)"}, {"post_id": 43760, "ts": "2026-08-09T05:39:46Z", "hours": 12.5853, "text": "Playtesting!! EDIT: the ship is shipping!! It is currently pending review!! It may take a few days to show up because I forgot you have to get it reviewed!! 😅😅😅🆒 _ @kimeowsu spent some time playtesting our game! She’s quite good at finding issues 😅 As per usual, the seabunny had a lot of issues >:/ …but they should be fixed now! _ Some of the stuff we fixed include: ⛸️ Player doesn’t slide away during a conversation anymore Seabunny no longer freezes the game ➡️⬅️ Seabunny no longer occasionally moves backwards Player is no longer able to collect the same coin over and over again 🖼️ Visual fixes (ex. one of the cats no longer has only half of a helmet) 🌟 And many more miscellaneous tweaks! I know I said that we would ship earlier… but I think this time we are actually going to ship in the next 24 hours… for real… probably… 🎉 🥳 🎈 🆒"}, {"post_id": 39755, "ts": "2026-08-02T22:31:52Z", "hours": 7.4647, "text": "Sound Effects!! 🔊 [Game update] Our game has sound effects now! @kimeowsu actually got sound effects from the website aidn.jp/dotvoice by daniwell ! The sound effects are quite minimal so it sounds quite empty for now… we will have original music eventually from a friend , but good things take time 😋 I also fixed some bugs (mostly ones I caused myself 😅) and added a quit button (as cool as Boba Cats! is, I don’t think anyone wants to play it forever and ever and ever) As @Jewelia said in her post, we are hoping to ship this week!! World 1 will be completely playable!! 🎉🥳🎊 In the future, we may have another ship just to include the music and any fixes and extra touches Thanks for reading!! :D"}, {"post_id": 36053, "ts": "2026-07-27T21:52:46Z", "hours": 4.7814, "text": "spinny item animation thing! [Game update] I made this animation that plays whenever you get an item! Some other small additions: 🦪 Pearls are new! They will be hidden in a couple places and will be able to be gifted to the townspeople in exchange for stories ✨ Added sparkles to the miniboss arena to better show where to go 🪸 Tube coral now teleport you back to the beginning of the room if you get hit 🗃️ Organized scene files into folders Since this project has gotten more attention recently, thank you for the support!!!! @Jewelia and I hope to have a ship ready soon…"}, {"post_id": 33180, "ts": "2026-07-22T21:04:15Z", "hours": 4.3947, "text": "You can go backwards now… ( !) [Game update] I added stuff like this conveniently left behind ladder so you can actually go back to the previous rooms after finishing the seabunny miniboss I finished the last cutscene in the area! @kimeowsu helped add some more decorative vines in some of the areas I made collectable coins! You can’t see your number of coins collected yet so you’re just gonna have to trust me they’re getting collected"}, {"post_id": 31927, "ts": "2026-07-20T18:37:03Z", "hours": 6.5889, "text": "Game Update #I didn’t count! I finished my secret room! (but you don’t get to see it here because it’s secret… 😼) Coded the plant shop with @Jewelia ! Finally finished the seabunny miniboss with some animation tweaks! Fixed an issue where pressing enter to finish a dialogue would restart the dialogue, trapping you in an infinite loop… 😵💫 Added the title screen + opening (created by @kimeowsu !)"}, {"post_id": 28421, "ts": "2026-07-14T17:35:17Z", "hours": 8.9475, "text": "Almost done with the seabunny miniboss!! but then I realized I had to fix the camera movement to stay still during the miniboss (actually @Jewelia ended up doing that because I couldn’t figure it out ), edit all of the seabunny animations because switching animations caused the seabunny to start floating , make the exit of the room higher so that the player can’t escape without actually finishing the miniboss , make the climbable vine sprite longer so the player can actually reach that exit when it’s time, fix issues in the player’s movement code (which have been there the whole time…😅), implement the quest system we made so that the game keeps track of when you’ve beaten the miniboss and when to play which cutscene, make the ending cutscene, make the world 1 end screen (which doesn’t work yet oops), uhhh But that didn’t take too long… So yeah we’re almost done with the seabunny miniboss! Anyway, I also added another short cutscene at the beginning of the game, began working on my secret room , and finally organized all of the game files into folders! (I also renamed my project folder… which created a new project in Hackatime… but I didn’t realize and thought I lost my hours and made it so that I could never get hours on Stardance ever again… but actually I just had to add the new Hackatime project to Stardance and I was just stupid and everything’s fine )"}, {"post_id": 26094, "ts": "2026-07-10T17:57:43Z", "hours": 7.7283, "text": "We’re continuing to tweak things and add the final additions to our game! Including: A room full of vines 🪴 A plant shop 🌷 A geyser shortcut that shoots the player up! 🌊 A gate that opens when you click on it 🖱️ And more!"}, {"post_id": 20415, "ts": "2026-07-02T00:36:24Z", "hours": 8.0689, "text": "I keep forgetting to post devlogs… We’ve been continuing to add more rooms, such as this long coral room. (Unfortunately, the tube coral sprites are a little broken right now and look like they are on the ceiling… ) Now there’s only 2 rooms left to add for world 1!! 🎉 🎉 We also worked on finishing up the sea bunny miniboss (still not working right now) and making cutscene animations like this one in the boba room ⬇️. They’re actually so silly and fun to make 😆 so you better watch the video (if you want to) As always, @kimeowsu made the art, and @Jewelia added plenty of new updates too!"}, {"post_id": 18476, "ts": "2026-06-29T17:15:26Z", "hours": 7.2158, "text": "Fish minigame ! 🐟 We created a minigame where you collect fish within a time limit to get coins! You have to be careful, though, because if you get too close, you can get hit by them. @Jewelia also started making a menu to show the controls and inventory. Additionally, we’re continuing to add new rooms and dialogue scenes!"}, {"post_id": 17352, "ts": "2026-06-28T03:07:24Z", "hours": 6.3483, "text": "New Rooms !! Sorry it’s been a while… @Jewelia , @kimeowsu , and I have been adding a lot of new rooms to the underwater section of the game, like this submarine workshop and this cave room! We also added screen transitions and a way to enter and exit buildings. Now, we are beginning to add in the dialogue! The first world of our game may be done very, very soon! (Maybe even soon enough for a free sticker? ) Until next time!"}, {"post_id": 12273, "ts": "2026-06-20T01:11:20Z", "hours": 5.1033, "text": "WORDS !! 🗣️ @Jewelia and I started making the dialogue system! The only issue is that the font is blurry. I thought I fixed it… but no… 😔 Maybe it will work better with a more pixelated font. 🤔 Actually I think half of the time I spent was just importing sprites 😅 @kimeowsu has been doing a ton of pixel art! 🔥🔥🔥We also added a big jellyfish! kimeowsu says it’s based on the Sea Nettle :0 Anyway sorry the video is so chaotic 👻😆"}, {"post_id": 10958, "ts": "2026-06-17T23:33:57Z", "hours": 3.5786, "text": "New Room!! 📦📦📦✨ @kimeowsu brought us some lovely art for this box room! There’s a big jellyfish at the top that hurts you if you go near… We also added a parallax effect, so the different layers of the background move at different speeds! (It’s most noticeable in the rocks at the top.) Don’t ask what the bomb does…"}, {"post_id": 6867, "ts": "2026-06-11T14:54:12Z", "hours": 1.5281, "text": "Flashlight system!! ✨ We added darkness and a flashlight system, which will be used in certain rooms of the game! (and the code for this worked first try?!? OK more like second try but still 🤯) Right now the flashlight can follow where your mouse pointer is! Also, @Jewelia did some magic and fixed the camera so it looks great now! 😄"}, {"post_id": 5969, "ts": "2026-06-10T00:25:20Z", "hours": 4.1497, "text": "WE HAVE ART!! 🥳 @kimeowsu helped make some amazing art for the game! Doesn’t it look great? Aside from that, @Jewelia and I added a health and hitbox system. She also added walls and floors. Now we need to adjust the camera because, well, the game isn’t fully on screen. 😅"}, {"post_id": 1621, "ts": "2026-06-03T19:12:23Z", "hours": 2.9072, "text": "I’m making an adventure game with an underwater area! 🌊🐟🦀🪸🐈🐳😄🆒😆👾‼️‼️Ok sorry for all the emojis 😔 Anyway I made a tube coral that pulls the player down when they swim above it! @Jewelia helped make it so that they turn on and off every two seconds using a timer! (Her hours are logged separately) It works now except for some reason the coral in the middle doesn’t want to cooperate!! It turns on at a different time then the others for some reason and doesn’t pull the player when it’s supposed to! IDK why this is happening they should all be the same Once we figure out how to fix that, the next step is to make it so that if you get pulled too close to the bottom, you take damage. and at some point add the art graphics!"}]...
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Title: Boba Cats! by @grassyd | Stardance
Devlogs Title: Boba Cats! by @grassyd | Stardance
Devlogs:
I’m making an adventure game with an underwater area! 🌊🐟🦀🪸🐈🐳😄🆒😆👾‼️‼️Ok sorry for all the emojis 😔 Anyway I made a tube coral that pulls the player down when they swim above it! @Jewelia helped make it so that they turn on and off every two seconds using a timer! (Her hours are logged separately) It works now except for some reason the coral in the middle doesn’t want to cooperate!! It turns on at a different time then the others for some reason and doesn’t pull the player when it’s supposed to! IDK why this is happening they should all be the same Once we figure out how to fix that, the next step is to make it so that if you get pulled too close to the bottom, you take damage. and at some point add the art graphics!
WE HAVE ART!! 🥳 @kimeowsu helped make some amazing art for the game! Doesn’t it look great? Aside from that, @Jewelia and I added a health and hitbox system. She also added walls and floors. Now we need to adjust the camera because, well, the game isn’t fully on screen. 😅
Flashlight system!! ✨ We added darkness and a flashlight system, which will be used in certain rooms of the game! (and the code for this worked first try?!? OK more like second try but still 🤯) Right now the flashlight can follow where your mouse pointer is! Also, @Jewelia did some magic and fixed the camera so it looks great now! 😄
New Room!! 📦📦📦✨ @kimeowsu brought us some lovely art for this box room! There’s a big jellyfish at the top that hurts you if you go near… We also added a parallax effect, so the different layers of the background move at different speeds! (It’s most noticeable in the rocks at the top.) Don’t ask what the bomb does…
WORDS !! 🗣️ @Jewelia and I started making the dialogue system! The only issue is that the font is blurry. I thought I fixed it… but no… 😔 Maybe it will work better with a more pixelated font. 🤔 Actually I think half of the time I spent was just importing sprites 😅 @kimeowsu has been doing a ton of pixel art! 🔥🔥🔥We also added a big jellyfish! kimeowsu says it’s based on the Sea Nettle :0 Anyway sorry the video is so chaotic 👻😆
New Rooms !! Sorry it’s been a while… @Jewelia , @kimeowsu , and I have been adding a lot of new rooms to the underwater section of the game, like this submarine workshop and this cave room! We also added screen transitions and a way to enter and exit buildings. Now, we are beginning to add in the dialogue! The first world of our game may be done very, very soon! (Maybe even soon enough for a free sticker? ) Until next time!
Fish minigame ! 🐟 We created a minigame where you collect fish within a time limit to get coins! You have to be careful, though, because if you get too close, you can get hit by them. @Jewelia also started making a menu to show the controls and inventory. Additionally, we’re continuing to add new rooms and dialogue scenes!
I keep forgetting to post devlogs… We’ve been continuing to add more rooms, such as this long coral room. (Unfortunately, the tube coral sprites are a little broken right now and look like they are on the ceiling… ) Now there’s only 2 rooms left to add for world 1!! 🎉 🎉 We also worked on finishing up the sea bunny miniboss (still not working right now) and making cutscene animations like this one in the boba room ⬇️. They’re actually so silly and fun to make 😆 so you better watch the video (if you want to) As always, @kimeowsu made the art, and @Jewelia added plenty of new updates too!
We’re continuing to tweak things and add the final additions to our game! Including: A room full of vines 🪴 A plant shop 🌷 A geyser shortcut that shoots the player up! 🌊 A gate that opens when you click on it 🖱️ And more!
Almost done with the seabunny miniboss!! but then I realized I had to fix the camera movement to stay still during the miniboss (actually @Jewelia ended up doing that because I couldn’t figure it out ), edit all of the seabunny animations because switching animations caused the seabunny to start floating , make the exit of the room higher so that the player can’t escape without actually finishing the miniboss , make the climbable vine sprite longer so the player can actually reach that exit when it’s time, fix issues in the player’s movement code (which have been there the whole time…😅), implement the quest system we made so that the game keeps track of when you’ve beaten the miniboss and when to play which cutscene, make the ending cutscene, make the world 1 end screen (which doesn’t work yet oops), uhhh But that didn’t take too long… So yeah we’re almost done with the seabunny miniboss! Anyway, I also added another short cutscene at the beginning of the game, began working on my secret room , and finally organized all of the game files into folders! (I also renamed my project folder… which created a new project in Hackatime… but I didn’t realize and thought I lost my hours and made it so that I could never get hours on Stardance ever again… but actually I just had to add the new Hackatime project to Stardance and I was just stupid and everything’s fine )
Game Update #I didn’t count! I finished my secret room! (but you don’t get to see it here because it’s secret… 😼) Coded the plant shop with @Jewelia ! Finally finished the seabunny miniboss with some animation tweaks! Fixed an issue where pressing enter to finish a dialogue would restart the dialogue, trapping you in an infinite loop… 😵💫 Added the title screen + opening (created by @kimeowsu !)
You can go backwards now… ( !) [Game update] I added stuff like this conveniently left behind ladder so you can actually go back to the previous rooms after finishing the seabunny miniboss I finished the last cutscene in the area! @kimeowsu helped add some more decorative vines in some of the areas I made collectable coins! You can’t see your number of coins collected yet so you’re just gonna have to trust me they’re getting collected
spinny item animation thing! [Game update] I made this animation that plays whenever you get an item! Some other small additions: 🦪 Pearls are new! They will be hidden in a couple places and will be able to be gifted to the townspeople in exchange for stories ✨ Added sparkles to the miniboss arena to better show where to go 🪸 Tube coral now teleport you back to the beginning of the room if you get hit 🗃️ Organized scene files into folders Since this project has gotten more attention recently, thank you for the support!!!! @Jewelia and I hope to have a ship ready soon…
Sound Effects!! 🔊 [Game update] Our game has sound effects now! @kimeowsu actually got sound effects from the website aidn.jp/dotvoice by daniwell ! The sound effects are quite minimal so it sounds quite empty for now… we will have original music eventually from a friend , but good things take time 😋 I also fixed some bugs (mostly ones I caused myself 😅) and added a quit button (as cool as Boba Cats! is, I don’t think anyone wants to play it forever and ever and ever) As @Jewelia said in her post, we are hoping to ship this week!! World 1 will be completely playable!! 🎉🥳🎊 In the future, we may have another ship just to include the music and any fixes and extra touches Thanks for reading!! :D
Playtesting!! EDIT: the ship is shipping!! It is currently pending review!! It may take a few days to show up because I forgot you have to get it reviewed!! 😅😅😅🆒 _ @kimeowsu spent some time playtesting our game! She’s quite good at finding issues 😅 As per usual, the seabunny had a lot of issues >:/ …but they should be fixed now! _ Some of the stuff we fixed include: ⛸️ Player doesn’t slide away during a conversation anymore Seabunny no longer freezes the game ➡️⬅️ Seabunny no longer occasionally moves backwards Player is no longer able to collect the same coin over and over again 🖼️ Visual fixes (ex. one of the cats no longer has only half of a helmet) 🌟 And many more miscellaneous tweaks! I know I said that we would ship earlier… but I think this time we are actually going to ship in the next 24 hours… for real… probably… 🎉 🥳 🎈 🆒
Hello hello! Thank you so much for all the support and feedback on our game!! It really means a lot! And huge thank you Stardance team for the Super Star!!?! 🤯🤯🤯 I’m so grateful for this program, it’s been awesome 💖 Sorry it’s been a while since the last update… 😔 (though if you’ve never seen me before I guess you wouldn’t know lol…) We took quite a break now that we’re all starting school and are busy with other things too . However, we still hope to do one more ship with a more complete version of this world of the game! So what is next? 🎵 Music!! - This is probably the biggest thing we’ve been wanting to add, so music is in the works! We are also thinking of adding more sound effects and improving the sound design overall! 🎮 Gameplay improvements - We are working to tweak some things based on our ideas and the wonderful feedback we gotten! For example, some parts are kind of confusing to navigate at the moment 😅, so we hope to make it more clear! 🌐 Web version? - We’ve been wanting to make the game playable on the web! I’m not sure how possible this is since Godot 4 does not officially support exporting C# projects to web yet… but we’ll see what we can do! 👍 And whatever other miscellaneous additions we decide to add! Thanks for reading!! (p.s. I finally put a linux version of the demo on the game’s itch.io page sorry it took so long 😭)
Ships:
Check out @Jewelia ’s version of the project here: https://stardance.hackclub.com/projects/1894 Boba Cats! is a 2D adventure platformer game about, well, boba and cats! It was made with @Jewelia and @kimeowsu ! The first world of the game is fully playable! Music and extra touches will be added in the future! You can play the game on the itch app for Windows, Mac, or Linux, or you can directly download the game for Windows! (This is a collaborative project! @Jewelia ’s project links to the same thing; it’s up to you if you want to rate hers or mine or both)...
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1792986437.1219916
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1793072837.1219916
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Macropad by @Dishman | Stardance
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Dishman
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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": "2026-06-12T02:09:30Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Macropad! I know its one of the basic projects but I’m glad I took the time to do it (even if there might be some issues) because I got a good understanding of KICAD and Fustion360 in which I had no prior knowledge. I had the most amount of trouble in actually building my case and checking if it could line up with my PCB. I’m glad I did this project because it gave me a lot of confidence to build more projects. I know I haven’t done much of the devlogs (which was fully my fault because i wasn’t fully aware on how everything works) but I understand what I have to do now! I have another project in mind which I really wanted to do for awhile which I will definitely have devlogs.", "repo": "https://github.com/dish-glitch/Macropad", "demo": ""}]...
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[{"post_id": 6474, "ts": "2026 [{"post_id": 6474, "ts": "2026-06-10T21:48:47Z", "hours": 0.3172, "text": "I have currently just made the PCB and the case for my Macropad. This is my first time using KICAD and 360, this project was just so i can get used to KICAD and 360 :)"}]...
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Title: Macropad by @Dishman | Stardance
Devlogs:
Title: Macropad by @Dishman | Stardance
Devlogs:
I have currently just made the PCB and the case for my Macropad. This is my first time using KICAD and 360, this project was just so i can get used to KICAD and 360 :)
Ships:
I have made a Macropad! I know its one of the basic projects but I’m glad I took the time to do it (even if there might be some issues) because I got a good understanding of KICAD and Fustion360 in which I had no prior knowledge. I had the most amount of trouble in actually building my case and checking if it could line up with my PCB. I’m glad I did this project because it gave me a lot of confidence to build more projects. I know I haven’t done much of the devlogs (which was fully my fault because i wasn’t fully aware on how everything works) but I understand what I have to do now! I have another project in mind which I really wanted to do for awhile which I will definitely have devlogs....
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1792990147.9115753
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1793076547.9115753
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