|
46376
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947215.797811
|
1793811215.797811
|
|
48018
|
Untitled project by @yashpreet1710 | Stardance
|
yashpreet1710
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @yashpreet1710 | Starda Title: Untitled project by @yashpreet1710 | Stardance...
|
1793206415.0430355
|
1793811215.0430355
|
|
46372
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947214.970876
|
1793811214.970876
|
|
12164
|
SIMOND the HackPad by @dylankchristel | Stardance
|
dylankchristel
|
1
|
7.0
|
43
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T18:49:41Z", "hours": 7.0, "multiplier": 5.0, "payout": 43, "blessing": "neutral", "text": "This ship is just for the design and assembly of SIMOND, not the final product yet. SIMOND is a hackpad made with a rotary encoder, 5 buttons, 4 LEDs, and an OLED controlled by a xiao rp2040. I intentionally used a diverse set of parts so that I could learn as many different branches of PCB design as possible. I started SIMOND during blueprint but didn’t get the parts until stardance started, so he’s a continuation project. I probably spent 15+20 hours on him before stardance while learning the process.", "repo": "https://github.com/dylankchristel-sudo/SIMON_the_HackPad", "demo": ""}]...
|
[{"post_id": 13751, "ts": "202 [{"post_id": 13751, "ts": "2026-06-22T15:18:22Z", "hours": 1.4692, "text": "I got around the broken mircontroller by changing the cable and some code. Then I tried to solder it to fix the orginal issue(the board doesn’t stay connected constantly). Long story short, now the board doesn’t even turn on. I think I cooked it when I was soldering."}, {"post_id": 13435, "ts": "2026-06-22T00:32:42Z", "hours": 3.2203, "text": "Tried to fix soldering issue that came up while I was writing the firmware. Ended up breaking the mirco controller in the process. But the code hypothetically works. New parts are on the way :("}, {"post_id": 7638, "ts": "2026-06-12T19:19:02Z", "hours": 2.5614, "text": "Assembled and soldered SIMOND. Also redid part of the case in Onshape"}]...
|
Title: SIMOND the HackPad by @dylankchristel | Sta Title: SIMOND the HackPad by @dylankchristel | Stardance
Devlogs:
Assembled and soldered SIMOND. Also redid part of the case in Onshape
Tried to fix soldering issue that came up while I was writing the firmware. Ended up breaking the mirco controller in the process. But the code hypothetically works. New parts are on the way :(
I got around the broken mircontroller by changing the cable and some code. Then I tried to solder it to fix the orginal issue(the board doesn’t stay connected constantly). Long story short, now the board doesn’t even turn on. I think I cooked it when I was soldering.
Ships:
This ship is just for the design and assembly of SIMOND, not the final product yet. SIMOND is a hackpad made with a rotary encoder, 5 buttons, 4 LEDs, and an OLED controlled by a xiao rp2040. I intentionally used a diverse set of parts so that I could learn as many different branches of PCB design as possible. I started SIMOND during blueprint but didn’t get the parts until stardance started, so he’s a continuation project. I probably spent 15+20 hours on him before stardance while learning the process....
|
1793724814.9589863
|
1793811214.9589863
|
|
46370
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947214.1565802
|
1793811214.1565802
|
|
25975
|
Flamebringer by @hippoprogrammer | Stardance
|
hippoprogrammer
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T19:11:27Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s really basic, but its a Discord poll bot. It does really specific things, but I find it cool x3 Unfortunately due to its codebase one must self-host it - its just a Docker Compose project so the usual commands will get it going.", "repo": "https://github.com/HippoProgrammer/flamebringer", "demo": "https://github.com/HippoProgrammer/flamebringer/releases"}]...
|
[{"post_id": 15838, "ts": "202 [{"post_id": 15838, "ts": "2026-06-25T19:09:43Z", "hours": 2.6314, "text": "Initial release! This bot allows for customisable poll lengths in Discord, removing the preset time limits. Admittedly, it is completely locked to the specific use-case: namely providing polls for the “Halls of Solaris” - a simulated legislature in the NationStates region of Starlight."}]...
|
Title: Flamebringer by @hippoprogrammer | Stardanc Title: Flamebringer by @hippoprogrammer | Stardance
Devlogs:
Initial release! This bot allows for customisable poll lengths in Discord, removing the preset time limits. Admittedly, it is completely locked to the specific use-case: namely providing polls for the “Halls of Solaris” - a simulated legislature in the NationStates region of Starlight.
Ships:
It’s really basic, but its a Discord poll bot. It does really specific things, but I find it cool x3 Unfortunately due to its codebase one must self-host it - its just a Docker Compose project so the usual commands will get it going....
|
1793724813.8174448
|
1793811213.8174448
|
|
46367
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947213.3539605
|
1793811213.3539605
|
|
43153
|
hackpad 1 by @Lauren_hackalicious | Stardance
|
Lauren_hackalicious
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: hackpad 1 by @Lauren_hackalicious | Stardan Title: hackpad 1 by @Lauren_hackalicious | Stardance...
|
1793206413.1082497
|
1793811213.1082497
|
|
26802
|
Perfect Circle by @Joschi | Stardance
|
Joschi
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T08:27:01Z", "hours": 1.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "I asked myself, it is possible to get a nearly perfect circle in neal.fun’s pefect circle challenge. With this tool 99,8% are no problem anymore. Because the project has quite little code, it was not a problem.", "repo": "https://github.com/JKfromHMS/Perfect-Circle", "demo": "https://github.com/JKfromHMS/Perfect-Circle/releases/tag/Tools"}]...
|
[{"post_id": 16786, "ts": "202 [{"post_id": 16786, "ts": "2026-06-27T07:55:46Z", "hours": 0.5656, "text": "Created the whole tool."}]...
|
Title: Perfect Circle by @Joschi | Stardance
Devl Title: Perfect Circle by @Joschi | Stardance
Devlogs:
Created the whole tool.
Ships:
I asked myself, it is possible to get a nearly perfect circle in neal.fun’s pefect circle challenge. With this tool 99,8% are no problem anymore. Because the project has quite little code, it was not a problem....
|
1793724812.6587796
|
1793811212.6587796
|
|
46365
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947212.514277
|
1793811212.514277
|
|
46360
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947211.6912904
|
1793811211.6912904
|
|
68288
|
My first slack bot! by @lim_jing_yew | Stardance
|
lim_jing_yew
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T14:57:36Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "first project, just getting started! i made a beginner slack bot that replies to basic commands, live 24/7. havent coded in over 3 years, so this was a big refresher for me. its nothing much, but surpisingly a lot of work was put into this. respect to all engineers and software coders! also provided cool insights on how bots on platforms like discord are made lol.", "repo": "https://github.com/ivelobreadjy/jy-junior-slack-bot", "demo": "https://ivelobreadjy.github.io/jy-junior-slack-bot/"}]...
|
[{"post_id": 81505, "ts": "202 [{"post_id": 81505, "ts": "2026-10-21T14:54:29Z", "hours": 0.2525, "text": "so much troubleshooting, had to change many codes and add new insertions. finally after ~40 mins it worked"}, {"post_id": 81265, "ts": "2026-10-20T15:04:28Z", "hours": 0.4317, "text": "made a index.html for the demo url, hopefully i can ship and complete this project"}, {"post_id": 80985, "ts": "2026-10-19T14:47:01Z", "hours": 0.4033, "text": "added some new quote thing (im just trying to make the bot do more things, i might have some plans to integrate the bot into other platforms, hopefully more advanced stuff)"}, {"post_id": 80407, "ts": "2026-10-17T15:35:38Z", "hours": 0.5083, "text": "i had a wonderful idea inspired by claude ai, to create a command such that the bot would display and elaborate on NASA’s daily astronomy picture of the day (apod). having some minor issues right now, like the picture not loading and only displaying the nasa icon. gonna continue tommorrow"}, {"post_id": 80308, "ts": "2026-10-17T07:06:05Z", "hours": 0.4928, "text": "added some new, simple commands 8ball, random advice and dice roll"}]...
|
Title: My first slack bot! by @lim_jing_yew | Star Title: My first slack bot! by @lim_jing_yew | Stardance
Devlogs:
added some new, simple commands 8ball, random advice and dice roll
i had a wonderful idea inspired by claude ai, to create a command such that the bot would display and elaborate on NASA’s daily astronomy picture of the day (apod). having some minor issues right now, like the picture not loading and only displaying the nasa icon. gonna continue tommorrow
added some new quote thing (im just trying to make the bot do more things, i might have some plans to integrate the bot into other platforms, hopefully more advanced stuff)
made a index.html for the demo url, hopefully i can ship and complete this project
so much troubleshooting, had to change many codes and add new insertions. finally after ~40 mins it worked
Ships:
first project, just getting started! i made a beginner slack bot that replies to basic commands, live 24/7. havent coded in over 3 years, so this was a big refresher for me. its nothing much, but surpisingly a lot of work was put into this. respect to all engineers and software coders! also provided cool insights on how bots on platforms like discord are made lol....
|
1793724811.4748654
|
1793811211.4748654
|
|
48017
|
Alarm Clock by @Sneh_Kahodariya | Stardance
|
Sneh_Kahodariya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Alarm Clock by @Sneh_Kahodariya | Stardance
|
1793206411.2265456
|
1793811211.2265456
|
|
46352
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947210.8840404
|
1793811210.8840404
|
|
19118
|
Frictionless by @pytoo | Stardance
|
pytoo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @pytoo | Stardance
|
1792947210.0794804
|
1793811210.0794804
|
|
39451
|
Olympus Mons: The Voyage by @AfdalFavas | Stardanc Olympus Mons: The Voyage by @AfdalFavas | Stardance...
|
AfdalFavas
|
2
|
63.0
|
975
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T20:40:11Z", "hours": 3.0, "multiplier": 16.95, "payout": 55, "blessing": "neutral", "text": "This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isn’t a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Don’t try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click “Try Project” below, which will redirect you to tich.io, from there you can play it. It might load for some time.", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}, {"ship_num": 2, "ts": "2026-08-23T10:45:50Z", "hours": 60.0, "multiplier": 15.88, "payout": 920, "blessing": "neutral", "text": "So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar System’s largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned every…. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Mars’s gravity. Left Shift - Brake", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}]...
|
[{"post_id": 56799, "ts": "202 [{"post_id": 56799, "ts": "2026-08-28T18:32:00Z", "hours": 3.2736, "text": "Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things I’m probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You can’t make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didn’t realize how much people rated projects, and I was losing hope I’d get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons."}, {"post_id": 52960, "ts": "2026-08-23T10:39:36Z", "hours": 6.2783, "text": "Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is"}, {"post_id": 51828, "ts": "2026-08-21T18:01:20Z", "hours": 11.9369, "text": "DUST STORMMSSSS Devlog 08 v.0.3.0 I’m gonna make this short… I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:"}, {"post_id": 50197, "ts": "2026-08-19T10:23:55Z", "hours": 3.9958, "text": "Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE I’ll be way too busy with school stuff. At least it was nice while it lasted. I’m gonna have to pull all-nighters smhw … But honestly, I’m happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds"}, {"post_id": 48845, "ts": "2026-08-17T12:07:48Z", "hours": 10.4806, "text": "Devlog 06 So basically, this is probably going to be the alpha version of my project… It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently it’s just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain “opening” called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game… even if it is classified as “barebones”"}, {"post_id": 41939, "ts": "2026-08-06T13:57:47Z", "hours": 8.3486, "text": "Devlog 05 (I think… I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases… I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isn’t very polished. I added way better suspension, but it still rolls over pretty fast… any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels… (ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3… Yeah, nothing else lol… That’s that… now let’s get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better… I’m thinking of slowly spawning a huge area when the game is loading… I just have to figure out how… I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently they’ll just get pissed at it for the annoying rocks…) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored… driving around a crater is not gonna cut it… And yeah… That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project… I only knew C++ and Unreal Engine would bake my pc alive… So I had to learn Unity from scratch (help)"}, {"post_id": 40863, "ts": "2026-08-04T17:38:44Z", "hours": 4.5983, "text": "Devlog 04: So this devlog has added VERY unstable features… You usually see devlogs where the features are perfect and polished, but I really need to sleep, so I’ll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness… You couldn’t really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all… The rocks removed that; our brain needs something passing by to judge the speed… Secondly, I made this thing where the FOV increases based on the speed… It was a good addition except it was concerningly shaky… I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location… It worked but only when you are at the edge of the already spawned chunk of land… I tried to make it spawn a bit earlier… (That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesn’t irritate you."}, {"post_id": 40126, "ts": "2026-08-03T14:58:04Z", "hours": 1.1603, "text": "slightlyyyyyy crashed unity hehe"}, {"post_id": 39940, "ts": "2026-08-03T08:29:02Z", "hours": 4.7933, "text": "Devlog 03 So this was a headache… until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders… (I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other things…) I made an e-brake option and a reset option in case you get stuck… But now I am stuck with this weird bug… does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels… Well, after this (after fixing this bug, I hope…) I’m going to be adding a soul to the mountain because currently it’s just a plane modified using a heightmap… I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later… I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends… (I’m fried) NOTE: I just realized how bad the video recording is, sorry guys"}, {"post_id": 37431, "ts": "2026-07-30T05:00:59Z", "hours": 1.1381, "text": "Devlog 02 So basically… Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping… I have an emergency plan but that involves a very boring looking wheel… Anyway if you want you can analyze the bug below… I call it ‘The dance of wheels’ (ill try smth more creative next time)"}, {"post_id": 37047, "ts": "2026-07-29T14:49:08Z", "hours": 7.6333, "text": "Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself… I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system… Wish me luck! (im so fried…)"}]...
|
Title: Olympus Mons: The Voyage by @AfdalFavas | S Title: Olympus Mons: The Voyage by @AfdalFavas | Stardance
Devlogs:
Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself… I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system… Wish me luck! (im so fried…)
Devlog 02 So basically… Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping… I have an emergency plan but that involves a very boring looking wheel… Anyway if you want you can analyze the bug below… I call it ‘The dance of wheels’ (ill try smth more creative next time)
Devlog 03 So this was a headache… until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders… (I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other things…) I made an e-brake option and a reset option in case you get stuck… But now I am stuck with this weird bug… does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels… Well, after this (after fixing this bug, I hope…) I’m going to be adding a soul to the mountain because currently it’s just a plane modified using a heightmap… I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later… I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends… (I’m fried) NOTE: I just realized how bad the video recording is, sorry guys
slightlyyyyyy crashed unity hehe
Devlog 04: So this devlog has added VERY unstable features… You usually see devlogs where the features are perfect and polished, but I really need to sleep, so I’ll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness… You couldn’t really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all… The rocks removed that; our brain needs something passing by to judge the speed… Secondly, I made this thing where the FOV increases based on the speed… It was a good addition except it was concerningly shaky… I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location… It worked but only when you are at the edge of the already spawned chunk of land… I tried to make it spawn a bit earlier… (That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesn’t irritate you.
Devlog 05 (I think… I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases… I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isn’t very polished. I added way better suspension, but it still rolls over pretty fast… any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels… (ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3… Yeah, nothing else lol… That’s that… now let’s get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better… I’m thinking of slowly spawning a huge area when the game is loading… I just have to figure out how… I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently they’ll just get pissed at it for the annoying rocks…) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored… driving around a crater is not gonna cut it… And yeah… That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project… I only knew C++ and Unreal Engine would bake my pc alive… So I had to learn Unity from scratch (help)
Devlog 06 So basically, this is probably going to be the alpha version of my project… It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently it’s just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain “opening” called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game… even if it is classified as “barebones”
Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE I’ll be way too busy with school stuff. At least it was nice while it lasted. I’m gonna have to pull all-nighters smhw … But honestly, I’m happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds
DUST STORMMSSSS Devlog 08 v.0.3.0 I’m gonna make this short… I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:
Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is
Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things I’m probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You can’t make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didn’t realize how much people rated projects, and I was losing hope I’d get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons.
Ships:
So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar System’s largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned every…. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Mars’s gravity. Left Shift - Brake
This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isn’t a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Don’t try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click “Try Project” below, which will redirect you to tich.io, from there you can play it. It might load for some time....
|
1793724809.3365424
|
1793811209.3365424
|
|
48016
|
Hack Pad by @Sneh_Kahodariya | Stardance
|
Sneh_Kahodariya
|
0
|
3.89
|
0
|
[]
|
[{"post_id": 49437, "ts": "202 [{"post_id": 49437, "ts": "2026-08-18T08:55:45Z", "hours": 3.8939, "text": "A Hackpad - Schematic and PCB Designing"}]...
|
Title: Hack Pad by @Sneh_Kahodariya | Stardance
D Title: Hack Pad by @Sneh_Kahodariya | Stardance
Devlogs:
A Hackpad - Schematic and PCB Designing...
|
1793206409.2714581
|
1793811209.2714581
|
|
27278
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947209.2625518
|
1793811209.2625518
|
|
13724
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947208.4450712
|
1793811208.4450712
|
|
43152
|
Sound To Haptics by @RandomBlenderGuy | Stardance
|
RandomBlenderGuy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Sound To Haptics by @RandomBlenderGuy | Sta Title: Sound To Haptics by @RandomBlenderGuy | Stardance...
|
1793206408.3523765
|
1793811208.3523765
|
|
57714
|
Vines Sans Showcase Website by @Visott | Stardance
|
Visott
|
1
|
4.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T13:40:08Z", "hours": 4.0, "multiplier": 7.56, "payout": 33, "blessing": "neutral", "text": "I made a website to showcase my Vines themed font! It has a marquee feature, a editable text box where you can tryout the font, and a grid to showcase all the glyphs that the font supports!", "repo": "https://github.com/VITNT/Vines-Sans", "demo": "https://vines-sans.vercel.app/"}]...
|
[{"post_id": 60828, "ts": "202 [{"post_id": 60828, "ts": "2026-09-03T13:35:00Z", "hours": 4.3697, "text": "Devlog #1 Context & What I built I made a website to showcase a font I drew using Calligraphr and ibis Paint. Unfortunately I didn’t use Lapse to record my font drawing process 😭 so I am unable to publish the font itself as a project. Process I learned how to add a editable text block using contenteditable=\"true\" within the div. I also learned how to add a coding snippet using <pre><code>...</code></pre>. Marquee Feature Since the marquee tag was deprecated, I built a marquee of text using an animation keyframe that I defined in CSS. I used white-space: no-wrap in order to stop the text in the marquee from wrapping and instead flow on one horizontal line. overflow-x: auto was used to fix a bug where the text would overflow to the right side of the screen. Bugs I ran into an issue where the vines background image in hero section was distracting and made the font unreadable. I fixed this by adding the linear gradient property to background in CSS. I initially deployed the website using Github pages, but I ran into a https issue that I wasn’t sure how to fix, so I decided to switch to Vercel deployment instead which was a lot more convenient and straightforward. Aesthetics I made the website transition from green (at the hero section) to brown (at the footer) to resemble the green grass and brown soil. I plan to make more fonts in the future!"}]...
|
Title: Vines Sans Showcase Website by @Visott | St Title: Vines Sans Showcase Website by @Visott | Stardance
Devlogs:
Devlog #1 Context & What I built I made a website to showcase a font I drew using Calligraphr and ibis Paint. Unfortunately I didn’t use Lapse to record my font drawing process 😭 so I am unable to publish the font itself as a project. Process I learned how to add a editable text block using contenteditable="true" within the div. I also learned how to add a coding snippet using <pre><code>...</code></pre>. Marquee Feature Since the marquee tag was deprecated, I built a marquee of text using an animation keyframe that I defined in CSS. I used white-space: no-wrap in order to stop the text in the marquee from wrapping and instead flow on one horizontal line. overflow-x: auto was used to fix a bug where the text would overflow to the right side of the screen. Bugs I ran into an issue where the vines background image in hero section was distracting and made the font unreadable. I fixed this by adding the linear gradient property to background in CSS. I initially deployed the website using Github pages, but I ran into a https issue that I wasn’t sure how to fix, so I decided to switch to Vercel deployment instead which was a lot more convenient and straightforward. Aesthetics I made the website transition from green (at the hero section) to brown (at the footer) to resemble the green grass and brown soil. I plan to make more fonts in the future!
Ships:
I made a website to showcase my Vines themed font! It has a marquee feature, a editable text box where you can tryout the font, and a grid to showcase all the glyphs that the font supports!...
|
1793724808.2235403
|
1793811208.2235403
|
|
39790
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947207.623893
|
1793811207.623893
|
|
4653
|
Office simulator by @babybuddy | Stardance
|
babybuddy
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T02:51:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game which allows you to hire workers to increase your gold, but you must take care of them so they dont burn out.", "repo": "https://github.com/babybuddy8/Code", "demo": "https://babybuddy8.github.io/Code/"}]...
|
[{"post_id": 2546, "ts": "2026 [{"post_id": 2546, "ts": "2026-06-05T02:49:47Z", "hours": 0.9, "text": "fixed some bugs where buttons did not work"}, {"post_id": 1801, "ts": "2026-06-04T00:42:54Z", "hours": 0.9314, "text": "Completed logic and added a currency system"}, {"post_id": 1228, "ts": "2026-06-03T02:41:56Z", "hours": 0.9467, "text": "Wrote some backend logic for an office game"}]...
|
Title: Office simulator by @babybuddy | Stardance
Title: Office simulator by @babybuddy | Stardance
Devlogs:
Wrote some backend logic for an office game
Completed logic and added a currency system
fixed some bugs where buttons did not work
Ships:
I made a game which allows you to hire workers to increase your gold, but you must take care of them so they dont burn out....
|
1793724806.950876
|
1793811206.950876
|
|
11713
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947206.7793097
|
1793811206.7793097
|
|
48014
|
Cypher by @mikhailpopov | Stardance
|
mikhailpopov
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cypher by @mikhailpopov | Stardance
|
1793206406.2115443
|
1793811206.2115443
|
|
11280
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947205.9765534
|
1793811205.9765534
|
|
48013
|
PinkPad by @michellee | Stardance
|
michellee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PinkPad by @michellee | Stardance
|
1793206405.2777698
|
1793811205.2777698
|
|
21939
|
Astro Leap by @akshayK | Stardance
|
akshayK
|
1
|
8.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T22:55:19Z", "hours": 8.0, "multiplier": 2.18, "payout": 18, "blessing": "neutral", "text": "I made the game, Astro Leap. This is an infinite platformer style game, where you can control an alien as it jumps from platform to platform. For this game, I hand-drew the assets on a piece of paper and cut them out using a sprite sheet cutter software. I’m proud of this project, because it is one of my first games using Godot, and the player script was hard to code. Some trouble I ran into was exporting the project, because it wouldn’t run after the export was compiled, so I spent a few days on trying different ways to get it to work. It finally worked when I downloaded the export libraries from the Godot website and used them instead of automatically installing them. Overall, I learned a lot from making this project and enjoyed making the game and drawing the assets. Hope you like it as well!", "repo": "https://github.com/AkshayK-960/AstroLeap", "demo": "https://akshay960.itch.io/astro-leap"}]...
|
[{"post_id": 21805, "ts": "202 [{"post_id": 21805, "ts": "2026-07-03T22:41:47Z", "hours": 3.8228, "text": "DEVLOG 2 This is my second devlog, and I finally added my hand-drawn assets! Another thing was, continuing on my previous devlog, I fixed a bug in my physics where the player would float and not actually jump. I added a monospace font for all the text, centered the score and changed the colors of the font so the text is more readable. I also drew some background images and added a parallax effect to them, so it looked more immersive. However, one issue I ran into was that they looked too bright, especially when the screen and player dims (because it looks like it is a higher altitude), so i made everything under one node and made it proportional to the dimming of the sky. I published my project on itch.io, and you can play it here: https://akshay960.itch.io/astro-leap"}, {"post_id": 11552, "ts": "2026-06-18T20:55:51Z", "hours": 4.3272, "text": "Devlog 1 - Astro Leap I’m making an infinite platformer in Godot, and I just finished coding the player logic for jumping and moving. I added acceleration and friction to the code, so it would move smoothly and make the game more challenging. I also make it so you can jump onto a platform directly from under it, and land on the platform. Although this was a bit tricky to implement, I found that using the one way collisions in Godot helped me solve this problem. I’m currently using placeholder images, and I will change them in the future."}]...
|
Title: Astro Leap by @akshayK | Stardance
Devlogs Title: Astro Leap by @akshayK | Stardance
Devlogs:
Devlog 1 - Astro Leap I’m making an infinite platformer in Godot, and I just finished coding the player logic for jumping and moving. I added acceleration and friction to the code, so it would move smoothly and make the game more challenging. I also make it so you can jump onto a platform directly from under it, and land on the platform. Although this was a bit tricky to implement, I found that using the one way collisions in Godot helped me solve this problem. I’m currently using placeholder images, and I will change them in the future.
DEVLOG 2 This is my second devlog, and I finally added my hand-drawn assets! Another thing was, continuing on my previous devlog, I fixed a bug in my physics where the player would float and not actually jump. I added a monospace font for all the text, centered the score and changed the colors of the font so the text is more readable. I also drew some background images and added a parallax effect to them, so it looked more immersive. However, one issue I ran into was that they looked too bright, especially when the screen and player dims (because it looks like it is a higher altitude), so i made everything under one node and made it proportional to the dimming of the sky. I published my project on itch.io, and you can play it here: https://akshay960.itch.io/astro-leap
Ships:
I made the game, Astro Leap. This is an infinite platformer style game, where you can control an alien as it jumps from platform to platform. For this game, I hand-drew the assets on a piece of paper and cut them out using a sprite sheet cutter software. I’m proud of this project, because it is one of my first games using Godot, and the player script was hard to code. Some trouble I ran into was exporting the project, because it wouldn’t run after the export was compiled, so I spent a few days on trying different ways to get it to work. It finally worked when I downloaded the export libraries from the Godot website and used them instead of automatically installing them. Overall, I learned a lot from making this project and enjoyed making the game and drawing the assets. Hope you like it as well!...
|
1793724805.1956728
|
1793811205.1956728
|
|
38241
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947205.1498826
|
1793811205.1498826
|
|
10727
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947204.3389688
|
1793811204.3389688
|
|
27419
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947203.5164096
|
1793811203.5164096
|
|
48012
|
My awesome macropad! by @Umar521 | Stardance
|
Umar521
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Umar521 | Stardanc Title: My awesome macropad! by @Umar521 | Stardance...
|
1793206402.8921883
|
1793811202.8921883
|
|
12935
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947202.7165225
|
1793811202.7165225
|
|
22678
|
Cosmic habitable planet classifier by @Rikimii | S Cosmic habitable planet classifier by @Rikimii | Stardance...
|
Rikimii
|
3
|
41.0
|
275
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T03:12:05Z", "hours": 5.0, "multiplier": 17.76, "payout": 44, "blessing": "neutral", "text": "In version 1.2 I added: A liquid Methane Zone ASCII Scrambling to Information Block A option to change the host star type. other than that, fixed bugs like planet summary not matching the ML results, Graph was not updating, ASCII Scrambling for going on forever and 3D space not working.", "repo": "https://github.com/shipdrop/Cosmic-habitable-planet-classifier", "demo": "https://shipdrop.github.io/Cosmic-habitable-planet-classifier/"}, {"ship_num": 2, "ts": "2026-09-30T04:33:53Z", "hours": 31.0, "multiplier": 11.03, "payout": 169, "blessing": "neutral", "text": "The Cosmic habitable planet classifier V1.1 is an interactive simulation designed to analyze planetary habitability using real-time astrophysical calculations and machine learning predictions. Used Three.js for the 3D visual elements. Basically, this can be used by teachers, students and researchers who want to test their theories by making their your custom planet and see their research hypothesis was true or not.", "repo": "https://github.com/shipdrop/Cosmic-habitable-planet-classifier", "demo": "https://shipdrop.github.io/Cosmic-habitable-planet-classifier/"}, {"ship_num": 3, "ts": "2026-08-16T01:01:43Z", "hours": 5.0, "multiplier": 12.31, "payout": 62, "blessing": "neutral", "text": "A basically made a website where you can make your own planet and compare it to our earth to see if your planet is a bum where no creature can survive or we can go to it to inhabit it one day.", "repo": "https://github.com/shipdrop/Cosmic-habitable-planet-classifier", "demo": "https://shipdrop.github.io/Cosmic-habitable-planet-classifier/"}]...
|
[{"post_id": 82857, "ts": "202 [{"post_id": 82857, "ts": "2026-10-26T01:40:07Z", "hours": 1.7125, "text": "Update v1.2 Added Core and Atmospheric composition. Added Liquid Methane Zone. Countered Bugs in the ML calculations and in both Gravity / Atmosphere and habitability score. still haven’t solved them / was not able to. will solve them trmw."}, {"post_id": 80844, "ts": "2026-10-19T00:15:36Z", "hours": 0.935, "text": "Update (v1.2) added ASCII scrambling to make the info block not look bland. planned to add a option to change host star type as a suggestion from reviews. more coming this week!"}, {"post_id": 76029, "ts": "2026-10-02T03:35:05Z", "hours": 2.2269, "text": "Update: working on v1.2 changed the info section to a little more sci-fi to match the theme. more features coming up (hint: ASCII scrambling)."}, {"post_id": 75453, "ts": "2026-09-30T04:29:17Z", "hours": 3.5103, "text": "UPDATE (v1.1) I read the review and here is what I have referenced from those reviews from the ship: Habitability UI breakdown UI. 3d Goldilocks overlay that automatically resizes based on stellar temp. added astrophysical ML safety guardrails to not miscalculate result. Real-time Physics & updateSimulation pipline. Fixed Planet profile matching."}, {"post_id": 75072, "ts": "2026-09-29T02:08:23Z", "hours": 1.7892, "text": "Last Update for V1.0: Implemented Mobile Touch Controls Optimized Rendering Performance -Configured Open-Source Repository if you guys want to add more features and shii. PLS check out my github Repo."}, {"post_id": 74767, "ts": "2026-09-28T06:17:41Z", "hours": 5.5292, "text": "HUGE UPDATE: Try it out now (probly my second-last devolog) Finally added the refined the whole graph. added a summary box (not complete yet). Fixed all the bugs with controls."}, {"post_id": 74246, "ts": "2026-09-27T01:49:06Z", "hours": 2.4108, "text": "Update: go test it right now! Finally solved the graph overlapping with the simulation. the simulation starfield contines as the the background for graph and analytics section ( which will be added trmw!)."}, {"post_id": 73438, "ts": "2026-09-25T02:53:49Z", "hours": 2.2033, "text": "Huge Update: added scatter plot to show where your customized sits besides other exoplanets using NASA’s exoplanet archive data. it is a little buggy right now, I will fix it trmw (since I have to sleep now)."}, {"post_id": 72945, "ts": "2026-09-24T02:53:24Z", "hours": 1.5056, "text": "Update: removed Changing Planet Texture because its not right to theorize of how it would like. added camera movement when computing model data."}, {"post_id": 72025, "ts": "2026-09-22T00:53:19Z", "hours": 1.0839, "text": "Update: added different planet texture depending on the result (theory on what would it look like) try it out now!."}, {"post_id": 71516, "ts": "2026-09-20T23:48:06Z", "hours": 1.2964, "text": "Update: added SFX to results and buttons on the site."}, {"post_id": 70913, "ts": "2026-09-20T00:57:19Z", "hours": 2.9081, "text": "Hello yall, today are some bug fixes and updates: Fixed Javascript Reference & Scope errors. Fixed Focus Planet camera preset (you can try it out now!). Fixed starfield rotation and alignment. Upgraded Stars Graphics and Shape. More features coming soon!"}, {"post_id": 69473, "ts": "2026-09-17T04:02:57Z", "hours": 2.1344, "text": "GOT A LOT DONE TODAY but… A bug came on the focus camera preset (which i will fix trmw) Changed the default positioning and added cool animations before showing the result in bottom left. P.S- if you are trying out, PLEASE do not click on the focus planet camera preset."}, {"post_id": 67789, "ts": "2026-09-14T01:14:56Z", "hours": 1.9178, "text": "I finally fixed the UI crash error (it was a api error) and refined it later on, You guys can try it right now!! here is the before and after refinements and more coming throughout this week!!."}, {"post_id": 66982, "ts": "2026-09-12T23:57:56Z", "hours": 0.6708, "text": "Done with setting up the models and Drag controls next devlog will be posted when i fix the UI CDN crash :) see yall soon!"}, {"post_id": 62574, "ts": "2026-09-06T01:04:30Z", "hours": 0.7236, "text": "doing the interface again so I can remove the error and fix the 3D UI crashing :) (planning to add to it more)"}, {"post_id": 61271, "ts": "2026-09-04T03:50:13Z", "hours": 0.8394, "text": "so i started the website, but the 3D models due to Three.js errors through CDN. I will fix it this weekend because of multiple tests lined up in school, wish me luck."}, {"post_id": 53470, "ts": "2026-08-24T01:15:18Z", "hours": 2.0592, "text": "I decided to Redo the UI and here is the list of what I will add: (not done yet) 3d Planets and lighting Real-time Orbit animation Interactive camera controls Orbital Path Ring will complete all this points by trmw and Update here!"}, {"post_id": 29230, "ts": "2026-07-16T00:34:07Z", "hours": 0.5619, "text": "Added comparison to earth subtle background changes if you can see them (its halftones)."}, {"post_id": 29185, "ts": "2026-07-15T22:23:34Z", "hours": 4.4792, "text": "tryna fix this page error right for the past 10 mins. I found the problem right now and fix it. btw how does the UI look? Iam going to add more things like comparing it to the real planets in its category. This is it for the first devlog for the spider-man coded planet classifier!"}]...
|
Title: Cosmic habitable planet classifier by @Riki Title: Cosmic habitable planet classifier by @Rikimii | Stardance
Devlogs:
tryna fix this page error right for the past 10 mins. I found the problem right now and fix it. btw how does the UI look? Iam going to add more things like comparing it to the real planets in its category. This is it for the first devlog for the spider-man coded planet classifier!
Added comparison to earth subtle background changes if you can see them (its halftones).
I decided to Redo the UI and here is the list of what I will add: (not done yet) 3d Planets and lighting Real-time Orbit animation Interactive camera controls Orbital Path Ring will complete all this points by trmw and Update here!
so i started the website, but the 3D models due to Three.js errors through CDN. I will fix it this weekend because of multiple tests lined up in school, wish me luck.
doing the interface again so I can remove the error and fix the 3D UI crashing :) (planning to add to it more)
Done with setting up the models and Drag controls next devlog will be posted when i fix the UI CDN crash :) see yall soon!
I finally fixed the UI crash error (it was a api error) and refined it later on, You guys can try it right now!! here is the before and after refinements and more coming throughout this week!!.
GOT A LOT DONE TODAY but… A bug came on the focus camera preset (which i will fix trmw) Changed the default positioning and added cool animations before showing the result in bottom left. P.S- if you are trying out, PLEASE do not click on the focus planet camera preset.
Hello yall, today are some bug fixes and updates: Fixed Javascript Reference & Scope errors. Fixed Focus Planet camera preset (you can try it out now!). Fixed starfield rotation and alignment. Upgraded Stars Graphics and Shape. More features coming soon!
Update: added SFX to results and buttons on the site.
Update: added different planet texture depending on the result (theory on what would it look like) try it out now!.
Update: removed Changing Planet Texture because its not right to theorize of how it would like. added camera movement when computing model data.
Huge Update: added scatter plot to show where your customized sits besides other exoplanets using NASA’s exoplanet archive data. it is a little buggy right now, I will fix it trmw (since I have to sleep now).
Update: go test it right now! Finally solved the graph overlapping with the simulation. the simulation starfield contines as the the background for graph and analytics section ( which will be added trmw!).
HUGE UPDATE: Try it out now (probly my second-last devolog) Finally added the refined the whole graph. added a summary box (not complete yet). Fixed all the bugs with controls.
Last Update for V1.0: Implemented Mobile Touch Controls Optimized Rendering Performance -Configured Open-Source Repository if you guys want to add more features and shii. PLS check out my github Repo.
UPDATE (v1.1) I read the review and here is what I have referenced from those reviews from the ship: Habitability UI breakdown UI. 3d Goldilocks overlay that automatically resizes based on stellar temp. added astrophysical ML safety guardrails to not miscalculate result. Real-time Physics & updateSimulation pipline. Fixed Planet profile matching.
Update: working on v1.2 changed the info section to a little more sci-fi to match the theme. more features coming up (hint: ASCII scrambling).
Update (v1.2) added ASCII scrambling to make the info block not look bland. planned to add a option to change host star type as a suggestion from reviews. more coming this week!
Update v1.2 Added Core and Atmospheric composition. Added Liquid Methane Zone. Countered Bugs in the ML calculations and in both Gravity / Atmosphere and habitability score. still haven’t solved them / was not able to. will solve them trmw.
Ships:
A basically made a website where you can make your own planet and compare it to our earth to see if your planet is a bum where no creature can survive or we can go to it to inhabit it one day.
The Cosmic habitable planet classifier V1.1 is an interactive simulation designed to analyze planetary habitability using real-time astrophysical calculations and machine learning predictions. Used Three.js for the 3D visual elements. Basically, this can be used by teachers, students and researchers who want to test their theories by making their your custom planet and see their research hypothesis was true or not.
In version 1.2 I added: A liquid Methane Zone ASCII Scrambling to Information Block A option to change the host star type. other than that, fixed bugs like planet summary not matching the ML results, Graph was not updating, ASCII Scrambling for going on forever and 3D space not working....
|
1793724802.4437733
|
1793811202.4437733
|
|
39588
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947201.8954992
|
1793811201.8954992
|
|
18041
|
columbus by @sivaprakashkrp | Stardance
|
sivaprakashkrp
|
1
|
3.0
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T11:49:38Z", "hours": 3.0, "multiplier": 12.09, "payout": 36, "blessing": "neutral", "text": "I worked on columbus which is a GUI like TUI file manager. I worked on implementing custom colour themes in columbus. With that, I refactored some code, fixed some bugs and released the stable version of columbus.", "repo": "https://github.com/sivaprakashkrp/columbus", "demo": "https://github.com/sivaprakashkrp/columbus/releases/latest"}]...
|
[{"post_id": 9333, "ts": "2026 [{"post_id": 9333, "ts": "2026-06-15T17:34:34Z", "hours": 2.1806, "text": "Implemented a way to customize color theme through a color_theme.toml file. Fixed some bugs that caused compilation errors in Linux. Added columbus to the awesome-ratatui list repository. Released 2 move versions of columbus in crates.io because the first release had a bug. Released the latest version to the AUR."}, {"post_id": 8121, "ts": "2026-06-13T15:43:04Z", "hours": 0.7953, "text": "Added “/” to the end of directory names in the Explorer. Added confirmation for delete feature. Refactored some old code."}]...
|
Title: columbus by @sivaprakashkrp | Stardance
De Title: columbus by @sivaprakashkrp | Stardance
Devlogs:
Added “/” to the end of directory names in the Explorer. Added confirmation for delete feature. Refactored some old code.
Implemented a way to customize color theme through a color_theme.toml file. Fixed some bugs that caused compilation errors in Linux. Added columbus to the awesome-ratatui list repository. Released 2 move versions of columbus in crates.io because the first release had a bug. Released the latest version to the AUR.
Ships:
I worked on columbus which is a GUI like TUI file manager. I worked on implementing custom colour themes in columbus. With that, I refactored some code, fixed some bugs and released the stable version of columbus....
|
1793724801.290713
|
1793811201.290713
|
|
35028
|
My own site! by @styro | Stardance
|
styro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @styro | Stardance
|
1792947201.0941143
|
1793811201.0941143
|
|
48011
|
My own site! by @merlianindys | Stardance
|
merlianindys
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @merlianindys | Stardance
|
1793206400.4152513
|
1793811200.4152513
|
|
11598
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947200.2840092
|
1793811200.2840092
|
|
27281
|
3.5mm to 1/4in Audio Jack Converter by @codergage 3.5mm to 1/4in Audio Jack Converter by @codergage | Stardance...
|
codergage
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3.5mm to 1/4in Audio Jack Converter by @cod Title: 3.5mm to 1/4in Audio Jack Converter by @codergage | Stardance...
|
1792947199.4558806
|
1793811199.4558806
|
|
8574
|
ASTRA by @frankrazy | Stardance
|
frankrazy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ASTRA by @frankrazy | Stardance
|
1792947198.6097536
|
1793811198.6097536
|
|
17432
|
Sleepy OS by @sriyank | Stardance
|
sriyank
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T16:28:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a os that is personalized to me i chose a hobby that i like to do sleeping and based the theme of that, as you can see i have also used js for the logic behind the dragging of the windows and pictures thank you.", "repo": "https://github.com/SasukeUchiha12309876/Sleepy-OS", "demo": "https://sleepy-os.vercel.app/"}]...
|
[{"post_id": 8146, "ts": "2026 [{"post_id": 8146, "ts": "2026-06-13T16:15:35Z", "hours": 0.5328, "text": "i believe that i am done i dont think i will go all out for this project though i will slowly gget into the flow but for now i will submit what i habve the update i made today is a dragable window and closable windo of a picture"}, {"post_id": 7869, "ts": "2026-06-13T03:52:03Z", "hours": 0.9389, "text": "Now i made some good progress with a app and a taskbar"}, {"post_id": 7689, "ts": "2026-06-12T20:51:11Z", "hours": 0.4464, "text": "Right now i just finished on the background for the os now i am going to start on the taskbar"}]...
|
Title: Sleepy OS by @sriyank | Stardance
Devlogs: Title: Sleepy OS by @sriyank | Stardance
Devlogs:
Right now i just finished on the background for the os now i am going to start on the taskbar
Now i made some good progress with a app and a taskbar
i believe that i am done i dont think i will go all out for this project though i will slowly gget into the flow but for now i will submit what i habve the update i made today is a dragable window and closable windo of a picture
Ships:
I created a os that is personalized to me i chose a hobby that i like to do sleeping and based the theme of that, as you can see i have also used js for the logic behind the dragging of the windows and pictures thank you....
|
1793724798.358795
|
1793811198.358795
|
|
39730
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947197.7879875
|
1793811197.7879875
|
|
12734
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947196.9728718
|
1793811196.9728718
|
|
34394
|
The WebBook by @Shaninja11 | Stardance
|
Shaninja11
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T21:01:26Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Gothic style webOS inspired by Deathnote. My first project working with HTML, CSS and JavaScript so very fun learning to use them. The webOS has a working demo link complete with: An entrance page Multiple windows (a gallery and a notepad) A topbar with the time and app menu My unique feature (The background can be drawn on) Give it a try!", "repo": "https://github.com/Shaninja11/The-Webbook", "demo": "https://shaninja11.github.io/The-Webbook"}]...
|
[{"post_id": 57605, "ts": "202 [{"post_id": 57605, "ts": "2026-08-29T20:13:59Z", "hours": 2.8244, "text": "Finally completed The WebBook. A gothic webOS inspired by deathnote featuring: Header with time and app menu Background that can be draw on Notepad window for writing text in Gallery window showing a slideshow of 4 gothic photos from unsplash"}, {"post_id": 32047, "ts": "2026-07-20T22:40:03Z", "hours": 3.6514, "text": "The WebBook For my Deathnote inspired gothic style webos I have: - [x] Added draggable windows to the main page - [x] Added a top bar with time and app list to open windows - [ ] Need to add content to app windows - [ ] Need to make ui more interesting"}, {"post_id": 29480, "ts": "2026-07-16T13:34:58Z", "hours": 1.5533, "text": "Attempting to design a webos that’s like a gothic pegboard/journal. Sort of inspired by Deathnote. As this is my first html project I will be focusing more on aesthetics and design than features. Super basic currently but splash screen is now functional and working on main page functionality now."}]...
|
Title: The WebBook by @Shaninja11 | Stardance
Dev Title: The WebBook by @Shaninja11 | Stardance
Devlogs:
Attempting to design a webos that’s like a gothic pegboard/journal. Sort of inspired by Deathnote. As this is my first html project I will be focusing more on aesthetics and design than features. Super basic currently but splash screen is now functional and working on main page functionality now.
The WebBook For my Deathnote inspired gothic style webos I have: - [x] Added draggable windows to the main page - [x] Added a top bar with time and app list to open windows - [ ] Need to add content to app windows - [ ] Need to make ui more interesting
Finally completed The WebBook. A gothic webOS inspired by deathnote featuring: Header with time and app menu Background that can be draw on Notepad window for writing text in Gallery window showing a slideshow of 4 gothic photos from unsplash
Ships:
A Gothic style webOS inspired by Deathnote. My first project working with HTML, CSS and JavaScript so very fun learning to use them. The webOS has a working demo link complete with: An entrance page Multiple windows (a gallery and a notepad) A topbar with the time and app menu My unique feature (The background can be drawn on) Give it a try!...
|
1793724796.3078127
|
1793811196.3078127
|
|
41452
|
Cipher-Apex V5 by @Kxrtik1315 | Stardance
|
Kxrtik1315
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cipher-Apex V5 by @Kxrtik1315 | Stardance
|
1792947196.1561778
|
1793811196.1561778
|
|
28818
|
My first slack bot! by @anushka_singh_ares | Stard My first slack bot! by @anushka_singh_ares | Stardance...
|
anushka_singh_ares
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @anushka_singh_ares Title: My first slack bot! by @anushka_singh_ares | Stardance...
|
1792947195.3282504
|
1793811195.3282504
|
|
33462
|
Basic Movie Finder by @-Sophie- | Stardance
|
-Sophie-
|
1
|
2.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T17:08:05Z", "hours": 2.0, "multiplier": 3.83, "payout": 8, "blessing": "neutral", "text": "This is a basic movie searcher made with simple HTML, CSS, and JS. You type in the name of a movie and the title, date of release, and a corresponding poster appears. You can also search with a keyword to get 10 related movies back in the same format in a grid. I’m proud of building this because I used an external web API for the first time (OMDb) and I made an async/await function for the first time as well. I’m getting more comfortable with the concept of Promises, Requests/Responses and I’m very comfortable with DOM manipulation now :D To test my project just go to the README of the github repo; the link to the deployed project is there.", "repo": "https://github.com/gwak-amole/basic-movie-finder", "demo": "https://gwak-amole.github.io/basic-movie-finder/"}]...
|
[{"post_id": 26226, "ts": "202 [{"post_id": 26226, "ts": "2026-07-10T21:53:19Z", "hours": 0.4697, "text": "I added the search 10 at a time feature so now you get a grid of movies that are related to some kind of key word. It was basically the same thing as the title search thing but you use s= instead of t= for omdb look up, and also you have to iterate through the array that the search feature returns (which is inside a parent obj 😅)"}, {"post_id": 26208, "ts": "2026-07-10T21:23:13Z", "hours": 0.5178, "text": "Added a second page for movie searching but by 10s based on the omdb option to search 10 (s=) instead of searching just by title (t=); made sure that dark mode still works on this page and applied all necessary styling. Also added a navbar. Also made buttons more clickable with cursor: pointer; and like a transform: translateY(-2px); styling like that"}, {"post_id": 26183, "ts": "2026-07-10T20:43:48Z", "hours": 1.2122, "text": "I kinda forgot to do a lot of devlogs but I created a basic movie finder. This was my first time using a web API (omdb) and using async/await functions, dabbling in promises, fetch API, etc in JS. It was a lot of fun!"}]...
|
Title: Basic Movie Finder by @-Sophie- | Stardance Title: Basic Movie Finder by @-Sophie- | Stardance
Devlogs:
I kinda forgot to do a lot of devlogs but I created a basic movie finder. This was my first time using a web API (omdb) and using async/await functions, dabbling in promises, fetch API, etc in JS. It was a lot of fun!
Added a second page for movie searching but by 10s based on the omdb option to search 10 (s=) instead of searching just by title (t=); made sure that dark mode still works on this page and applied all necessary styling. Also added a navbar. Also made buttons more clickable with cursor: pointer; and like a transform: translateY(-2px); styling like that
I added the search 10 at a time feature so now you get a grid of movies that are related to some kind of key word. It was basically the same thing as the title search thing but you use s= instead of t= for omdb look up, and also you have to iterate through the array that the search feature returns (which is inside a parent obj 😅)
Ships:
This is a basic movie searcher made with simple HTML, CSS, and JS. You type in the name of a movie and the title, date of release, and a corresponding poster appears. You can also search with a keyword to get 10 related movies back in the same format in a grid. I’m proud of building this because I used an external web API for the first time (OMDb) and I made an async/await function for the first time as well. I’m getting more comfortable with the concept of Promises, Requests/Responses and I’m very comfortable with DOM manipulation now :D To test my project just go to the README of the github repo; the link to the deployed project is there....
|
1793724795.1387632
|
1793811195.1387632
|
|
2631
|
Untitled project by @joshualom8 | Stardance
|
joshualom8
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @joshualom8 | Stardance
|
1792947194.5184593
|
1793811194.5184593
|
|
26496
|
Apostate by @heterodoxin | Stardance
|
heterodoxin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Apostate by @heterodoxin | Stardance
|
1793206394.2462018
|
1793811194.2462018
|