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3636
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My awesome macropad! by @Theone_ | Stardance
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Theone_
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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 @Theone_ | Stardanc Title: My awesome macropad! by @Theone_ | Stardance...
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1793360958.0431285
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1793965758.0431285
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3635
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Untitled by @cconnor653 | Stardance
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cconnor653
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @cconnor653 | Stardance
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1793162900.6475565
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1793767700.6475565
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3634
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easyAPT by @p14277376 | Stardance
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p14277376
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0
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19.08
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0
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[]
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[{"post_id": 30998, "ts": "202 [{"post_id": 30998, "ts": "2026-07-19T00:50:14Z", "hours": 5.78, "text": "Pre-devlog notes I did the math recently. I only have enough actual time left in this challenge to get one project done and have time to get it reviewed and rated, and that’s only if I’m lucky . So I decided that the “My first slack bot”, “Untitled”, and “Arch on your Android” projects are canceled and my other projects will be paused for a few months or more so that I can dedicate the rest of my coding time to easyAPT, which is almost done. Just 3 hours, a demo system, and a Github release left, and the project I’m most proud of will be ready for anyone to use. Also, I won’t be making a .deb file, and won’t be trying to get it on the Debian or Ubuntu repositories. That would be cool, but that process can take a lot of time. Maybe later, though, but definitely not now. There’s an even simpler way to install it without even cloning the repo once Github releases are published: just download one of the files there (like the .7z, the standard .zip, etc), make the easyAPT directory in the folder you want to, and other steps that I’ll mention in the Github page because they might change. I still will have to do research on how I can create a light Debian environment with the easyAPT demo - a limited version of easyAPT that I’m planning to create later. But that’s for later… Also: an announcement: easyAPT is done! cue ‘tada’ fanfare This is the one of the last devlogs I will be posting for it, for this first version anyway. And I can finally make a Github release! Also this devlog might not be too detailed because there’s still a lot of things I have to do to ship my project. Devlog 8 Besides a full bug testing of every option, here are the new features: 1. A progress bar on the startup prompt Just a nice inclusion. It zooms by within 5 seconds. 2. New updater tool It’s still experimental, but I scraped the old code and started over. It’s a lot more stable, but still has a small chance to delete the wrong thing. 3. Github features finished In fact, all the main menu options are finished. Sorry about the limited detail, I have a lot to do. Thanks for reading anyway, and if you have a question, comment, or suggestion, type it down below."}, {"post_id": 25084, "ts": "2026-07-09T01:50:19Z", "hours": 2.3492, "text": "Pre-devlog notes Sometimes when I’m coding I think it’s only been 5 minutes and then I check the time and I realize It’s been 3 hours… Also after chasing my own tail for hours trying to troubleshoot and code Arch on your Android, I decided it was a good idea to go back to my first project, which has a bunch of new features now and has no dialog flag mistakes. easyAPT devlog 6, maybe 7 A ton of new features have been added to easyAPT. 1. .easyaptgithub.sh This adds an option in the menu to check if Github is working properly on your system. Plus, some options will run it anyway to check if everything is working. 2. Issue/bug reporting You can now use easyAPT to report issues with it, right there in the menu. 3. About easyAPT There is a new About easyAPT option in the menu. Just some basic stuff about the version. Plus, it has missing info that I can’t fill in until I do more research, make a Github release, and ship my project. There’s a ton more, but I don’t have time to discuss it all in a devlog. Thanks for reading! If you have any questions, comments, or suggestions, please leave them down below!"}, {"post_id": 19668, "ts": "2026-07-01T01:33:28Z", "hours": 1.0994, "text": "Pre-devlog notes Yes, this is how I do my devlogs now. I want to take advantage of all Stardance’s new devlog features to make them a bit neater. Also, this may be my first time I made a commit to easyAPT’s Github repository in, like, 2 weeks. I just decided to take a break from coding for a little bit. Actual Devlog 6 We went from I forgot the other version and the GitHub commit history has missing info for some reason to JUN30-V32. What changed? I have changed a good amount of things with easyAPT, including… The version system instead of organizing them by what versions were released on what day, I organize them by the date that they were released and the overall version (eg, JUN9-R7 to JUN9-V20). V, in my case, means revision number.) The updating tool 90% bug fixed Case $? in errors I made this mistake a lot. In case statements, which I use a ton of, you have to use case “$VARIABLE” in or case “TEXT” in, not case $? in, or it’ll always assume the last option. Take this sample code as an example, #correct case \"$?\" in 0) echo \"Success\" *) echo \"Failure\" esac #This code displays the right end result for a command. But my mistake was case $? in 0) echo \"Success\" *) echo \"Failure\" esac #Which always assumes it fails, every time, even if $?=0. Thanks to Vim (the super useful editor that’s my new favorite), what would’ve taken hours took a split second. How close am I to my first GitHub release of easyAPT? Pretty close now. All the options menu work fine. When I paste the final contents into easyAPTmenu.sh, then this project will be pretty much finished and ready for anyone to demo. But, there’s still a bunch of bugs I need to fix. What’s next for easyAPT? There’s a lot of planning for what’s up next. Case statement bug fixes I turned on a Vim feature that highlights some lines red if there are syntax errors. For some reason I haven’t figured out yet, most, if not all, of the ;;s and the esacs in my script are highlighted red. I haven’t experience bash stop the script due to syntax errors, so I’m going to have to look through the code and maybe do research. About menu option Takes a few seconds to code. Just a nice little inclusion telling the user who made it, the current version, and possible licensing info (if we get to that stage) More bug fixes I’ll test every single possible option before pasting the menu part into another script. Making ./easyAPTmenu.sh hidden I’d like to turn easyAPTmenu.sh into .easyAPTmenu.sh. It may seem like a small change, but adding a dot to the beginning hides the file by default, like if you typed “ls”. This is the case for the version files as well as others used for Github and Wakatime. Anything else Things will get added and removed from here as releases go. Thank you for reading! If you have any questions, comments, or recommendations, please let me know!"}, {"post_id": 5258, "ts": "2026-06-08T23:38:37Z", "hours": 1.2106, "text": "Devlog 5 All the menu options have been ready, but the updating tool is really, really buggy. I will fix that later. The next step in easyAPT’s process is to do debugging. I moved from JUN4-R7 to JUN8-R4. I plan to test all the options in the menu, including all submenus, and all checks (by failing them). That means that there will be several more sub versions before the first actual Github release."}, {"post_id": 2923, "ts": "2026-06-05T20:34:28Z", "hours": 2.1711, "text": "Devlog 4 There was some syntax error on line 622 I didn’t know about when I was working on this, but besides that I got a lot done with easyAPT and the development phase is almost done. I moved from JUN4-R3 to JUN5-R7. The 2 main changes: One: All menu options except tool updating have been finished but not bug tested - that’s later! Two: The version string no longer includes the year. That was redundant."}, {"post_id": 2499, "ts": "2026-06-05T00:51:08Z", "hours": 1.2958, "text": "Devlog 3 Small changes have been made from JUN3-R6 to JUN4-R3. I was able to get the remove options done and bugs fixed in the “List installed packages” option (not all of them are fixed though). I am planning to lock the .rpm to .Deb conversion utilities to experimental versions of this. Their version string is “JUN4-2026-R5-EXP” instead of “JUN4-2026-R5”, for example. This is because the alien utility I am using for it ends by dropping the user in a shell prompt (sh to be exact), which hangs the exit script, and if you run it within the sh shell and try the conversion again, it ends up being a APT, sh, and easyAPT instance and confliction mess that slows down your system and, in the worse case, is hard to regain control of. I made a sample ./easyAPTmenu.sh that redirects to the ./easyAPT.sh. This is because I was tired of typing :!./ and the up key in the Vim editor EVERY SINGLE TIME I selected an option in the menu and the operation finished. I didn’t do this before because that’s 2 seconds of checks it makes that I have to wait for instead of instantly with the planned ACTUAL easyAPTmenu.sh file, which is coming soon. This should take a few more days to finish up, and then I can finally make my README.md and my first Github release of easyAPT! PS: nothing has changed with the menu, I just needed a graphic for the devlog and wanted to see how the menu would change over devlogs."}, {"post_id": 1764, "ts": "2026-06-03T23:12:40Z", "hours": 3.415, "text": "Things have happened with easyAPT. I went from version JUN2-2026-R6 (June 2, 2026 Revision 6) to JUN3-2026-R5 (June 3, 2026, Revision 5). Here’s what’s new in JUN3 (R5), known bugs, and what’s planned next. One: An updating tool has been added to the menu powered fully by Github. It hasn’t been implemented yet, but it should test if .version in the repo matches the .version on placed on the device, and if it doesn’t (after user confirmation), it will move the .update.sh to the home directory and run it, which will remove all contents of the easyAPT directory, reclone the whole directory back onto the device, run “chmod +x *” (or chmod +x .) so all the scripts are executable, and remove itself from the home directory. Two: The first 4 options may have bugs (I haven’t tested them fully yet), but I think they are ready for use. I know for sure that the last option works fine (obviously), but I want to add a line of code to it first. Three: I can reuse the code from previous options into new ones, so some will get done way faster. Four: All options when done, instead of going back to the menu, quit with a “No such file or directory” error. This is because it links to a nonexistent “easyAPTmenu.sh” file that I can’t make until the first script (easyAPT2.sh) is fully finished and bug checked. I haven’t made an actual Github release yet or a README.md (these scripts simply aren’t ready yet), but I plan to soon."}, {"post_id": 1146, "ts": "2026-06-03T00:09:18Z", "hours": 1.7622, "text": "I’m working on a Linux shell script for a terminal-based interface for managing packages. This is especially useful for people who are first timers to Linux and don’t know what “sudo apt update” is. I’ve got the menu done, but not any of its actions. I am planning to add the version number as part of the startup text."}]...
|
Title: easyAPT by @p14277376 | Stardance
Devlogs: Title: easyAPT by @p14277376 | Stardance
Devlogs:
I’m working on a Linux shell script for a terminal-based interface for managing packages. This is especially useful for people who are first timers to Linux and don’t know what “sudo apt update” is. I’ve got the menu done, but not any of its actions. I am planning to add the version number as part of the startup text.
Things have happened with easyAPT. I went from version JUN2-2026-R6 (June 2, 2026 Revision 6) to JUN3-2026-R5 (June 3, 2026, Revision 5). Here’s what’s new in JUN3 (R5), known bugs, and what’s planned next. One: An updating tool has been added to the menu powered fully by Github. It hasn’t been implemented yet, but it should test if .version in the repo matches the .version on placed on the device, and if it doesn’t (after user confirmation), it will move the .update.sh to the home directory and run it, which will remove all contents of the easyAPT directory, reclone the whole directory back onto the device, run “chmod +x *” (or chmod +x .) so all the scripts are executable, and remove itself from the home directory. Two: The first 4 options may have bugs (I haven’t tested them fully yet), but I think they are ready for use. I know for sure that the last option works fine (obviously), but I want to add a line of code to it first. Three: I can reuse the code from previous options into new ones, so some will get done way faster. Four: All options when done, instead of going back to the menu, quit with a “No such file or directory” error. This is because it links to a nonexistent “easyAPTmenu.sh” file that I can’t make until the first script (easyAPT2.sh) is fully finished and bug checked. I haven’t made an actual Github release yet or a README.md (these scripts simply aren’t ready yet), but I plan to soon.
Devlog 3 Small changes have been made from JUN3-R6 to JUN4-R3. I was able to get the remove options done and bugs fixed in the “List installed packages” option (not all of them are fixed though). I am planning to lock the .rpm to .Deb conversion utilities to experimental versions of this. Their version string is “JUN4-2026-R5-EXP” instead of “JUN4-2026-R5”, for example. This is because the alien utility I am using for it ends by dropping the user in a shell prompt (sh to be exact), which hangs the exit script, and if you run it within the sh shell and try the conversion again, it ends up being a APT, sh, and easyAPT instance and confliction mess that slows down your system and, in the worse case, is hard to regain control of. I made a sample ./easyAPTmenu.sh that redirects to the ./easyAPT.sh. This is because I was tired of typing :!./ and the up key in the Vim editor EVERY SINGLE TIME I selected an option in the menu and the operation finished. I didn’t do this before because that’s 2 seconds of checks it makes that I have to wait for instead of instantly with the planned ACTUAL easyAPTmenu.sh file, which is coming soon. This should take a few more days to finish up, and then I can finally make my README.md and my first Github release of easyAPT! PS: nothing has changed with the menu, I just needed a graphic for the devlog and wanted to see how the menu would change over devlogs.
Devlog 4 There was some syntax error on line 622 I didn’t know about when I was working on this, but besides that I got a lot done with easyAPT and the development phase is almost done. I moved from JUN4-R3 to JUN5-R7. The 2 main changes: One: All menu options except tool updating have been finished but not bug tested - that’s later! Two: The version string no longer includes the year. That was redundant.
Devlog 5 All the menu options have been ready, but the updating tool is really, really buggy. I will fix that later. The next step in easyAPT’s process is to do debugging. I moved from JUN4-R7 to JUN8-R4. I plan to test all the options in the menu, including all submenus, and all checks (by failing them). That means that there will be several more sub versions before the first actual Github release.
Pre-devlog notes Yes, this is how I do my devlogs now. I want to take advantage of all Stardance’s new devlog features to make them a bit neater. Also, this may be my first time I made a commit to easyAPT’s Github repository in, like, 2 weeks. I just decided to take a break from coding for a little bit. Actual Devlog 6 We went from I forgot the other version and the GitHub commit history has missing info for some reason to JUN30-V32. What changed? I have changed a good amount of things with easyAPT, including… The version system instead of organizing them by what versions were released on what day, I organize them by the date that they were released and the overall version (eg, JUN9-R7 to JUN9-V20). V, in my case, means revision number.) The updating tool 90% bug fixed Case $? in errors I made this mistake a lot. In case statements, which I use a ton of, you have to use case “$VARIABLE” in or case “TEXT” in, not case $? in, or it’ll always assume the last option. Take this sample code as an example, #correct case "$?" in 0) echo "Success" *) echo "Failure" esac #This code displays the right end result for a command. But my mistake was case $? in 0) echo "Success" *) echo "Failure" esac #Which always assumes it fails, every time, even if $?=0. Thanks to Vim (the super useful editor that’s my new favorite), what would’ve taken hours took a split second. How close am I to my first GitHub release of easyAPT? Pretty close now. All the options menu work fine. When I paste the final contents into easyAPTmenu.sh, then this project will be pretty much finished and ready for anyone to demo. But, there’s still a bunch of bugs I need to fix. What’s next for easyAPT? There’s a lot of planning for what’s up next. Case statement bug fixes I turned on a Vim feature that highlights some lines red if there are syntax errors. For some reason I haven’t figured out yet, most, if not all, of the ;;s and the esacs in my script are highlighted red. I haven’t experience bash stop the script due to syntax errors, so I’m going to have to look through the code and maybe do research. About menu option Takes a few seconds to code. Just a nice little inclusion telling the user who made it, the current version, and possible licensing info (if we get to that stage) More bug fixes I’ll test every single possible option before pasting the menu part into another script. Making ./easyAPTmenu.sh hidden I’d like to turn easyAPTmenu.sh into .easyAPTmenu.sh. It may seem like a small change, but adding a dot to the beginning hides the file by default, like if you typed “ls”. This is the case for the version files as well as others used for Github and Wakatime. Anything else Things will get added and removed from here as releases go. Thank you for reading! If you have any questions, comments, or recommendations, please let me know!
Pre-devlog notes Sometimes when I’m coding I think it’s only been 5 minutes and then I check the time and I realize It’s been 3 hours… Also after chasing my own tail for hours trying to troubleshoot and code Arch on your Android, I decided it was a good idea to go back to my first project, which has a bunch of new features now and has no dialog flag mistakes. easyAPT devlog 6, maybe 7 A ton of new features have been added to easyAPT. 1. .easyaptgithub.sh This adds an option in the menu to check if Github is working properly on your system. Plus, some options will run it anyway to check if everything is working. 2. Issue/bug reporting You can now use easyAPT to report issues with it, right there in the menu. 3. About easyAPT There is a new About easyAPT option in the menu. Just some basic stuff about the version. Plus, it has missing info that I can’t fill in until I do more research, make a Github release, and ship my project. There’s a ton more, but I don’t have time to discuss it all in a devlog. Thanks for reading! If you have any questions, comments, or suggestions, please leave them down below!
Pre-devlog notes I did the math recently. I only have enough actual time left in this challenge to get one project done and have time to get it reviewed and rated, and that’s only if I’m lucky . So I decided that the “My first slack bot”, “Untitled”, and “Arch on your Android” projects are canceled and my other projects will be paused for a few months or more so that I can dedicate the rest of my coding time to easyAPT, which is almost done. Just 3 hours, a demo system, and a Github release left, and the project I’m most proud of will be ready for anyone to use. Also, I won’t be making a .deb file, and won’t be trying to get it on the Debian or Ubuntu repositories. That would be cool, but that process can take a lot of time. Maybe later, though, but definitely not now. There’s an even simpler way to install it without even cloning the repo once Github releases are published: just download one of the files there (like the .7z, the standard .zip, etc), make the easyAPT directory in the folder you want to, and other steps that I’ll mention in the Github page because they might change. I still will have to do research on how I can create a light Debian environment with the easyAPT demo - a limited version of easyAPT that I’m planning to create later. But that’s for later… Also: an announcement: easyAPT is done! cue ‘tada’ fanfare This is the one of the last devlogs I will be posting for it, for this first version anyway. And I can finally make a Github release! Also this devlog might not be too detailed because there’s still a lot of things I have to do to ship my project. Devlog 8 Besides a full bug testing of every option, here are the new features: 1. A progress bar on the startup prompt Just a nice inclusion. It zooms by within 5 seconds. 2. New updater tool It’s still experimental, but I scraped the old code and started over. It’s a lot more stable, but still has a small chance to delete the wrong thing. 3. Github features finished In fact, all the main menu options are finished. Sorry about the limited detail, I have a lot to do. Thanks for reading anyway, and if you have a question, comment, or suggestion, type it down below....
|
1792752515.5928311
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1793357315.5928311
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3633
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alpenglow by @undivisible | Stardance
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undivisible
|
0
|
78.0
|
0
|
[]
|
[{"post_id": 22920, "ts": "202 [{"post_id": 22920, "ts": "2026-07-05T15:48:52Z", "hours": 44.9656, "text": "https://alpenglow.tsc.hk/ run alpenglow in your browser"}, {"post_id": 12337, "ts": "2026-06-20T03:49:43Z", "hours": 33.0294, "text": "benchmarks of alpenglow versus other linux distributions we clear (i only just added this project to stardance but will post more devlogs as i go)"}]...
|
Title: alpenglow by @undivisible | Stardance
Devl Title: alpenglow by @undivisible | Stardance
Devlogs:
benchmarks of alpenglow versus other linux distributions we clear (i only just added this project to stardance but will post more devlogs as i go)
https://alpenglow.tsc.hk/ run alpenglow in your browser...
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1793289318.1662037
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1793894118.1662037
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3632
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Cat Force by @apinguen | Stardance
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apinguen
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0
|
0.0
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0
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[]
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[]
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Title: Cat Force by @apinguen | Stardance
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1793213728.5424469
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1793818528.5424469
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3631
|
Untitled project by @Demonitizer | Stardance
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Demonitizer
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0
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0.0
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0
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[]
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[]
|
Title: Untitled project by @Demonitizer | Stardanc Title: Untitled project by @Demonitizer | Stardance...
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1793227739.0574865
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1793832539.0574865
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3630
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My awesome macropad! by @KevinW | Stardance
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KevinW
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @KevinW | Stardance
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1792641216.8184018
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1793505216.8184018
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3629
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CLI tsundere timer by @Cookiepancake | Stardance
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Cookiepancake
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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: CLI tsundere timer by @Cookiepancake | Star Title: CLI tsundere timer by @Cookiepancake | Stardance...
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1793195645.9383059
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1793800445.9383059
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3628
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My awesome macropad! by @cconnor653 | Stardance
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cconnor653
|
0
|
0.0
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0
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[]
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[]
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Title: My awesome macropad! by @cconnor653 | Stard Title: My awesome macropad! by @cconnor653 | Stardance...
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1792734694.146344
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1793339494.146344
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3627
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tendev! by @karina | Stardance
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karina
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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: tendev! by @karina | Stardance
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1793354183.2342303
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1793958983.2342303
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3626
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My awesome macropad! by @CadCaine | Stardance
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CadCaine
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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 @CadCaine | Stardan Title: My awesome macropad! by @CadCaine | Stardance...
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1793170259.8865514
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1793775059.8865514
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3625
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My first slack bot! by @Adidas | Stardance
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Adidas
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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 @Adidas | Stardance
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1792738241.450158
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1793343041.450158
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3624
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Money Saving Calculator by @DimaK | Stardance
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DimaK
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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: Money Saving Calculator by @DimaK | Stardan Title: Money Saving Calculator by @DimaK | Stardance...
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1793335780.095921
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1793940580.095921
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3623
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My awesome macropad! by @Riji | Stardance
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Riji
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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 @Riji | Stardance
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1793271018.3292556
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1793875818.3292556
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3622
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school project by @t | Stardance
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t
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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": 577, "ts": "2026- [{"post_id": 577, "ts": "2026-06-02T02:16:40Z", "hours": 0.7667, "text": "buy stuff works"}]...
|
Title: school project by @t | Stardance
Devlogs:
Title: school project by @t | Stardance
Devlogs:
buy stuff works...
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1793317749.318831
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1793922549.318831
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3621
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Bananafish linux rice by @wojtek | Stardance
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wojtek
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0
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2.68
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0
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[]
|
[{"post_id": 8296, "ts": "2026 [{"post_id": 8296, "ts": "2026-06-13T19:47:42Z", "hours": 1.9442, "text": "I’ve configured the terminal so it looks nice and added wallpaper. For the terminal, I use kitty, and for wallpapers I use hyprpaper. I had some problems configuring Hyprpaper via Home Manager because the NixOS Wiki page for Hyprpaper was kind of obsolete (and I didn’t read it thoroughly), so I updated it (the wiki page :3)."}, {"post_id": 546, "ts": "2026-06-02T01:04:47Z", "hours": 0.7383, "text": "I’ve set up flakes and Home Manager, installed some apps, and only ended up breaking my system twice, but thanks to NixOS superiority, I could just easily roll back. Next thing I will do will be probably ricing my terminal cuz its pretty bad rn :3"}]...
|
Title: Bananafish linux rice by @wojtek | Stardanc Title: Bananafish linux rice by @wojtek | Stardance
Devlogs:
I’ve set up flakes and Home Manager, installed some apps, and only ended up breaking my system twice, but thanks to NixOS superiority, I could just easily roll back. Next thing I will do will be probably ricing my terminal cuz its pretty bad rn :3
I’ve configured the terminal so it looks nice and added wallpaper. For the terminal, I use kitty, and for wallpapers I use hyprpaper. I had some problems configuring Hyprpaper via Home Manager because the NixOS Wiki page for Hyprpaper was kind of obsolete (and I didn’t read it thoroughly), so I updated it (the wiki page :3)....
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1792921892.8335872
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1793785892.8335872
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3620
|
My first slack bot! by @Austin | Stardance
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Austin
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0
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0.0
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0
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[]
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Title: My first slack bot! by @Austin | Stardance
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1793325246.2555504
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1793930046.2555504
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3619
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My awesome macropad! by @hydrxblaze | Stardance
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hydrxblaze
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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 @hydrxblaze | Stard Title: My awesome macropad! by @hydrxblaze | Stardance...
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1793234965.901207
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1793839765.901207
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3618
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My awesome macropad! by @priyadharsnimurali | Star My awesome macropad! by @priyadharsnimurali | Stardance...
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priyadharsnimurali
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0
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0.0
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0
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Title: My awesome macropad! by @priyadharsnimurali Title: My awesome macropad! by @priyadharsnimurali | Stardance...
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1792796021.0620723
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1793400821.0620723
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3617
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My awesome macropad! by @sleepymorph | Stardance
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sleepymorph
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0
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0
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[]
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Title: My awesome macropad! by @sleepymorph | Star Title: My awesome macropad! by @sleepymorph | Stardance...
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1793163144.5482533
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1793767944.5482533
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3616
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idk by @lucia | Stardance
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lucia
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0
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0.0
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0
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[]
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Title: idk by @lucia | Stardance
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1793231469.5703456
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1793836269.5703456
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3615
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KEYB0ARD by @FrydPotatoe | Stardance
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FrydPotatoe
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0
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0.67
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0
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[]
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[{"post_id": 8404, "ts": "2026 [{"post_id": 8404, "ts": "2026-06-13T23:36:57Z", "hours": 0.6681, "text": "Starting the Keyboard PCB Schematic"}]...
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Title: KEYB0ARD by @FrydPotatoe | Stardance
Devlo Title: KEYB0ARD by @FrydPotatoe | Stardance
Devlogs:
Starting the Keyboard PCB Schematic...
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1793368093.3633132
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1793972893.3633132
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3614
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Recmeh by @Jakeh | Stardance
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Jakeh
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0
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0.0
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0
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[]
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Title: Recmeh by @Jakeh | Stardance
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1793328586.634529
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1793933386.634529
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3613
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Todo List by @Manenti | Stardance
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Manenti
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1
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1.0
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2
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[{"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"}]...
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[{"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"}]...
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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....
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1793318257.1058266
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1793404657.1058266
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3612
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My awesome macropad! by @taahirah | Stardance
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taahirah
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @taahirah | Stardan Title: My awesome macropad! by @taahirah | Stardance...
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1793152428.6731586
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1793757228.6731586
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3611
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My awesome macropad! by @CoolAsACucumber | Stardan My awesome macropad! by @CoolAsACucumber | Stardance...
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CoolAsACucumber
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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 @CoolAsACucumber | Title: My awesome macropad! by @CoolAsACucumber | Stardance...
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1792759823.4899757
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1793364623.4899757
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3610
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Video Game by @prcheng | Stardance
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prcheng
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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: Video Game by @prcheng | Stardance
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1793137820.866396
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1793742620.866396
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3609
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crepuscularity by @undivisible | Stardance
|
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....
|
1793296086.2974586
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1793382486.2974586
|
|
3608
|
3D printed handlebar brake decender by @codingfrea 3D printed handlebar brake decender by @codingfreak234 | Stardance...
|
codingfreak234
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0
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0.0
|
0
|
[]
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[]
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Title: 3D printed handlebar brake decender by @cod Title: 3D printed handlebar brake decender by @codingfreak234 | Stardance...
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1792889622.4486709
|
1793753622.4486709
|
|
3607
|
My first slack bot! by @Zest1918 | Stardance
|
Zest1918
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Zest1918 | Stardanc Title: My first slack bot! by @Zest1918 | Stardance...
|
1793346990.4345434
|
1793951790.4345434
|
|
3606
|
Fighting Alex by @EEDAC | Stardance
|
EEDAC
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Fighting Alex by @EEDAC | Stardance
|
1793368602.0192835
|
1793973402.0192835
|
|
3605
|
My awesome macropad! by @N1kk1 | Stardance
|
N1kk1
|
0
|
0.0
|
0
|
[]
|
[]
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Title: My awesome macropad! by @N1kk1 | Stardance
|
1793389662.074886
|
1793994462.074886
|
|
3604
|
scratchnet by @euth | Stardance
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euth
|
0
|
0.0
|
0
|
[]
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[]
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Title: scratchnet by @euth | Stardance
|
1793425726.8265553
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1794030526.8265553
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3603
|
Untitled by @kazstra | Stardance
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kazstra
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0
|
0.0
|
0
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[]
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[]
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Title: Untitled by @kazstra | Stardance
|
1793371665.3127637
|
1793976465.3127637
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3602
|
3d gdot fps game by @jonathanwillner | Stardance
|
jonathanwillner
|
2
|
175.0
|
676
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T19:46:46Z", "hours": 36.0, "multiplier": 4.42, "payout": 81, "blessing": "cursed", "text": "Its a 3d fps made in Godot with a level that has interactable ncps because i lost the plot . It was fairly challenging since i have never used Godot but I’m proud of it. Even if there were times where this project made me want to yeet my computer out the second story window of my house and then follow after it but it was \"fun\" and \"rewording\" to get it work I hope you enjoy", "repo": "https://github.com/jonwill12/3d-hackclub-game", "demo": "https://jonwill12.itch.io/hackclub3dgame"}, {"ship_num": 2, "ts": "2026-06-17T15:18:07Z", "hours": 139.0, "multiplier": 7.24, "payout": 595, "blessing": "neutral", "text": "Its a 3d fps in godot it was fairly challenging since iv never used godot but I’m somewhat proud of it", "repo": "https://github.com/jonwill12/3d-hackclub-game", "demo": "https://jonwill12.itch.io/hackclub3dgame"}]...
|
[{"post_id": 29693, "ts": "202 [{"post_id": 29693, "ts": "2026-07-16T19:35:42Z", "hours": 6.0, "text": "i worked on getting the death and health system working cus thay broke agian than i adden the new level to the level select and fixed some bugs"}, {"post_id": 27389, "ts": "2026-07-12T22:22:55Z", "hours": 7.0, "text": "Dev Log: Fixing NPC Door Navigation IssueProblemWhile testing the new NPC AI system, I noticed that enemies were able to find the correct path using the NavigationAgent3D, but they would get stuck when trying to walk through doors.The NPC was not failing to find a path. The navigation debug showed:Navigation map was readyPath count was validThe NPC had a target positionThis meant the problem was not with the NavigationAgent3D or the navigation mesh.InvestigationI tested multiple possible causes:Rebuilt the navigation meshChecked NavigationAgent3D settingsChecked the NPC movement codeChecked collision sizesChecked the NPC pathingAfter debugging, I found that the issue was caused by collision layers.The NPC and the door were using the same collision layer, causing the NPC’s collision body to interfere with the door collision. The navigation system could see a valid path through the door, but the physics engine was stopping the NPC from moving through it.SolutionI separated the collision layers so the NPC and the door no longer incorrectly blocked each other.After changing the collision settings:NPCs could correctly enter and leave housesNavigation paths continued workingDoors no longer trapped enemiesMultiple NPCs could navigate the level correctlyNew Level ProgressI the Current AI Features The NPC system now includes: NavigationAgent3D pathfinding Enemy chasing and a behavior Anger system based on player messages that NPC can respond to in the chat UIMultiple NPC support with name targeting i agian cant uplode a video"}, {"post_id": 26292, "ts": "2026-07-11T00:27:50Z", "hours": 8.0, "text": "devlog Building the Next Level Today I made more progresson the game by adding a new AI npc and started working on a brand-new level. First,I fixed several bugs with command handling and NPC responses, Then I startedbuilding the new level for the game and began creating and placing some simplehouses around the map to make the environment feel more realistic. Then I plannedout where the NPCs and points of interest will be located inside and around thehouses. The Next Step is to Finish building the houses and add moreenvironmental details, create interiors so players can explore inside thebuildings, and add the NPCs so they can interact with the player as well as continuingto improve the AI so the npcs react naturally to what the player says and does,and keep testing and fixing bugs as development continues. and AI Improvements & New Dialogue System witch was focused on improving the AI and laying the groundwork for more immersive NPC interactions. AI Improvements Continued working on the enemy AI that reacts to what the player says. Improved the NPC anger system and fixed navmesh i can only add one video tho"}, {"post_id": 24290, "ts": "2026-07-07T19:16:19Z", "hours": 0.0, "text": "i have given up on getting the stt to work cause the auido godot outputs is to hard for stt models to understand so im just going to do a text box"}, {"post_id": 23581, "ts": "2026-07-06T16:53:27Z", "hours": 2.0, "text": "i cant do a video because it will casue a feedback loop Today I finally got a working voice-controlled AI system inside my Godot project. The goal was to let the player speak naturally to NPCs and have the game react in real time. First I set up a full voice pipeline: with a Microphone input capture inside Godot Real-time voice detection using audio thresholds Automatic recording when the player starts speaking Silence detection to stop recording Exporting audio chunks as .wav files Sending audio to Whisper (whisper.cpp) locally Receiving transcribed text for game logic This allows players to literally talk to the game than i added the audio improvements At first, the audio was messy and hard for Whisper to understand. The main issues were Muddy frequencies, Missing clarity in speech , and Some words being cut off at the start To fix this, I added audio processing directly in Godot: using a Compressor to balanced loud/quiet parts of speech and a band-Pass Filter to removed low rumble + high noise and Improve microphone sensitivity tuning. After these changes, the speech became much cleaner and Whisper started producing more accurate transcriptions."}, {"post_id": 23033, "ts": "2026-07-05T19:25:46Z", "hours": 2.0, "text": "made jumping work smother and am starting on ai thingy that when you say something reacts to what you said so if you say something mean it attacts and you can give it camands like go over thare or get me that item ect"}, {"post_id": 22404, "ts": "2026-07-04T21:24:43Z", "hours": 3.0, "text": "the game isnt as laggy as it lookes in the video my wifi is just buns Today I revamped my enemy’s navigation system and got the NavAgent working properly again after a lot of debugging. Before this update, the enemies would either get stuck on walls or fail to properly detect paths, which made the AI feel broken and inconsistent during gameplay. The main issue came from how the that i wasn’t using a NavigationAgent3D and instead just making the enemy go to the player one issue i ran into was how velocity was handled in the enemy movement code. Once I corrected the movement logic to properly use get_next_path_position () and only apply navigation to the X/Z axis while keeping gravity separate and added the floor walls and barrel nodes to the nav region the enemies started moving smoothly again and actually path around obstacles instead of bumping into them. After fixing the movement system, I also cleaned up the enemy AI script to make it more stable. The enemy now: Finds the player using groups Uses NavigationAgent3D to calculate paths Chases the player correctly around walls Maintains gravity properly while moving Attacks when close to the player This made the enemy feel way more alive and less “robotic,” since it can now properly navigate the level instead of just walking into geometry. Overall, this was a big improvement to the AI system and a solid step toward making the enemies feel more intelligent and fun to fight. I also fixed an issue where if you were touching the enemy and shot it you would get damaged and not the enemy."}, {"post_id": 21878, "ts": "2026-07-04T01:40:33Z", "hours": 5.0, "text": "also it was 2 hours and 50 minets idk why it says 5 hours and 55 minutes it may have been something else as well. This update was all about adding the fps arms and getting them to work in my game Aswell as redoing the player health and death systems. I had to redo the health system, so I made it into a more proper system that tracks the player’s health and detects when it reaches zero. Once the player’s healthreaches zero, they die, and the game displays the dedicated death screen instead of just leaving the player in the world. Getting this working was notas simple as I expected. I ran into several issues while connecting the player script to the death screen. At first, Godot could not find the custom health class because I had the wrong type name. After fixing that, I ran into errors where the death screen function expected different arguments than I was providing. Later, I hit another problem where the game tried to call the deathscreen on a null instance because the node reference was not set correctly. Each error pointed me toward another part of the system that needed attention. Once I fixed the node references and cleaned up the function calls, the deathscreen finally appeared correctly when the player’s health reached zero. Although it took several debugging sessions with chat gpt I know I used ai sue me I had no idea what I was doing and now I kind of know what I am doing, I nowhave a much more reliable player death system. my recodeing software dosnt recod the game aprently i cant add video"}, {"post_id": 10658, "ts": "2026-06-17T14:53:44Z", "hours": 1.0, "text": "finished fixing it made it ready to ship"}, {"post_id": 10389, "ts": "2026-06-17T02:16:51Z", "hours": 5.0, "text": "i added the tutorial, made the level select work as well as added the finishing touches to the game, because I’m taking a break because this game is bad for my mental and physical health. I haven’t slept in 5 days and I haven’t had a good sleep in 2 weeks, not because of the game, but it’s not helping"}, {"post_id": 9293, "ts": "2026-06-15T16:42:06Z", "hours": 15.0, "text": "At first, I created a UI using standard Button nodes and tried to assign images using level data. However, I ran into multiple issues where: • Images were not appearing at all • Buttons were scaling too large inside the GridContainer • Size settings like custom_minimum_size were being ignored • Some invalid properties (like icon_max_width) caused errors After debugging, I found that I could overrides manual sizing along size flags are properly configured. Now the level select system successfully generates buttons dynamically from an array of level data, including: • Level name • Level image icon • Locked/unlocked state • Scene loading when clicked and made a new level"}, {"post_id": 8992, "ts": "2026-06-15T00:00:02Z", "hours": 5.0, "text": "working on finishing touches and my hack time broke yaaaaaaaa"}, {"post_id": 8504, "ts": "2026-06-14T04:16:19Z", "hours": 37.0, "text": "i loki forgot to make a devlog yesterday i fixed the guns had a midlife crisis about whare i want to go with the game next added objectives and recoded the enimy and player and now im going to take a nap"}, {"post_id": 6953, "ts": "2026-06-11T17:42:07Z", "hours": 13.0, "text": "made new light system added FPS multiplayer template multIplayer and they’re back no oh god noooooooooooooooooooooooooooooooooooo not again"}, {"post_id": 5906, "ts": "2026-06-09T21:39:21Z", "hours": 16.0, "text": "made animation for enemy and rewrote entire code because gdot decided it wanted me to"}, {"post_id": 4961, "ts": "2026-06-08T16:30:38Z", "hours": 17.0, "text": "i fixed the guns and the enemy cus he stoped working"}, {"post_id": 4453, "ts": "2026-06-07T19:35:09Z", "hours": 1.0, "text": "trying to fix what ever the fuck this shit is no luck so far"}, {"post_id": 3911, "ts": "2026-06-07T00:51:38Z", "hours": 1.0, "text": "lo key i give up"}, {"post_id": 3871, "ts": "2026-06-06T23:12:55Z", "hours": 2.0, "text": "added guns and death"}, {"post_id": 3667, "ts": "2026-06-06T18:26:28Z", "hours": 17.0, "text": "game got corrupted had to start over :("}, {"post_id": 1778, "ts": "2026-06-03T23:43:28Z", "hours": 2.0, "text": "adding enemy"}, {"post_id": 1113, "ts": "2026-06-02T22:51:41Z", "hours": 1.0, "text": "learning gdot"}]...
|
Title: 3d gdot fps game by @jonathanwillner | Star Title: 3d gdot fps game by @jonathanwillner | Stardance
Devlogs:
learning gdot
adding enemy
game got corrupted had to start over :(
added guns and death
lo key i give up
trying to fix what ever the fuck this shit is no luck so far
i fixed the guns and the enemy cus he stoped working
made animation for enemy and rewrote entire code because gdot decided it wanted me to
made new light system added FPS multiplayer template multIplayer and they’re back no oh god noooooooooooooooooooooooooooooooooooo not again
i loki forgot to make a devlog yesterday i fixed the guns had a midlife crisis about whare i want to go with the game next added objectives and recoded the enimy and player and now im going to take a nap
working on finishing touches and my hack time broke yaaaaaaaa
At first, I created a UI using standard Button nodes and tried to assign images using level data. However, I ran into multiple issues where: • Images were not appearing at all • Buttons were scaling too large inside the GridContainer • Size settings like custom_minimum_size were being ignored • Some invalid properties (like icon_max_width) caused errors After debugging, I found that I could overrides manual sizing along size flags are properly configured. Now the level select system successfully generates buttons dynamically from an array of level data, including: • Level name • Level image icon • Locked/unlocked state • Scene loading when clicked and made a new level
i added the tutorial, made the level select work as well as added the finishing touches to the game, because I’m taking a break because this game is bad for my mental and physical health. I haven’t slept in 5 days and I haven’t had a good sleep in 2 weeks, not because of the game, but it’s not helping
finished fixing it made it ready to ship
also it was 2 hours and 50 minets idk why it says 5 hours and 55 minutes it may have been something else as well. This update was all about adding the fps arms and getting them to work in my game Aswell as redoing the player health and death systems. I had to redo the health system, so I made it into a more proper system that tracks the player’s health and detects when it reaches zero. Once the player’s healthreaches zero, they die, and the game displays the dedicated death screen instead of just leaving the player in the world. Getting this working was notas simple as I expected. I ran into several issues while connecting the player script to the death screen. At first, Godot could not find the custom health class because I had the wrong type name. After fixing that, I ran into errors where the death screen function expected different arguments than I was providing. Later, I hit another problem where the game tried to call the deathscreen on a null instance because the node reference was not set correctly. Each error pointed me toward another part of the system that needed attention. Once I fixed the node references and cleaned up the function calls, the deathscreen finally appeared correctly when the player’s health reached zero. Although it took several debugging sessions with chat gpt I know I used ai sue me I had no idea what I was doing and now I kind of know what I am doing, I nowhave a much more reliable player death system. my recodeing software dosnt recod the game aprently i cant add video
the game isnt as laggy as it lookes in the video my wifi is just buns Today I revamped my enemy’s navigation system and got the NavAgent working properly again after a lot of debugging. Before this update, the enemies would either get stuck on walls or fail to properly detect paths, which made the AI feel broken and inconsistent during gameplay. The main issue came from how the that i wasn’t using a NavigationAgent3D and instead just making the enemy go to the player one issue i ran into was how velocity was handled in the enemy movement code. Once I corrected the movement logic to properly use get_next_path_position () and only apply navigation to the X/Z axis while keeping gravity separate and added the floor walls and barrel nodes to the nav region the enemies started moving smoothly again and actually path around obstacles instead of bumping into them. After fixing the movement system, I also cleaned up the enemy AI script to make it more stable. The enemy now: Finds the player using groups Uses NavigationAgent3D to calculate paths Chases the player correctly around walls Maintains gravity properly while moving Attacks when close to the player This made the enemy feel way more alive and less “robotic,” since it can now properly navigate the level instead of just walking into geometry. Overall, this was a big improvement to the AI system and a solid step toward making the enemies feel more intelligent and fun to fight. I also fixed an issue where if you were touching the enemy and shot it you would get damaged and not the enemy.
made jumping work smother and am starting on ai thingy that when you say something reacts to what you said so if you say something mean it attacts and you can give it camands like go over thare or get me that item ect
i cant do a video because it will casue a feedback loop Today I finally got a working voice-controlled AI system inside my Godot project. The goal was to let the player speak naturally to NPCs and have the game react in real time. First I set up a full voice pipeline: with a Microphone input capture inside Godot Real-time voice detection using audio thresholds Automatic recording when the player starts speaking Silence detection to stop recording Exporting audio chunks as .wav files Sending audio to Whisper (whisper.cpp) locally Receiving transcribed text for game logic This allows players to literally talk to the game than i added the audio improvements At first, the audio was messy and hard for Whisper to understand. The main issues were Muddy frequencies, Missing clarity in speech , and Some words being cut off at the start To fix this, I added audio processing directly in Godot: using a Compressor to balanced loud/quiet parts of speech and a band-Pass Filter to removed low rumble + high noise and Improve microphone sensitivity tuning. After these changes, the speech became much cleaner and Whisper started producing more accurate transcriptions.
i have given up on getting the stt to work cause the auido godot outputs is to hard for stt models to understand so im just going to do a text box
devlog Building the Next Level Today I made more progresson the game by adding a new AI npc and started working on a brand-new level. First,I fixed several bugs with command handling and NPC responses, Then I startedbuilding the new level for the game and began creating and placing some simplehouses around the map to make the environment feel more realistic. Then I plannedout where the NPCs and points of interest will be located inside and around thehouses. The Next Step is to Finish building the houses and add moreenvironmental details, create interiors so players can explore inside thebuildings, and add the NPCs so they can interact with the player as well as continuingto improve the AI so the npcs react naturally to what the player says and does,and keep testing and fixing bugs as development continues. and AI Improvements & New Dialogue System witch was focused on improving the AI and laying the groundwork for more immersive NPC interactions. AI Improvements Continued working on the enemy AI that reacts to what the player says. Improved the NPC anger system and fixed navmesh i can only add one video tho
Dev Log: Fixing NPC Door Navigation IssueProblemWhile testing the new NPC AI system, I noticed that enemies were able to find the correct path using the NavigationAgent3D, but they would get stuck when trying to walk through doors.The NPC was not failing to find a path. The navigation debug showed:Navigation map was readyPath count was validThe NPC had a target positionThis meant the problem was not with the NavigationAgent3D or the navigation mesh.InvestigationI tested multiple possible causes:Rebuilt the navigation meshChecked NavigationAgent3D settingsChecked the NPC movement codeChecked collision sizesChecked the NPC pathingAfter debugging, I found that the issue was caused by collision layers.The NPC and the door were using the same collision layer, causing the NPC’s collision body to interfere with the door collision. The navigation system could see a valid path through the door, but the physics engine was stopping the NPC from moving through it.SolutionI separated the collision layers so the NPC and the door no longer incorrectly blocked each other.After changing the collision settings:NPCs could correctly enter and leave housesNavigation paths continued workingDoors no longer trapped enemiesMultiple NPCs could navigate the level correctlyNew Level ProgressI the Current AI Features The NPC system now includes: NavigationAgent3D pathfinding Enemy chasing and a behavior Anger system based on player messages that NPC can respond to in the chat UIMultiple NPC support with name targeting i agian cant uplode a video
i worked on getting the death and health system working cus thay broke agian than i adden the new level to the level select and fixed some bugs
Ships:
Its a 3d fps in godot it was fairly challenging since iv never used godot but I’m somewhat proud of it
Its a 3d fps made in Godot with a level that has interactable ncps because i lost the plot . It was fairly challenging since i have never used Godot but I’m proud of it. Even if there were times where this project made me want to yeet my computer out the second story window of my house and then follow after it but it was "fun" and "rewording" to get it work I hope you enjoy...
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Music Review App by @arfet | Stardance
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Title: Music Review App by @arfet | Stardance
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1792752818.0396132
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1793357618.0396132
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Untitled project by @Joyvial | Stardance
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Title: Untitled project by @Joyvial | Stardance
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My awesome macropad! by @xixrya | Stardance
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Title: My awesome macropad! by @xixrya | Stardance
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Keyboard by @Sadiya | Stardance
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[{"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/"}]...
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[{"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)"}]...
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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....
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My awesome macropad! by @jonathanwillner | Stardan My awesome macropad! by @jonathanwillner | Stardance...
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Title: My awesome macropad! by @jonathanwillner | Title: My awesome macropad! by @jonathanwillner | Stardance...
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Code setup app thingymajig by @Carlisle | Stardanc Code setup app thingymajig by @Carlisle | Stardance...
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Title: Code setup app thingymajig by @Carlisle | S Title: Code setup app thingymajig by @Carlisle | Stardance...
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1792885876.8094394
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Game in code.org by @asamr | Stardance
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Title: Game in code.org by @asamr | Stardance
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1793177586.8328903
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ANTS (mAcro Numerical Transistor System) by @SN | ANTS (mAcro Numerical Transistor System) by @SN | Stardance...
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Title: ANTS (mAcro Numerical Transistor System) by Title: ANTS (mAcro Numerical Transistor System) by @SN | Stardance...
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ANTS (mAcro Numerical Transistor System) by @MrPuf ANTS (mAcro Numerical Transistor System) by @MrPuffyWuff | Stardance...
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Title: ANTS (mAcro Numerical Transistor System) by Title: ANTS (mAcro Numerical Transistor System) by @MrPuffyWuff | Stardance...
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1792759960.8886926
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My first slack bot! by @aryanitin | Stardance
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Title: My first slack bot! by @aryanitin | Stardan Title: My first slack bot! by @aryanitin | Stardance...
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1793364778.2282705
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My first slack bot! by @Oak | Stardance
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Title: My first slack bot! by @Oak | Stardance
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1793408010.2085345
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Untitled project by @minhaz_eshan_abedin | Stardan Untitled project by @minhaz_eshan_abedin | Stardance...
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Title: Untitled project by @minhaz_eshan_abedin | Title: Untitled project by @minhaz_eshan_abedin | Stardance...
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1793249547.961214
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Transforming cube by @Mike230067 | Stardance
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Mike230067
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Title: Transforming cube by @Mike230067 | Stardanc Title: Transforming cube by @Mike230067 | Stardance...
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1792745252.6754954
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Off Road Camera Rover by @Lonky42235 | Stardance
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Title: Off Road Camera Rover by @Lonky42235 | Star Title: Off Road Camera Rover by @Lonky42235 | Stardance...
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1792784935.434328
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