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3686
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My awesome macropad! by @agbontrager05 | Stardance
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agbontrager05
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @agbontrager05 | St Title: My awesome macropad! by @agbontrager05 | Stardance...
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1793174139.7237864
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1793778939.7237864
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3685
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Totally not rocket science by @sarahfalcone4 | Sta Totally not rocket science by @sarahfalcone4 | Stardance...
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sarahfalcone4
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0
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0.77
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0
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[]
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[{"post_id": 593, "ts": "2026- [{"post_id": 593, "ts": "2026-06-02T02:43:37Z", "hours": 0.7681, "text": "Hi! This is my first time ever participating on a international tech challenge and I am so excited for the amazing projects I will be seeing (and making) here! This thing here is the first draft of my project, a simple, web-based rocket simulator (for the aspiring rocket scientists or for those who just want to learn something new :D). It is currently in very early stages of development and any feedback would be amazing. This project may be simple or even silly, but I am making it with all my heart (and with my passion for tech and astrophysics) as a way to learn new things! That’s it! Sorry for any grammar or syntax mistakes and thank you for reading this! Hope you have an amazing day :)"}]...
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Title: Totally not rocket science by @sarahfalcone Title: Totally not rocket science by @sarahfalcone4 | Stardance
Devlogs:
Hi! This is my first time ever participating on a international tech challenge and I am so excited for the amazing projects I will be seeing (and making) here! This thing here is the first draft of my project, a simple, web-based rocket simulator (for the aspiring rocket scientists or for those who just want to learn something new :D). It is currently in very early stages of development and any feedback would be amazing. This project may be simple or even silly, but I am making it with all my heart (and with my passion for tech and astrophysics) as a way to learn new things! That’s it! Sorry for any grammar or syntax mistakes and thank you for reading this! Hope you have an amazing day :)...
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1792741805.7743132
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1793346605.7743132
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3684
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My ONLY slack bot. by @_tenorangesax_ | Stardance
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_tenorangesax_
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0
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0.0
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0
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[]
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[]
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Title: My ONLY slack bot. by @_tenorangesax_ | Sta Title: My ONLY slack bot. by @_tenorangesax_ | Stardance...
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1793256884.1155956
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1794120884.1155956
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3683
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My awesome macropad! by @eva_micomonaco | Stardanc My awesome macropad! by @eva_micomonaco | Stardance...
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eva_micomonaco
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @eva_micomonaco | S Title: My awesome macropad! by @eva_micomonaco | Stardance...
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1793231610.1708379
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1793836410.1708379
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3682
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Mr frizzy by @Mayankdevelops | Stardance
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Mayankdevelops
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0
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0.0
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0
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[]
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[]
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Title: Mr frizzy by @Mayankdevelops | Stardance
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1793321286.1529317
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1793926086.1529317
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3681
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Untitled project by @seta | Stardance
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seta
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @seta | Stardance
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1792803056.567017
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1793407856.567017
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3680
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Pokémon Lavender by @just_late | Stardance
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just_late
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0
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3.27
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0
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[]
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[{"post_id": 751, "ts": "2026- [{"post_id": 751, "ts": "2026-06-02T11:50:21Z", "hours": 3.2681, "text": "This project is something I’ve been working on for a long time now, and I started it in 2024. Most recently, I added a speaker bar to textboxes which creates a smoother look when talking to characters."}]...
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Title: Pokémon Lavender by @just_late | Stardance
Title: Pokémon Lavender by @just_late | Stardance
Devlogs:
This project is something I’ve been working on for a long time now, and I started it in 2024. Most recently, I added a speaker bar to textboxes which creates a smoother look when talking to characters....
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1793242492.1800642
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1793847292.1800642
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3679
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My first slack bot! by @mrthomasingham | Stardance
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mrthomasingham
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @mrthomasingham | St Title: My first slack bot! by @mrthomasingham | Stardance...
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1793245897.687853
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1793850697.687853
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3678
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Noughts & Crosses by @zo314 | Stardance
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zo314
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0
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0.0
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0
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[]
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[]
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Title: Noughts & Crosses by @zo314 | Stardance
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1793310481.5794327
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1793915281.5794327
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3677
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My awesome macropad! by @hocquetb | Stardance
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hocquetb
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @hocquetb | Stardan Title: My awesome macropad! by @hocquetb | Stardance...
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1792759761.4601448
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1793364561.4601448
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3676
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Terminal software by @jeffjohnduong | Stardance
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jeffjohnduong
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0
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0.0
|
0
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[]
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[]
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Title: Terminal software by @jeffjohnduong | Stard Title: Terminal software by @jeffjohnduong | Stardance...
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1792770609.417158
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1793375409.417158
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3675
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My awesome macropad! by @Saleha | Stardance
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Saleha
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Saleha | Stardance
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1792734628.437157
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1793339428.437157
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3674
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The SaxDrone™ by @_tenorangesax_ | Stardance
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_tenorangesax_
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0
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0.0
|
0
|
[]
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[]
|
Title: The SaxDrone™ by @_tenorangesax_ | Stardanc Title: The SaxDrone™ by @_tenorangesax_ | Stardance...
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1793159517.0730464
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1794023517.0730464
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3673
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My awesome macropad! by @mrthomasingham | Stardanc My awesome macropad! by @mrthomasingham | Stardance...
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mrthomasingham
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0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @mrthomasingham | S Title: My awesome macropad! by @mrthomasingham | Stardance...
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1792724118.4580555
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1793328918.4580555
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3672
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My first slack bot! by @hx1n4 | Stardance
|
hx1n4
|
0
|
0.0
|
0
|
[]
|
[]
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Title: My first slack bot! by @hx1n4 | Stardance
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1793335860.8126554
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1793940660.8126554
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3671
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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
|
[{"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"}]...
|
[{"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!"}]...
|
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...
|
1793270943.8290083
|
1793357343.8290083
|
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3670
|
My awesome macropad! by @Rusty | Stardance
|
Rusty
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Rusty | Stardance
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1793191874.8167412
|
1793796674.8167412
|
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3669
|
project 1 by @Unicorn | Stardance
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Unicorn
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0
|
0.0
|
0
|
[]
|
[]
|
Title: project 1 by @Unicorn | Stardance
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1793425925.0920274
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1794030725.0920274
|
|
3668
|
My first slack bot! by @xixrya | Stardance
|
xixrya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @xixrya | Stardance
|
1792759770.8975964
|
1793364570.8975964
|
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3667
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Project Thorax by @aayanalikhan09 | Stardance
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aayanalikhan09
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0
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45.59
|
0
|
[]
|
[{"post_id": 65151, "ts": "202 [{"post_id": 65151, "ts": "2026-09-10T02:51:26Z", "hours": 2.0836, "text": "tvs diodes are the bane of my existence(right now) these things are so annoying i swear i have to add them everywhere apparently to protect my pcb from esd which i supposed is a good thing but its so annoying and its another component i have to add which is taking away time from when my project can be reviewed… anyhow here is my updated schematic for those that care :D thats all of the stuff ive done! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :) p.s. HOW DID I ROLL A ZERO AND THEN A PLUS FOURRRR"}, {"post_id": 64592, "ts": "2026-09-09T03:09:43Z", "hours": 1.9175, "text": "OMG MY SCHEMATIC IT LOOKS SO GOOD"}, {"post_id": 63371, "ts": "2026-09-07T04:52:55Z", "hours": 3.5008, "text": "so. many. things. another late night devlog! so the two big things we have are the removal of yet another component, and switching out our power source! i removed the voltage regulator as this pcb is mostly just for detection and not actual movement - that will be much later way after i get the testing and data down to a science because i no longer needed the humongous amount of power, i can now switch my power source to usb-c! it will be much more efficient and less complicated - only complaint is now i need to figure out voltage regulator i need bc usb-c gives out 5v by default other changes/news: i swapped the direction of the indicator led because thats how it works apparently with voltage drains or something i added some boot pin jumpers since you can never be too safe with what pins should and shouldnt be plugged in! i asked people on the kicad server to review my stuff(they are SO kind and helpful) and they gave me quite a few tips: clean up my schematic(tbh this is long overdue that thing is a MESS ) so that they can actually understand stuff - one dude added a video on all the common practices for schematics so ill be looking at that they also said to add netlabels so its much cleaner(i saw how they look and its GORGEOUS) add ESD protection - very important so i dont damage my components(they mentioned something about TVS diodes which i need to look into) buy some good books! i’ve been looking into the like college level textbook material for learning electricity and its fundamentals at its core using my library materials, but the kicad people recommended some other texts and said they may be available online for free! also btw i got a shirt from zach latta himself! super awesome day for me :) thats all of the stuff ive done in the past few days! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :)"}, {"post_id": 52755, "ts": "2026-08-23T03:02:35Z", "hours": 3.9367, "text": "Lots more to be told! first off - i think i broke my streak merely bc i FORGOT TO PUBLISH THE LAPSEE NOOOOOO i finished the i2c wiring which is good! i have the spectral sensor, the bluetooth chip and the voltage regulator(it had two sets of i2c ports!) all hooked up to my mcu’s i2c bus i also added the clocks for both the bluetooth and the mcu! i am currently trying to figure out what on earth BOOT pins do on the esp32 because once i figure that out im done with it!(technically i could add a jtag but those things are EXPENSIVE OMG ) thats all for today tho! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :)"}, {"post_id": 48650, "ts": "2026-08-17T04:01:55Z", "hours": 3.8906, "text": "Late night devlog :) another BIG change is in order! today we figured out the bluetooth low energy chips(BLE chips or as i like to say bleh chips) are LOW energy for a reason - they cant do constant data reporting and also cant transmit that much data solution? switch to good ol’ esp32! never did me wrong :D (to be fair tho i never used it so it never had the chance ) real talk tho its WAY easier to understand due to actually good documentation and many references and blogs and youtube videos about it also learned a good bit about crystal oscillators - they are essentially physical clocks to know the time or timing for a certain action ex. the rate at which to take photos or to send bluetooth signals overall pretty important stuff but this bluetooth will take another 6 hours i anticipate at the very least thats all for today tho! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :)"}, {"post_id": 47788, "ts": "2026-08-15T23:22:48Z", "hours": 5.9358, "text": "big update! soooo many changes to tell you about! all in ONE devlog :) so big news - we finished half of the peripherals! a quick summary of what happened and some details of each change DOWNGRADED from usb-c 3.1 to 2.0 so basically 3.1 is useless for anything less than some kind of special data format that needs to be transferred ex. video, audio, 3d mesh, etc. so 2.0 is MORE than enough :) (totally not because i was getting a headache from figuring out where to put the 3.1 pins on my mcu and decided to just say 2.0 is enough ) ADDED 16mb flash serial memory i realized that while an sd card is GREAT for lots of data sending and backup storage and allat, it is INCREDIBLY slow and this is why we need the pcb equivalent of RAM for our detector software(pls dont rob me for my ram ) ADDED indicator LED for usb-c port figured this might be useful and also pretty :D current task - bluetooth i CANNOT figure out this bluetooth chip it has so many pins its so scary ahhh im going to be spending quite a few hours figuring this one out also btw YES i did make my own format im so sorry its so bad 😭 edit - this is my best performing devlog! thank you guys so much for all your help and support :)"}, {"post_id": 42384, "ts": "2026-08-07T02:23:59Z", "hours": 3.0678, "text": "yo i finished sd card wiring guys!!! what component next???(i was thinking usb-c) took a LOT of cross reference to adafruit stuff and some online research, but i finally did sd card wiring lmk if theres anything amiss that you see :)"}, {"post_id": 41743, "ts": "2026-08-06T04:05:20Z", "hours": 3.5886, "text": "finished power wiring! also found out that Altium(an industry standard pcb software!) offers free student accounts to people in school! after i finish this project, i may make it again in altium!"}, {"post_id": 38660, "ts": "2026-08-01T05:13:30Z", "hours": 5.2008, "text": "Woah! too many hours logged and not enough devlogs lol so the past two days ive been trying to decrypt all these random documents that talk about how to wire different things and what pins do what however, after looking through all of these, I’ve come to the conclusion that 1. I still have a LOT to learn 😭and 2. i should prolly take the components 1 by 1 i started trying to wire up the usb-c(which i replaced with the kicad generic one ooh so fancy looking!), but ran into a problem while looking for the capacitors some reference documents say they use in the second image i have, you can see in all 5 pixels what the image says(seriously though if anyone knows what it says lmk) so right now im on the hunt for the correct capacitors for the project also thought i should share that the hackpad stardust prize is RIDICUOUSLY low - ONE stardust are we serious???"}, {"post_id": 36774, "ts": "2026-07-29T01:21:15Z", "hours": 4.7061, "text": "lots of stuff going on! very happy to say i did a lot of work recently :D so first off i made a new banner for my project lmk if u like him :) ive been doing some research on different components im gonna need and also attempting to itemize my stuff so it s easier to visualize - i gotta say looking to be more expensive than i thought today i mostly looked at step-down voltage converters(essentially make sure that electricity doesnt flow at a rate too high for electronics) and bluetooth chips that are low energy(nordic semiconductor is looking very promising!) only problems i currently have is first FINDING THIS BLUETOOTH CHIP FOOTPRINT AND SYMBOL I CANT FIND IT ANYWHERE AND I DONT WANT TO HAVE TO SPEND HOURS JUST MAKING IT IN KICAD and second just understanding wiring and what different pins actually do also thought i should share that im chrome tab maxxing rn https://docs.google.com/document/d/1EHGDPYE_L2ZDA2Ll7cWK8OQcedOOThalmhql7GgHQ5M/edit?usp=sharing ^^parts doc also thought i should say that ive seen an uptick in ai devlogs so i wanted to take a moment to ask all of you to write your own devlogs please it adds a lot more character :)"}, {"post_id": 25041, "ts": "2026-07-08T23:59:04Z", "hours": 0.3667, "text": "first off - Documentation is INSANE bro these devs are not paid enough anyways i just wanted to post an update of the schematic rq and also wanted to share i rerolled a +0 BRO HOW DOES THIS HAPPEN"}, {"post_id": 23133, "ts": "2026-07-05T22:04:22Z", "hours": 5.5239, "text": "Digikey and Mouser Struggles For much of this stage of attempting to find the parts I need, I ran into many problems with the parts vendors and their bot detection and sign in methods they were spotchy at best and i ended up having to switch sites twice just to get the files needed - and im not even sure if i have the right files yet lol"}, {"post_id": 10045, "ts": "2026-06-16T16:45:16Z", "hours": 1.5461, "text": "Component Choice and Scale Issues Today, I was trying to get all my components into the schematic so I can start to do the math for all the voltages and other components needed and stuff like that. Easy right? Wrong. Finding the components was the easiest part(although there was a mixup with the battery pack where certain details weren’t listed so I had to message the seller). The hard part for today was figuring how to set a scale in the schematic. Obviously this is very important so I can set a size for my battery pack, but I couldn’t find anything anywhere for my software of choice. I am considering switching to KiCAD(after all, I just need to add a few components), but I’ll have to see what can be done about the scale stuff. If I can figure that out, the next step will be to add the other components necessary for function."}, {"post_id": 9473, "ts": "2026-06-15T20:36:08Z", "hours": 0.3256, "text": "This is my first ever devlog! Quite exciting :D anyways this is supposed to just be some git testing to make sure my repo is setup to be public and receive commits, im still not too sure how to do this with PCBs but ill figure it out"}]...
|
Title: Project Thorax by @aayanalikhan09 | Stardan Title: Project Thorax by @aayanalikhan09 | Stardance
Devlogs:
This is my first ever devlog! Quite exciting :D anyways this is supposed to just be some git testing to make sure my repo is setup to be public and receive commits, im still not too sure how to do this with PCBs but ill figure it out
Component Choice and Scale Issues Today, I was trying to get all my components into the schematic so I can start to do the math for all the voltages and other components needed and stuff like that. Easy right? Wrong. Finding the components was the easiest part(although there was a mixup with the battery pack where certain details weren’t listed so I had to message the seller). The hard part for today was figuring how to set a scale in the schematic. Obviously this is very important so I can set a size for my battery pack, but I couldn’t find anything anywhere for my software of choice. I am considering switching to KiCAD(after all, I just need to add a few components), but I’ll have to see what can be done about the scale stuff. If I can figure that out, the next step will be to add the other components necessary for function.
Digikey and Mouser Struggles For much of this stage of attempting to find the parts I need, I ran into many problems with the parts vendors and their bot detection and sign in methods they were spotchy at best and i ended up having to switch sites twice just to get the files needed - and im not even sure if i have the right files yet lol
first off - Documentation is INSANE bro these devs are not paid enough anyways i just wanted to post an update of the schematic rq and also wanted to share i rerolled a +0 BRO HOW DOES THIS HAPPEN
lots of stuff going on! very happy to say i did a lot of work recently :D so first off i made a new banner for my project lmk if u like him :) ive been doing some research on different components im gonna need and also attempting to itemize my stuff so it s easier to visualize - i gotta say looking to be more expensive than i thought today i mostly looked at step-down voltage converters(essentially make sure that electricity doesnt flow at a rate too high for electronics) and bluetooth chips that are low energy(nordic semiconductor is looking very promising!) only problems i currently have is first FINDING THIS BLUETOOTH CHIP FOOTPRINT AND SYMBOL I CANT FIND IT ANYWHERE AND I DONT WANT TO HAVE TO SPEND HOURS JUST MAKING IT IN KICAD and second just understanding wiring and what different pins actually do also thought i should share that im chrome tab maxxing rn https://docs.google.com/document/d/1EHGDPYE_L2ZDA2Ll7cWK8OQcedOOThalmhql7GgHQ5M/edit?usp=sharing ^^parts doc also thought i should say that ive seen an uptick in ai devlogs so i wanted to take a moment to ask all of you to write your own devlogs please it adds a lot more character :)
Woah! too many hours logged and not enough devlogs lol so the past two days ive been trying to decrypt all these random documents that talk about how to wire different things and what pins do what however, after looking through all of these, I’ve come to the conclusion that 1. I still have a LOT to learn 😭and 2. i should prolly take the components 1 by 1 i started trying to wire up the usb-c(which i replaced with the kicad generic one ooh so fancy looking!), but ran into a problem while looking for the capacitors some reference documents say they use in the second image i have, you can see in all 5 pixels what the image says(seriously though if anyone knows what it says lmk) so right now im on the hunt for the correct capacitors for the project also thought i should share that the hackpad stardust prize is RIDICUOUSLY low - ONE stardust are we serious???
finished power wiring! also found out that Altium(an industry standard pcb software!) offers free student accounts to people in school! after i finish this project, i may make it again in altium!
yo i finished sd card wiring guys!!! what component next???(i was thinking usb-c) took a LOT of cross reference to adafruit stuff and some online research, but i finally did sd card wiring lmk if theres anything amiss that you see :)
big update! soooo many changes to tell you about! all in ONE devlog :) so big news - we finished half of the peripherals! a quick summary of what happened and some details of each change DOWNGRADED from usb-c 3.1 to 2.0 so basically 3.1 is useless for anything less than some kind of special data format that needs to be transferred ex. video, audio, 3d mesh, etc. so 2.0 is MORE than enough :) (totally not because i was getting a headache from figuring out where to put the 3.1 pins on my mcu and decided to just say 2.0 is enough ) ADDED 16mb flash serial memory i realized that while an sd card is GREAT for lots of data sending and backup storage and allat, it is INCREDIBLY slow and this is why we need the pcb equivalent of RAM for our detector software(pls dont rob me for my ram ) ADDED indicator LED for usb-c port figured this might be useful and also pretty :D current task - bluetooth i CANNOT figure out this bluetooth chip it has so many pins its so scary ahhh im going to be spending quite a few hours figuring this one out also btw YES i did make my own format im so sorry its so bad 😭 edit - this is my best performing devlog! thank you guys so much for all your help and support :)
Late night devlog :) another BIG change is in order! today we figured out the bluetooth low energy chips(BLE chips or as i like to say bleh chips) are LOW energy for a reason - they cant do constant data reporting and also cant transmit that much data solution? switch to good ol’ esp32! never did me wrong :D (to be fair tho i never used it so it never had the chance ) real talk tho its WAY easier to understand due to actually good documentation and many references and blogs and youtube videos about it also learned a good bit about crystal oscillators - they are essentially physical clocks to know the time or timing for a certain action ex. the rate at which to take photos or to send bluetooth signals overall pretty important stuff but this bluetooth will take another 6 hours i anticipate at the very least thats all for today tho! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :)
Lots more to be told! first off - i think i broke my streak merely bc i FORGOT TO PUBLISH THE LAPSEE NOOOOOO i finished the i2c wiring which is good! i have the spectral sensor, the bluetooth chip and the voltage regulator(it had two sets of i2c ports!) all hooked up to my mcu’s i2c bus i also added the clocks for both the bluetooth and the mcu! i am currently trying to figure out what on earth BOOT pins do on the esp32 because once i figure that out im done with it!(technically i could add a jtag but those things are EXPENSIVE OMG ) thats all for today tho! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :)
so. many. things. another late night devlog! so the two big things we have are the removal of yet another component, and switching out our power source! i removed the voltage regulator as this pcb is mostly just for detection and not actual movement - that will be much later way after i get the testing and data down to a science because i no longer needed the humongous amount of power, i can now switch my power source to usb-c! it will be much more efficient and less complicated - only complaint is now i need to figure out voltage regulator i need bc usb-c gives out 5v by default other changes/news: i swapped the direction of the indicator led because thats how it works apparently with voltage drains or something i added some boot pin jumpers since you can never be too safe with what pins should and shouldnt be plugged in! i asked people on the kicad server to review my stuff(they are SO kind and helpful) and they gave me quite a few tips: clean up my schematic(tbh this is long overdue that thing is a MESS ) so that they can actually understand stuff - one dude added a video on all the common practices for schematics so ill be looking at that they also said to add netlabels so its much cleaner(i saw how they look and its GORGEOUS) add ESD protection - very important so i dont damage my components(they mentioned something about TVS diodes which i need to look into) buy some good books! i’ve been looking into the like college level textbook material for learning electricity and its fundamentals at its core using my library materials, but the kicad people recommended some other texts and said they may be available online for free! also btw i got a shirt from zach latta himself! super awesome day for me :) thats all of the stuff ive done in the past few days! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :)
OMG MY SCHEMATIC IT LOOKS SO GOOD
tvs diodes are the bane of my existence(right now) these things are so annoying i swear i have to add them everywhere apparently to protect my pcb from esd which i supposed is a good thing but its so annoying and its another component i have to add which is taking away time from when my project can be reviewed… anyhow here is my updated schematic for those that care :D thats all of the stuff ive done! please leave a heart, follow, and comment if you are interested in this stuff bc it helps me and you out! you find out more about my project and i get more traffic and potentially funding :) p.s. HOW DID I ROLL A ZERO AND THEN A PLUS FOURRRR...
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homemade fume hood by @supernathan813 | Stardance
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Title: homemade fume hood by @supernathan813 | Sta Title: homemade fume hood by @supernathan813 | Stardance
Devlogs:
I am creating a homemade fume hood so that I can do soldering with less worry of having negative effects in the future on my health, currently I have made the fan model, which attaches to motors I have, but have not simulated air flow which I will do later. I still need to make the frame and the housing for this. (btw this fan is a large fan like one you would find in an air purifier or dehumidifier for your basement)
I have created the fan case, as you can see in this picture i had also separated parts of it to make it fit in the bed of my printer. I had struggled for about 30 minutes (which I had not logged even though I did take a lapse of it because I don’t think that time really counts) trying to find software to model the airflow of the fan but I was unable to find any software that was simple, free, and working on windows. I do hope the fan case works and it is able to be assembled. I am not able to print these parts at the moment because my 3d printer is currently printing an unrelated project for my mother....
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an AI that would live like a human would while bei an AI that would live like a human would while being conscious of what it is while also having free will by @izaiahsisk7 | Stardance...
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Thanks for Mining That! by @StarCoder | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T00:15:27Z", "hours": 58.0, "multiplier": 11.26, "payout": 543, "blessing": "neutral", "text": "I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!", "repo": "https://github.com/StarCoder369/Thanks-for-Mining-That-", "demo": "https://starcoder.itch.io/thanks-for-mining-that"}]...
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[{"post_id": 37340, "ts": "202 [{"post_id": 37340, "ts": "2026-07-30T00:03:53Z", "hours": 4.155, "text": "Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!"}, {"post_id": 27840, "ts": "2026-07-13T18:41:17Z", "hours": 8.3661, "text": "Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!"}, {"post_id": 23250, "ts": "2026-07-06T02:51:32Z", "hours": 6.5392, "text": "Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!"}, {"post_id": 20104, "ts": "2026-07-01T16:58:40Z", "hours": 14.5667, "text": "Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!"}, {"post_id": 10332, "ts": "2026-06-17T00:29:22Z", "hours": 6.9314, "text": "Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably)."}, {"post_id": 6584, "ts": "2026-06-11T01:59:40Z", "hours": 14.935, "text": "Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)"}, {"post_id": 1072, "ts": "2026-06-02T21:43:01Z", "hours": 2.2311, "text": "I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback."}]...
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Title: Thanks for Mining That! by @StarCoder | Sta Title: Thanks for Mining That! by @StarCoder | Stardance
Devlogs:
I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback.
Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)
Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably).
Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!
Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!
Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!
Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!
Ships:
I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!...
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