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15800
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Untitled project by @sabertoothsandiego | Stardanc Untitled project by @sabertoothsandiego | Stardance...
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sabertoothsandiego
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @sabertoothsandiego | S Title: Untitled project by @sabertoothsandiego | Stardance...
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1793206275.7036443
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1793811075.7036443
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12786
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NULL
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NULL
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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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1792947075.4225054
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1793811075.4225054
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3284
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My awesome macropad! by @sheeps668 | Stardance
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sheeps668
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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 @sheeps668 | Starda Title: My awesome macropad! by @sheeps668 | Stardance...
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1792947074.6044495
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1793811074.6044495
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1736
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Stormfall by @myth0 | Stardance
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myth0
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1
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85.0
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1668
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T03:58:45Z", "hours": 85.0, "multiplier": 19.71, "payout": 1668, "blessing": "neutral", "text": "Almost exactly one year ago, I had the idea that maybe it would be fun to make a video game. At the time I was really into modding other games, but I wanted to use my mod ideas to make a new world of my own with its own story, lore, mechanics, combat, characters, music, etc. I eventually settled on making a metroidvania, inspired by some of my favorite games like Hollow Knight and the Ori games. I decided to build the game in Unity with C#, using Krita for the artwork. I had to learn all of these programs from scratch because I had never attempted making a project like this before. Every day I would come home and work for an hour or two on the game. I was super locked in, but development started really slow. The player controls were very hard to get right at first with my limited scripting knowledge, and I had to redraw the player sprite many times before it looked good enough. I also had to build a custom rendering system from scratch using Unity Render Graph to get a good-looking foreground and background blur effect. The custom rendering system itself required many iterations before it finally worked how I intended. After a few months, everything really started to come together. I made 1 polished room that I was happy with the look of. The player felt fun to control, and my art skills were slowly improving. When Hack Club started the Flavortown event, I decided that I would work really hard, and get the game into a playable state to ship for the event. I worked super hard for those months, logging around 130 hours, until I eventually did ship a demo for the game. I managed to build a short, 8-9 room area as a vertical slice, with polished art, mechanics, etc. I couldn’t believe how well the project did in voting! The positive feedback gave me more determination to continue working on the game despite development sometimes feeling like a slog. The game is still farrr from done. But I made a whole bunch more progress during Stardance! Here’s some of the major things I accomplished during this event: I completely changed the combat system. I added upwards, downwards, and lunge attacks, and a parry ability. Attacks also do knockback now! Additionally, I added a stamina system, which forces players to use their attacks wisely, or they’ll risk running out of stamina. I effectively doubled the playable world map size! I finished the rooms for the first area, and added in part of the second area as a beta zone! I added a ton of new mechanics, such as hazards and spikes, gates, levers, falling blocks, wind gusts, and more. I added a new enemy type with actual attacks that requires skill to beat. (Previously the game just had simple crawler enemies.) I added a customization system. The player can now select the color of the hero’s cape! I added jump animations for the player (a highly-requested feature) Added a tutorial system to prevent player confusion at the start of the game. Additionally, I added several new player movement abilities accessible through beta mode, such as sprint, dash, wall jump, and double jump. I fixed a ton of bugs from earlier versions such as potential memory leaks, softlocks in UI screens, the player catching on tilemaps, breakable walls having iframes that last for too long, and more! This list is a high level overview of my progress. If you’re interested, you can find the full list of the changes during Stardance in the CHANGELOG.md file in the project’s GitHub repo or check out my devlogs! To test out the project, follow the installation instructions in the readme or on the itch.io page. I hope you like the latest version of the game. Have fun! And if you like it, keep an eye out for updates on my itch.io page! I still plan to work on this project regularly, and I don’t see development stopping any time soon!", "repo": "https://github.com/myth0Craft/Stormfall-Demo", "demo": "https://myth0.itch.io/stormfall"}]...
|
[{"post_id": 83134, "ts": "202 [{"post_id": 83134, "ts": "2026-10-27T00:40:45Z", "hours": 9.1608, "text": "This is probably gonna be my last devlog on Stardance before I ship v0.2.0 of the project! And its gonna be a really long one… (I probably should have devlogged earlier) First I spent a couple hours adding the wind gust physics. This took a while because the way I initially set it up had the player movement class internally fighting with the wind functionality. It sort of worked but wasn’t especially reliable. Eventually I moved wind functionality almost entirely to the player movement class. The wind hitboxes essentially tell the player movement class to add a force of a certain strength in a certain direction. The force is then accounted for in the player’s per-frame velocity calculations. Wind now has a consistent effect on the player after the refactor. Next I used the wind gust mechanics to make a short parkour gauntlet. (This area is only accessible in Beta Mode and is by no means finished.) (Pictured) I added a cool “dark area” effect, for places like caves. To achieve this, I added a global light manager class which dims the brightness of the global light in dark areas. The dark areas also have local post-processing profiles which add a noise/film grain effect to the screen. I then used this effect to make a dark maze section in the game’s second area. Added some polish for the final release of the new version. For example, I made a type of block that only exists if Beta Mode has been turned off/on. I used this to block off the beta area in the demo, however if players turn on Beta mode, they will be able to access this area. I also fixed a bug where the “Demo Complete” message wouldn’t appear. Finally I built and configured the project for all supported platforms. I updated the readme and licensing files in my github repo. I also added a changelog file to the repo. I also recorded and uploaded a new demo video for the game, showcasing the entire first area in its final state."}, {"post_id": 79704, "ts": "2026-10-15T03:53:42Z", "hours": 0.9122, "text": "I added this cool wind gust shader to my game! Eventually I’m going to have gameplay mechanics where wind pushes the player, which can boost (or limit) the player’s jump distance. For now I just focused on the visuals for this mechanic and I still need to implement the physics. To make the visual effect, I intially tried a unity particle system based approach. This looked really bad however so I made a shader for the wind instead. Basically the shader scrolls the X UV offset on a gradient noise node. The tiling of the gradient noise is super stretched out so it looks like streaks of wind instead of dots. It was simple to make and turned out pretty good! Now time to implement the physics…"}, {"post_id": 79457, "ts": "2026-10-14T03:26:58Z", "hours": 3.2947, "text": "Wow, its been a while since I devlogged on here! I’m back with some more progress on my metroidvania. In the last few hours I started refining the art and level design for the game’s 2nd area. I added a bunch of sprites like tilesets, rock formations, animated dead bushes, and spikes. Then I started assembling the area in the editor. It took me a while to get the area’s art to match what I had imagined without creating visual clutter on the screen. I think it looks pretty good now and Im proud of how it turned out! I also learned a lot from building the previous area and so this time I made a ton of art/environment prefabs right away. This is going to save me a loooot of time when filling in the art for the rest of the area. I also greyboxed a bunch of the level design. I have the level design built for about 1/2 of the area now. This area is where the player unlocks wall jump, and it’s also going to have some fun wind mechanics that can boost the player’s jump distance (I still need to code this). I’m trying to build the level design to complement these features so that the area has a unique play style compared to the first area."}, {"post_id": 75073, "ts": "2026-09-29T02:14:04Z", "hours": 6.7061, "text": "In the last several hours, I made a whole bunch of progress. First I fixed a whole bunch of relatively minor bugs. Things like getting stuck on ability obtained screens, minor potential scene loading issues, and scenes unloading when the player revives after falling on spikes. I added a screen with an autosave notice. It wasnt really nessecary but makes the game look professional. Updated some small things like the game’s splash screen, internal name, and game icon. Added a custom cursor when in the game window. I added a knockback system! Enemies now actually get knocked back when hit. I used an interface that I attached to the enemy health manager script to create this system. I added a new music track for the village area that the player can find after finishing the first gameplay area. Then I actually started working on the village area. I used existing sprites to make a castle-like structure for the player to pass through. I also made a really nice animated flag sprite for the village. I worked on level design for the 2nd major area of the game. I’m about halfway done the level design for this area at the moment! And since stardance is going for an extra month, I’ll probably have time to ship the 2nd area now!"}, {"post_id": 70271, "ts": "2026-09-18T20:58:14Z", "hours": 5.4206, "text": "I did a ton of stuff over the last 5 hours of work! Here’s some of the main things I added: Added a jump animation to the player! This is a feature that many people have requested, but I kept procrastinating adding it. I had briefly tried to draw an animation for this in the past and I just couldn’t get the animation to look right. This time I spent more time and effort on it and I think it turned out pretty good now. Restructured the interaction system. I wanted parry and interact (the input used to talk to NPCs, pick up items, etc) to both use the right mouse button. For most of development I had temporarily set the interact button to a random key on the keyboard to prevent conflict. However, I now implemented a context-based system that detects whether or not the player is nearby an interactable object. If they are, then it executes an interaction, if not, it will parry. This required significant rewriting for the scripts attached to most interactable objects. However the system is now much cleaner and will be easier to maintain in the future. Interaction is now handled from a centralized singleton class, rather from each interactable item script independently. Added a dust trail effect to the player. When the player walks, dust particles will play behind them, making a nice visual effect. There are a couple of weird places the player can reach when using movement abilities accessed from the Beta Features mode. I added a couple little easter eggs to these places for the players who explore everything. Fixed a lot of bugs, including: Breakable objects having iframes that last for too long, effectively making them seem to have much more health than they should. Input not being disabled when the player first loads in, causing potential problems with the intro movement tutorial. Fixed issues with the new jump animations interrupting combat animations, which can cause combat animations to not play when they should. Renamed a couple files to make script names more cohesive. Fixed some collider bugs, including a particular spot where the player kept catching on a seam. Fixed an issue where the player sometimes didn’t count as being grounded when on the very edge of a platform."}, {"post_id": 66794, "ts": "2026-09-12T17:58:57Z", "hours": 6.3628, "text": "I implemented a data-driven tutorial system to my game! Whenever the player gains a new skill or ability, a short tutorial will now pop up explaining how to use the ability. I intentionally made this system super flexible so I can easily add more abilities in the future. Each tutorial is defined by a scriptable object with information including: Tutorial text contents and location on the screen Focused object (A vignette will appear on the screen centered around the object. Usually this is just set to the player but there are some special cases where it should be focused on something else.) Input the player needs to press to use their new ability and clear the tutorial. Overall, the game should be a lot more intuitive to play now. Players will no longer have to read through all the controls, instead the controls get gradually explained to them as they unlock more abilities. This is unrelated to the tutorial system, but I also updated my old dialogue system. I added a function to display fullscreen dialogue. This will be used in key points of the game, where it will fade to white and display some important lines of dialogue. So far, I used this for the game’s “prologue”, a short text-based intro that appears when you first create a new save file."}, {"post_id": 62381, "ts": "2026-09-05T18:28:47Z", "hours": 3.7819, "text": "I finally finished the 10th room of the game! This room introduces a ton of new mechanics in its level design. I’ve been working on the mechanics for this room for the last several devlogs, so it’s nice to finally have finished it! In this room, the player must navigate to 2 different levers that, when triggered, open a gate in the floor. Players can then fall down a chasm into an ancient battlefield room. Then they obtain the shield ability from a fallen soldier. Then some of the newest enemy types spawn in and the player must sucessfully defeat them. To survive the battle, the player needs to utilize the new shield ability which allows them to block attacks. I also added a beta features toggle to the pause menu. The toggle allows the player to use certain in-game abilities that are still in development, like sprinting, dashing, wall jumping, double jumping, lunge attacking, shield bouncing, and more."}, {"post_id": 60580, "ts": "2026-09-03T01:04:49Z", "hours": 6.3033, "text": "I’ve haven’t made too much progress on my project over the last little while because of classes starting :( But I’m finally devlogging some of the changes I’ve made over the last week or so. First, I refactored the combat system for the possibly the 4rd or 5th time since first starting the project (almost a year ago now!) This time around, I implemented an upwards and downwards attack, as well as better implementing the lunge attack. I also switched the attack logic to be partly animation-driven rather than coroutine-driven like it was before. Attack damage is now properly synced to the attack animation, and the weird state bugs I was having before are basically gone. Some parts of the new system still feel a little buggy, but overall I think the attack system is much better now. The second major thing I did was finishing implementing the pathfinding of one of the first “real” enemies (the crawler guys I already have don’t really count). The new enemy now tracks the player correctly. If no player is in range, it will pace back and forth and pause occasionally. It has ledge and wall detection. If the player is in attack range, it will attempt to attack the player. Currently the enemy code architecture isn’t structured very well, but I’m kinda rushing to quickly wrap up this stage of the project so I can ship soon! Now I just gotta polish the game a bit over the next couple days/weeks and then it should be ready to ship!"}, {"post_id": 51756, "ts": "2026-08-21T16:12:58Z", "hours": 3.6508, "text": "I added the UI interface for player customization. Currently this screen is only accessible from the pause screen, but in the future I will incorporate it into the gameplay so the player customize the character at specific locations throughout the world. I also fixed some issues with how the UI menus were structured. I made every screen into a unity Canvas Group. I also fixed some bugs where the player could get stuck in certain menu screens. Last but not least I added a new upward attack animation for the player, though I still need to implement the functionality."}, {"post_id": 49039, "ts": "2026-08-17T17:03:05Z", "hours": 3.8592, "text": "I started working on character customization mechanics! Many metroidvanias just use a static character with little to no customization options so I thought this would be a nice way to differentiate my game from other similar games. Basically for now the player can recolor the knight’s cape, helmet plume, and sword hilt. The knight sprites were originally colored blue, making it tricky to use simple color adjustment shaders to recolor it. Rather than going back and redrawing tons of sprites, I wrote a shader that detects saturated areas on the original sprites and overlays a new color on top. Overall it works pretty well now, and now I just need to add a menu to select a color scheme. I also spent like 30 mins working on enemy pathfinding mechanics for a new enemy type!"}, {"post_id": 41477, "ts": "2026-08-05T18:16:47Z", "hours": 2.3075, "text": "I finally fixed some problems I was having with the player’s collider catching on seams. This bug was pretty rare and not too much of an issue. However in certain parts of the map, mainly near any slopes, the slope’s collider has a tiny seam where it joins the rectangular tilemap collider. The old player collider would get stuck on this seam occasionally. After a lot of messing around with colliders and 2d physics materials, I fixed this issue by changing the player’s collider to a composite collider. The composite collider contains a capsule collider and a box collider. The rounded edges of the capsule allows the player to walk over top of seams easily, and the box collider makes it so the player doesnt slip off the edges of platforms."}, {"post_id": 40887, "ts": "2026-08-04T18:07:42Z", "hours": 2.0378, "text": "For the time tracked in this devlog, I mostly worked on environment decoration in the newest room of the game. I added a really nice looking torch sprite with a fire shader. I also added various details to the game world, like floating platforms in the background, torches, and ancient ruins. I also updated some of the level design. I added platforms to make certain areas possible to reach."}, {"post_id": 40223, "ts": "2026-08-03T17:01:11Z", "hours": 4.5128, "text": "I took a long break from Stardance to work on other projects, but I’m finally back with another devlog for my metroidvania. I mostly finished the art pass for the latest room of the game. I also fixed a bunch of unity inspector warnings that I’ve had for a looong time now and just never got around to fixing. The main warning I fixed were that some of the render textures I used for water reflections and fullscreen shockwaves didn’t have a depth buffer attached. While they did technically work, it wasn’t the ideal way to have the render textures set up. This was a relatively easy fix thankfully."}, {"post_id": 23558, "ts": "2026-07-06T16:23:47Z", "hours": 3.2408, "text": "I continued working on the art for the 9th and 10th rooms of the game. I also fixed some issues in my custom render feature that I use to render special effects, including a few potential memory leaks. I also reworked my “safe zone” mechanic that detects where the player should respawn if they fall onto spikes. Now it tracks specific safe respawn locations instead of the old logic, which was to track any zone where the player shouldn’t respawn."}, {"post_id": 16286, "ts": "2026-06-26T14:11:19Z", "hours": 2.4736, "text": "Continued working on level design. I’ve finished the level design for the entire first area of the game now! I added a room with another lever puzzle that introduces the shortcut mechanics to the player. I also added an area where the player will obtain the shield ability. Now I need to start filling in the art for the new rooms, and create the game’s first boss fight."}, {"post_id": 15107, "ts": "2026-06-24T15:26:36Z", "hours": 3.6742, "text": "Worked a bit on the art for the new rooms. I also added some new gameplay mechanics, like platforms that fall to a new location after the player hits them. I also fixed another instance where the combat animations desynced from the code logic."}, {"post_id": 13726, "ts": "2026-06-22T14:33:17Z", "hours": 3.62, "text": "For the last few hours of work, I’ve been working on level design! I’m very close now to finishing the level design of the first area of the game. I added some generic transversal rooms, a lever puzzle room, and a platforming room with spikes. Next, I’m going to add a room where the player can find the shield, which will grant the parry/block ability."}, {"post_id": 12055, "ts": "2026-06-19T17:43:15Z", "hours": 1.2886, "text": "Added levers! When the player toggles them, they can do various things like open gates, open shortcuts, and maybe even spawn enemies. In the future, I’m going to use them to build puzzle areas that will hopefully make the level design more standout and unique. I’m really happy with how the animations for the new mechanics turned out, especially the gate’s animations shown in the video."}, {"post_id": 11370, "ts": "2026-06-18T16:39:19Z", "hours": 0.66, "text": "This devlog is on the shorter side, but I finally fixed something that I’ve been meaning to fix for a while. Sometimes when spamming the attack button, the code running the attack logic got desynced from the visual animations, causing weird situations where the animation wouldn’t play for a few seconds, or would transition to the next state way too quickly. I was scared it would take hours to debug this problem, but it turned out to be super simple. I fixed it by simply making sure the animation’s exit time in the unity animator exactly matches the cooldown window defined in the code."}, {"post_id": 9629, "ts": "2026-06-16T01:06:14Z", "hours": 3.1986, "text": "Continued refining the stamina mechanics! I mostly finished hooking up the combat system to the stamina system. Attacking and blocking now deplete a set amount of stamina, and a successful, correctly timed block/parry restores a bunch of stamina. The stamina meter also now slowly refills over time, and refills much faster when near a save point. I also made the code and artwork for “stamina flowers” (still need to think of a cool name), which when broken will spawn a stamina orb that flies towards the player and refills a bunch of stamina when picked up. This involved pathfinding logic using trig functions that make the orb fly at the correct angle and velocity towards the player. I plan to use this pathfinding logic for future pickup items as well. Lastly, I added a particle effect that plays when the player’s stamina meter is full, and another effect that plays when it is close to empty. Overall the stamina system feels really polished now, and I feel like the combat is a lot better now with the added stamina mechanics!"}, {"post_id": 8159, "ts": "2026-06-13T16:36:08Z", "hours": 2.8875, "text": "Added a stamina mechanic! Attacking now requires stamina. When stamina is used up, it will slowly refill back to the maximum over time. In the future, I plan to make successfully parrying enemy attacks also refill some stamina. The hardest part of this was creating the visual stamina bar in the UI. I used a shader to offset the sprite’s UV depending on what percentage of stamina the player has remanining. The shader also applies a multiplier to the sprite color’s intensity to make the stamina meter glow more when it is closer to full."}, {"post_id": 6369, "ts": "2026-06-10T18:44:22Z", "hours": 5.2822, "text": "First devlog on Stardance! You might remember this project from flavortown, and I’m going to keep working on it for stardance. I’ve added a ton of stuff to the game in the last month, like 3 or 4 new player abilities, new animations, and polishing various things based on feedback I received. The ~5 hours in this devlog were mostly me trying to set up a system where I can have 2 post processing profiles active at once, but affecting different layers. I used this to create an intense bloom effect that only renders on certain sprites, specifically the spark particles in combat. I finally got it working using render features and render graphs, and I’m super happy with the result."}]...
|
Title: Stormfall by @myth0 | Stardance
Devlogs:
F Title: Stormfall by @myth0 | Stardance
Devlogs:
First devlog on Stardance! You might remember this project from flavortown, and I’m going to keep working on it for stardance. I’ve added a ton of stuff to the game in the last month, like 3 or 4 new player abilities, new animations, and polishing various things based on feedback I received. The ~5 hours in this devlog were mostly me trying to set up a system where I can have 2 post processing profiles active at once, but affecting different layers. I used this to create an intense bloom effect that only renders on certain sprites, specifically the spark particles in combat. I finally got it working using render features and render graphs, and I’m super happy with the result.
Added a stamina mechanic! Attacking now requires stamina. When stamina is used up, it will slowly refill back to the maximum over time. In the future, I plan to make successfully parrying enemy attacks also refill some stamina. The hardest part of this was creating the visual stamina bar in the UI. I used a shader to offset the sprite’s UV depending on what percentage of stamina the player has remanining. The shader also applies a multiplier to the sprite color’s intensity to make the stamina meter glow more when it is closer to full.
Continued refining the stamina mechanics! I mostly finished hooking up the combat system to the stamina system. Attacking and blocking now deplete a set amount of stamina, and a successful, correctly timed block/parry restores a bunch of stamina. The stamina meter also now slowly refills over time, and refills much faster when near a save point. I also made the code and artwork for “stamina flowers” (still need to think of a cool name), which when broken will spawn a stamina orb that flies towards the player and refills a bunch of stamina when picked up. This involved pathfinding logic using trig functions that make the orb fly at the correct angle and velocity towards the player. I plan to use this pathfinding logic for future pickup items as well. Lastly, I added a particle effect that plays when the player’s stamina meter is full, and another effect that plays when it is close to empty. Overall the stamina system feels really polished now, and I feel like the combat is a lot better now with the added stamina mechanics!
This devlog is on the shorter side, but I finally fixed something that I’ve been meaning to fix for a while. Sometimes when spamming the attack button, the code running the attack logic got desynced from the visual animations, causing weird situations where the animation wouldn’t play for a few seconds, or would transition to the next state way too quickly. I was scared it would take hours to debug this problem, but it turned out to be super simple. I fixed it by simply making sure the animation’s exit time in the unity animator exactly matches the cooldown window defined in the code.
Added levers! When the player toggles them, they can do various things like open gates, open shortcuts, and maybe even spawn enemies. In the future, I’m going to use them to build puzzle areas that will hopefully make the level design more standout and unique. I’m really happy with how the animations for the new mechanics turned out, especially the gate’s animations shown in the video.
For the last few hours of work, I’ve been working on level design! I’m very close now to finishing the level design of the first area of the game. I added some generic transversal rooms, a lever puzzle room, and a platforming room with spikes. Next, I’m going to add a room where the player can find the shield, which will grant the parry/block ability.
Worked a bit on the art for the new rooms. I also added some new gameplay mechanics, like platforms that fall to a new location after the player hits them. I also fixed another instance where the combat animations desynced from the code logic.
Continued working on level design. I’ve finished the level design for the entire first area of the game now! I added a room with another lever puzzle that introduces the shortcut mechanics to the player. I also added an area where the player will obtain the shield ability. Now I need to start filling in the art for the new rooms, and create the game’s first boss fight.
I continued working on the art for the 9th and 10th rooms of the game. I also fixed some issues in my custom render feature that I use to render special effects, including a few potential memory leaks. I also reworked my “safe zone” mechanic that detects where the player should respawn if they fall onto spikes. Now it tracks specific safe respawn locations instead of the old logic, which was to track any zone where the player shouldn’t respawn.
I took a long break from Stardance to work on other projects, but I’m finally back with another devlog for my metroidvania. I mostly finished the art pass for the latest room of the game. I also fixed a bunch of unity inspector warnings that I’ve had for a looong time now and just never got around to fixing. The main warning I fixed were that some of the render textures I used for water reflections and fullscreen shockwaves didn’t have a depth buffer attached. While they did technically work, it wasn’t the ideal way to have the render textures set up. This was a relatively easy fix thankfully.
For the time tracked in this devlog, I mostly worked on environment decoration in the newest room of the game. I added a really nice looking torch sprite with a fire shader. I also added various details to the game world, like floating platforms in the background, torches, and ancient ruins. I also updated some of the level design. I added platforms to make certain areas possible to reach.
I finally fixed some problems I was having with the player’s collider catching on seams. This bug was pretty rare and not too much of an issue. However in certain parts of the map, mainly near any slopes, the slope’s collider has a tiny seam where it joins the rectangular tilemap collider. The old player collider would get stuck on this seam occasionally. After a lot of messing around with colliders and 2d physics materials, I fixed this issue by changing the player’s collider to a composite collider. The composite collider contains a capsule collider and a box collider. The rounded edges of the capsule allows the player to walk over top of seams easily, and the box collider makes it so the player doesnt slip off the edges of platforms.
I started working on character customization mechanics! Many metroidvanias just use a static character with little to no customization options so I thought this would be a nice way to differentiate my game from other similar games. Basically for now the player can recolor the knight’s cape, helmet plume, and sword hilt. The knight sprites were originally colored blue, making it tricky to use simple color adjustment shaders to recolor it. Rather than going back and redrawing tons of sprites, I wrote a shader that detects saturated areas on the original sprites and overlays a new color on top. Overall it works pretty well now, and now I just need to add a menu to select a color scheme. I also spent like 30 mins working on enemy pathfinding mechanics for a new enemy type!
I added the UI interface for player customization. Currently this screen is only accessible from the pause screen, but in the future I will incorporate it into the gameplay so the player customize the character at specific locations throughout the world. I also fixed some issues with how the UI menus were structured. I made every screen into a unity Canvas Group. I also fixed some bugs where the player could get stuck in certain menu screens. Last but not least I added a new upward attack animation for the player, though I still need to implement the functionality.
I’ve haven’t made too much progress on my project over the last little while because of classes starting :( But I’m finally devlogging some of the changes I’ve made over the last week or so. First, I refactored the combat system for the possibly the 4rd or 5th time since first starting the project (almost a year ago now!) This time around, I implemented an upwards and downwards attack, as well as better implementing the lunge attack. I also switched the attack logic to be partly animation-driven rather than coroutine-driven like it was before. Attack damage is now properly synced to the attack animation, and the weird state bugs I was having before are basically gone. Some parts of the new system still feel a little buggy, but overall I think the attack system is much better now. The second major thing I did was finishing implementing the pathfinding of one of the first “real” enemies (the crawler guys I already have don’t really count). The new enemy now tracks the player correctly. If no player is in range, it will pace back and forth and pause occasionally. It has ledge and wall detection. If the player is in attack range, it will attempt to attack the player. Currently the enemy code architecture isn’t structured very well, but I’m kinda rushing to quickly wrap up this stage of the project so I can ship soon! Now I just gotta polish the game a bit over the next couple days/weeks and then it should be ready to ship!
I finally finished the 10th room of the game! This room introduces a ton of new mechanics in its level design. I’ve been working on the mechanics for this room for the last several devlogs, so it’s nice to finally have finished it! In this room, the player must navigate to 2 different levers that, when triggered, open a gate in the floor. Players can then fall down a chasm into an ancient battlefield room. Then they obtain the shield ability from a fallen soldier. Then some of the newest enemy types spawn in and the player must sucessfully defeat them. To survive the battle, the player needs to utilize the new shield ability which allows them to block attacks. I also added a beta features toggle to the pause menu. The toggle allows the player to use certain in-game abilities that are still in development, like sprinting, dashing, wall jumping, double jumping, lunge attacking, shield bouncing, and more.
I implemented a data-driven tutorial system to my game! Whenever the player gains a new skill or ability, a short tutorial will now pop up explaining how to use the ability. I intentionally made this system super flexible so I can easily add more abilities in the future. Each tutorial is defined by a scriptable object with information including: Tutorial text contents and location on the screen Focused object (A vignette will appear on the screen centered around the object. Usually this is just set to the player but there are some special cases where it should be focused on something else.) Input the player needs to press to use their new ability and clear the tutorial. Overall, the game should be a lot more intuitive to play now. Players will no longer have to read through all the controls, instead the controls get gradually explained to them as they unlock more abilities. This is unrelated to the tutorial system, but I also updated my old dialogue system. I added a function to display fullscreen dialogue. This will be used in key points of the game, where it will fade to white and display some important lines of dialogue. So far, I used this for the game’s “prologue”, a short text-based intro that appears when you first create a new save file.
I did a ton of stuff over the last 5 hours of work! Here’s some of the main things I added: Added a jump animation to the player! This is a feature that many people have requested, but I kept procrastinating adding it. I had briefly tried to draw an animation for this in the past and I just couldn’t get the animation to look right. This time I spent more time and effort on it and I think it turned out pretty good now. Restructured the interaction system. I wanted parry and interact (the input used to talk to NPCs, pick up items, etc) to both use the right mouse button. For most of development I had temporarily set the interact button to a random key on the keyboard to prevent conflict. However, I now implemented a context-based system that detects whether or not the player is nearby an interactable object. If they are, then it executes an interaction, if not, it will parry. This required significant rewriting for the scripts attached to most interactable objects. However the system is now much cleaner and will be easier to maintain in the future. Interaction is now handled from a centralized singleton class, rather from each interactable item script independently. Added a dust trail effect to the player. When the player walks, dust particles will play behind them, making a nice visual effect. There are a couple of weird places the player can reach when using movement abilities accessed from the Beta Features mode. I added a couple little easter eggs to these places for the players who explore everything. Fixed a lot of bugs, including: Breakable objects having iframes that last for too long, effectively making them seem to have much more health than they should. Input not being disabled when the player first loads in, causing potential problems with the intro movement tutorial. Fixed issues with the new jump animations interrupting combat animations, which can cause combat animations to not play when they should. Renamed a couple files to make script names more cohesive. Fixed some collider bugs, including a particular spot where the player kept catching on a seam. Fixed an issue where the player sometimes didn’t count as being grounded when on the very edge of a platform.
In the last several hours, I made a whole bunch of progress. First I fixed a whole bunch of relatively minor bugs. Things like getting stuck on ability obtained screens, minor potential scene loading issues, and scenes unloading when the player revives after falling on spikes. I added a screen with an autosave notice. It wasnt really nessecary but makes the game look professional. Updated some small things like the game’s splash screen, internal name, and game icon. Added a custom cursor when in the game window. I added a knockback system! Enemies now actually get knocked back when hit. I used an interface that I attached to the enemy health manager script to create this system. I added a new music track for the village area that the player can find after finishing the first gameplay area. Then I actually started working on the village area. I used existing sprites to make a castle-like structure for the player to pass through. I also made a really nice animated flag sprite for the village. I worked on level design for the 2nd major area of the game. I’m about halfway done the level design for this area at the moment! And since stardance is going for an extra month, I’ll probably have time to ship the 2nd area now!
Wow, its been a while since I devlogged on here! I’m back with some more progress on my metroidvania. In the last few hours I started refining the art and level design for the game’s 2nd area. I added a bunch of sprites like tilesets, rock formations, animated dead bushes, and spikes. Then I started assembling the area in the editor. It took me a while to get the area’s art to match what I had imagined without creating visual clutter on the screen. I think it looks pretty good now and Im proud of how it turned out! I also learned a lot from building the previous area and so this time I made a ton of art/environment prefabs right away. This is going to save me a loooot of time when filling in the art for the rest of the area. I also greyboxed a bunch of the level design. I have the level design built for about 1/2 of the area now. This area is where the player unlocks wall jump, and it’s also going to have some fun wind mechanics that can boost the player’s jump distance (I still need to code this). I’m trying to build the level design to complement these features so that the area has a unique play style compared to the first area.
I added this cool wind gust shader to my game! Eventually I’m going to have gameplay mechanics where wind pushes the player, which can boost (or limit) the player’s jump distance. For now I just focused on the visuals for this mechanic and I still need to implement the physics. To make the visual effect, I intially tried a unity particle system based approach. This looked really bad however so I made a shader for the wind instead. Basically the shader scrolls the X UV offset on a gradient noise node. The tiling of the gradient noise is super stretched out so it looks like streaks of wind instead of dots. It was simple to make and turned out pretty good! Now time to implement the physics…
This is probably gonna be my last devlog on Stardance before I ship v0.2.0 of the project! And its gonna be a really long one… (I probably should have devlogged earlier) First I spent a couple hours adding the wind gust physics. This took a while because the way I initially set it up had the player movement class internally fighting with the wind functionality. It sort of worked but wasn’t especially reliable. Eventually I moved wind functionality almost entirely to the player movement class. The wind hitboxes essentially tell the player movement class to add a force of a certain strength in a certain direction. The force is then accounted for in the player’s per-frame velocity calculations. Wind now has a consistent effect on the player after the refactor. Next I used the wind gust mechanics to make a short parkour gauntlet. (This area is only accessible in Beta Mode and is by no means finished.) (Pictured) I added a cool “dark area” effect, for places like caves. To achieve this, I added a global light manager class which dims the brightness of the global light in dark areas. The dark areas also have local post-processing profiles which add a noise/film grain effect to the screen. I then used this effect to make a dark maze section in the game’s second area. Added some polish for the final release of the new version. For example, I made a type of block that only exists if Beta Mode has been turned off/on. I used this to block off the beta area in the demo, however if players turn on Beta mode, they will be able to access this area. I also fixed a bug where the “Demo Complete” message wouldn’t appear. Finally I built and configured the project for all supported platforms. I updated the readme and licensing files in my github repo. I also added a changelog file to the repo. I also recorded and uploaded a new demo video for the game, showcasing the entire first area in its final state.
Ships:
Almost exactly one year ago, I had the idea that maybe it would be fun to make a video game. At the time I was really into modding other games, but I wanted to use my mod ideas to make a new world of my own with its own story, lore, mechanics, combat, characters, music, etc. I eventually settled on making a metroidvania, inspired by some of my favorite games like Hollow Knight and the Ori games. I decided to build the game in Unity with C#, using Krita for the artwork. I had to learn all of these programs from scratch because I had never attempted making a project like this before. Every day I would come home and work for an hour or two on the game. I was super locked in, but development started really slow. The player controls were very hard to get right at first with my limited scripting knowledge, and I had to redraw the player sprite many times before it looked good enough. I also had to build a custom rendering system from scratch using Unity Render Graph to get a good-looking foreground and background blur effect. The custom rendering system itself required many iterations before it finally worked how I intended. After a few months, everything really started to come together. I made 1 polished room that I was happy with the look of. The player felt fun to control, and my art skills were slowly improving. When Hack Club started the Flavortown event, I decided that I would work really hard, and get the game into a playable state to ship for the event. I worked super hard for those months, logging around 130 hours, until I eventually did ship a demo for the game. I managed to build a short, 8-9 room area as a vertical slice, with polished art, mechanics, etc. I couldn’t believe how well the project did in voting! The positive feedback gave me more determination to continue working on the game despite development sometimes feeling like a slog. The game is still farrr from done. But I made a whole bunch more progress during Stardance! Here’s some of the major things I accomplished during this event: I completely changed the combat system. I added upwards, downwards, and lunge attacks, and a parry ability. Attacks also do knockback now! Additionally, I added a stamina system, which forces players to use their attacks wisely, or they’ll risk running out of stamina. I effectively doubled the playable world map size! I finished the rooms for the first area, and added in part of the second area as a beta zone! I added a ton of new mechanics, such as hazards and spikes, gates, levers, falling blocks, wind gusts, and more. I added a new enemy type with actual attacks that requires skill to beat. (Previously the game just had simple crawler enemies.) I added a customization system. The player can now select the color of the hero’s cape! I added jump animations for the player (a highly-requested feature) Added a tutorial system to prevent player confusion at the start of the game. Additionally, I added several new player movement abilities accessible through beta mode, such as sprint, dash, wall jump, and double jump. I fixed a ton of bugs from earlier versions such as potential memory leaks, softlocks in UI screens, the player catching on tilemaps, breakable walls having iframes that last for too long, and more! This list is a high level overview of my progress. If you’re interested, you can find the full list of the changes during Stardance in the CHANGELOG.md file in the project’s GitHub repo or check out my devlogs! To test out the project, follow the installation instructions in the readme or on the itch.io page. I hope you like the latest version of the game. Have fun! And if you like it, keep an eye out for updates on my itch.io page! I still plan to work on this project regularly, and I don’t see development stopping any time soon!...
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1793724674.2226937
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1793811074.2226937
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38812
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My first slack bot! by @sushanth | Stardance
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sushanth
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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 @sushanth | Stardanc Title: My first slack bot! by @sushanth | Stardance...
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1793206273.8649364
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1793811073.8649364
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36164
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NULL
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0.0
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0
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[]
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[]
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1792947073.7811036
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1793811073.7811036
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6673
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Untitled project by @imakebloatedcode | Stardance
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imakebloatedcode
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @imakebloatedcode | Sta Title: Untitled project by @imakebloatedcode | Stardance...
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1793206272.9946494
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1793811072.9946494
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16494
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My awesome macropad! by @Noro | Stardance
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Noro
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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 @Noro | Stardance
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1792947072.9755614
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1793811072.9755614
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45206
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My first slack bot! by @Oreoyeet36 | Stardance
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Oreoyeet36
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T23:55:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a slackbot named Orbit that has 6 different slash commands.", "repo": "https://github.com/oreoyeet36/Orbit", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 44909, "ts": "202 [{"post_id": 44909, "ts": "2026-08-10T23:38:42Z", "hours": 0.2658, "text": "Orbit now runs 24/7"}, {"post_id": 44345, "ts": "2026-08-10T01:24:09Z", "hours": 0.6358, "text": "I have made a slack bot that can be used with / commands, right now i am waiting on a nest container in order to make it run 24/7."}]...
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Title: My first slack bot! by @Oreoyeet36 | Starda Title: My first slack bot! by @Oreoyeet36 | Stardance
Devlogs:
I have made a slack bot that can be used with / commands, right now i am waiting on a nest container in order to make it run 24/7.
Orbit now runs 24/7
Ships:
I have made a slackbot named Orbit that has 6 different slash commands....
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1793724672.1594865
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1793811072.1594865
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11317
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NULL
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NULL
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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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1792947072.150063
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1793811072.150063
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12643
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NULL
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0.0
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1792947071.297275
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1793811071.297275
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27027
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CatOS by @mygulash | Stardance
|
mygulash
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1
|
5.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T19:54:36Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "✨CatOS AAAAAA help meee D: They are everywhere!!! HELPPP! THE CATS 🐈 Do you have lots of cats? This WebOS is for you! Aside from the basic functions like top bar with real time and draggable windows, we have 2 special apps for cat owners!: CatNotes: helps you keep track of your cats, you can write there everything about them Gallery: lots and lots of cat images (average cat owner gallery :D) If you are interested do not hesitate and try CatOS now!", "repo": "https://github.com/Mygulash/CatOS", "demo": "https://mygulash.github.io/CatOS/"}]...
|
[{"post_id": 17838, "ts": "202 [{"post_id": 17838, "ts": "2026-06-28T19:38:25Z", "hours": 1.4081, "text": "CatOS devlog #3 I finnaly finished my first custom app! 🐈Anddd… it is a cat gallery! Here are the changes: new app (cat gallery) fixed bugs (could put windows on top of top bar) rewamped the code and made it more universal Stay tuned for more challenges this project brings me! :)✨"}, {"post_id": 17690, "ts": "2026-06-28T16:20:35Z", "hours": 1.6228, "text": "CatOS devlog #2 I am still following the tutorial but I am getting close to finishing it :) Here is what is new: working app icon choosing which window will be on top basic text editor (first app) I am planning on adding an app which will have something to do with cat memes :)🐈 Stay tuned! ✨"}, {"post_id": 17073, "ts": "2026-06-27T18:34:50Z", "hours": 1.63, "text": "CatOS devlog #1 I am currently working on my own WebOS :) Since i really love cats i am going to make it cat themed. 🐈✨ Stuff i made so far: desktop top bar working clock draggable windows open/close windows And now I am going to create my first app in my CatOS stay tuned! 🐈"}]...
|
Title: CatOS by @mygulash | Stardance
Devlogs:
Ca Title: CatOS by @mygulash | Stardance
Devlogs:
CatOS devlog #1 I am currently working on my own WebOS :) Since i really love cats i am going to make it cat themed. 🐈✨ Stuff i made so far: desktop top bar working clock draggable windows open/close windows And now I am going to create my first app in my CatOS stay tuned! 🐈
CatOS devlog #2 I am still following the tutorial but I am getting close to finishing it :) Here is what is new: working app icon choosing which window will be on top basic text editor (first app) I am planning on adding an app which will have something to do with cat memes :)🐈 Stay tuned! ✨
CatOS devlog #3 I finnaly finished my first custom app! 🐈Anddd… it is a cat gallery! Here are the changes: new app (cat gallery) fixed bugs (could put windows on top of top bar) rewamped the code and made it more universal Stay tuned for more challenges this project brings me! :)✨
Ships:
✨CatOS AAAAAA help meee D: They are everywhere!!! HELPPP! THE CATS 🐈 Do you have lots of cats? This WebOS is for you! Aside from the basic functions like top bar with real time and draggable windows, we have 2 special apps for cat owners!: CatNotes: helps you keep track of your cats, you can write there everything about them Gallery: lots and lots of cat images (average cat owner gallery :D) If you are interested do not hesitate and try CatOS now!...
|
1793724670.9903781
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1793811070.9903781
|
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8464
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First project - Macropad by @DJshelfmushroom | Sta First project - Macropad by @DJshelfmushroom | Stardance...
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DJshelfmushroom
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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: First project - Macropad by @DJshelfmushroo Title: First project - Macropad by @DJshelfmushroom | Stardance...
|
1793206270.7974784
|
1793811070.7974784
|
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39436
|
NULL
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NULL
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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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1792947070.4704218
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1793811070.4704218
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14501
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AeroFail by @advaith_prabhu_854 | Stardance
|
advaith_prabhu_854
|
0
|
1.46
|
0
|
[]
|
[{"post_id": 13406, "ts": "202 [{"post_id": 13406, "ts": "2026-06-21T23:10:52Z", "hours": 1.4569, "text": "Why I built a Mechanical Failure Predictor out of a plane Crash: When Jeju Air Flight 2216 went down on December 29, 2024, killing 187 people, I did what a lot of people did, which was that I watched the news, felt awful, and moved on with my day. Mechanical failures rarely come from nowhere. They come from signals that were there and weren’t caught or were caught and weren’t acted on. 187 people boarded a flight that data might have flagged. I wanted to understand that chain well enough to ask better questions about it. So I built AeroFail. It’s a web platform where engineers and/or students learning to think like engineers can input real sensor parameters from a flight system and get a predictive failure risk score across six subsystems: engine, fuel system, hydraulics, structural, avionics, and landing gear. There’s a chatbot that explains what the model found. A simulator that runs stress analysis on aircraft components. And a section documenting real accidents and what failed, why, and what a model like this might have caught. The model is imperfect. The physics are simplified. The data is synthetic for now. But the questions are real. And that feels like a place to start."}]...
|
Title: AeroFail by @advaith_prabhu_854 | Stardance Title: AeroFail by @advaith_prabhu_854 | Stardance
Devlogs:
Why I built a Mechanical Failure Predictor out of a plane Crash: When Jeju Air Flight 2216 went down on December 29, 2024, killing 187 people, I did what a lot of people did, which was that I watched the news, felt awful, and moved on with my day. Mechanical failures rarely come from nowhere. They come from signals that were there and weren’t caught or were caught and weren’t acted on. 187 people boarded a flight that data might have flagged. I wanted to understand that chain well enough to ask better questions about it. So I built AeroFail. It’s a web platform where engineers and/or students learning to think like engineers can input real sensor parameters from a flight system and get a predictive failure risk score across six subsystems: engine, fuel system, hydraulics, structural, avionics, and landing gear. There’s a chatbot that explains what the model found. A simulator that runs stress analysis on aircraft components. And a section documenting real accidents and what failed, why, and what a model like this might have caught. The model is imperfect. The physics are simplified. The data is synthetic for now. But the questions are real. And that feels like a place to start....
|
1793206269.8679478
|
1793811069.8679478
|
|
12841
|
NULL
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NULL
|
0
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0.0
|
0
|
[]
|
[]
|
|
1792947069.641524
|
1793811069.641524
|
|
31525
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GameBoy (retro-go) by @LysyDAWID | Stardance
|
LysyDAWID
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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: GameBoy (retro-go) by @LysyDAWID | Stardanc Title: GameBoy (retro-go) by @LysyDAWID | Stardance...
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1793206268.948951
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1793811068.948951
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2652
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FrogPad by @FrogDude | Stardance
|
FrogDude
|
1
|
0.96
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T01:21:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FrogPad Devlog 06: Shipped! FrogPad is a 12-key macropad with audio control, arrow keys, and a delete button for me to smash as needed. It also has an OLED, which can display animations and (hopefully) playing audio, all packed into a fun frog-shaped case. Frogs are awesome. Keyboards are awesome. This is my combination.", "repo": "https://github.com/FrogDude7856/FrogPad", "demo": ""}]...
|
[{"post_id": 49290, "ts": "202 [{"post_id": 49290, "ts": "2026-08-18T00:40:22Z", "hours": 0.9589, "text": "FrogPad Devlog 07: we’re so back. (Please ignore any formatting issues, I am currently typing on my mobile device) MY KIT SHOWED UP! The past hour has been putting together parts, test fits, and overall design checks. I also had to sand some things because I accidentally made the port hole too small - hopefully that wound be an issue in the future… Next steps are to learn to sauder and then put stuff together for the case-off test, then install the case! (Image: my case, printed by the nice people over at #printing_legion)"}, {"post_id": 11373, "ts": "2026-06-18T16:42:32Z", "hours": 0.8497, "text": "FrogPad Devlog 005: Began work on firmware for keyboard; established key layout. – Swapped from numpad to sort of a themed quick commands pad (music control, delete key, etc) Discovered that OLEDs are probably the hardest part I could have chosen to include (what do you mean my two options are “probably doesn’t work with your OS” or “learn an entirely new coding language”) Began work on baby’s first GitHub Repo! Link should be accessible now, if not as soon as I ship. Next Steps: Setup QMK-Now Playing ( https://github.com/dob9601/qmk-nowplaying ) on board for OLED? Hopefully? I am not sure if it’ll work since I’m on Windows but worth a shot. (no I don’t know what this code stuff means, this is from my first test compiling)"}, {"post_id": 9642, "ts": "2026-06-16T01:36:37Z", "hours": 1.5094, "text": "FrogPad Devlog 004: FINALLY, MODELING Redid the PCB. Again. I got it down to 99.925 mm on the larger side, so now I’m in compliance! Still waiting on a sanity check but hopefully I am finally done with this after (checks notes) THREE HOURS??? Began modeling my case for this on OnShape. It’s frog shaped. I am nothing if not on brand. I only have the bottom case so far, and I’m aiming to finish the whole thing by the end of the week. Next steps: Finish case Code/modify code for firmware Write README"}, {"post_id": 8464, "ts": "2026-06-14T02:18:16Z", "hours": 1.6506, "text": "Frog Pad Devlog 003: AHHHHHHH So I had to redo the PCB. Three Times. It was easier than rearranging all the parts to reorder them, but it sure did take a lot of trial and error. I had multiple YouTube Tutorials open; I am sorry to whoever watches my Lapse clips because I made a lot of cuts trying to not count research time. Most of today was reorganizing my parts for wiring/copper-ing and trying to align all my parts. I was going to do edge cuts today but it’s 10 PM right now and I have to be up in 8 hours. But everything’s connected! Tomorrow is hopefully edge cuts and updating the silkscreen, then running a sanity check before I do this all over again with OnShape. 🐸🗒️!"}, {"post_id": 7658, "ts": "2026-06-12T20:02:43Z", "hours": 0.7131, "text": "FrogPad Devlog 002: PCB? what’s a PCB? assigned footprints to the components and added to the PCB builder in KiCad. Twice. I accidentally made my switches LEDs, got very confused by the three tutorials I was referencing, and then asked the nice people in #hackpad for help. Next Steps (this weekend hopefully): Copper wire (?) PCB Edge cuts Screen Details (lilypads, frogs, cleanup text) Make the case!!! 🐸🗒️"}, {"post_id": 7142, "ts": "2026-06-11T22:36:54Z", "hours": 0.3486, "text": "FrogPad Devlog 001: what have I gotten myself into Tried to make a matrix while keeping pins clear for my OLED plans. I am not sure if I succeeded, will continue with tutorials and stuff tomorrow."}]...
|
Title: FrogPad by @FrogDude | Stardance
Devlogs:
Title: FrogPad by @FrogDude | Stardance
Devlogs:
FrogPad Devlog 001: what have I gotten myself into Tried to make a matrix while keeping pins clear for my OLED plans. I am not sure if I succeeded, will continue with tutorials and stuff tomorrow.
FrogPad Devlog 002: PCB? what’s a PCB? assigned footprints to the components and added to the PCB builder in KiCad. Twice. I accidentally made my switches LEDs, got very confused by the three tutorials I was referencing, and then asked the nice people in #hackpad for help. Next Steps (this weekend hopefully): Copper wire (?) PCB Edge cuts Screen Details (lilypads, frogs, cleanup text) Make the case!!! 🐸🗒️
Frog Pad Devlog 003: AHHHHHHH So I had to redo the PCB. Three Times. It was easier than rearranging all the parts to reorder them, but it sure did take a lot of trial and error. I had multiple YouTube Tutorials open; I am sorry to whoever watches my Lapse clips because I made a lot of cuts trying to not count research time. Most of today was reorganizing my parts for wiring/copper-ing and trying to align all my parts. I was going to do edge cuts today but it’s 10 PM right now and I have to be up in 8 hours. But everything’s connected! Tomorrow is hopefully edge cuts and updating the silkscreen, then running a sanity check before I do this all over again with OnShape. 🐸🗒️!
FrogPad Devlog 004: FINALLY, MODELING Redid the PCB. Again. I got it down to 99.925 mm on the larger side, so now I’m in compliance! Still waiting on a sanity check but hopefully I am finally done with this after (checks notes) THREE HOURS??? Began modeling my case for this on OnShape. It’s frog shaped. I am nothing if not on brand. I only have the bottom case so far, and I’m aiming to finish the whole thing by the end of the week. Next steps: Finish case Code/modify code for firmware Write README
FrogPad Devlog 005: Began work on firmware for keyboard; established key layout. – Swapped from numpad to sort of a themed quick commands pad (music control, delete key, etc) Discovered that OLEDs are probably the hardest part I could have chosen to include (what do you mean my two options are “probably doesn’t work with your OS” or “learn an entirely new coding language”) Began work on baby’s first GitHub Repo! Link should be accessible now, if not as soon as I ship. Next Steps: Setup QMK-Now Playing ( https://github.com/dob9601/qmk-nowplaying ) on board for OLED? Hopefully? I am not sure if it’ll work since I’m on Windows but worth a shot. (no I don’t know what this code stuff means, this is from my first test compiling)
FrogPad Devlog 07: we’re so back. (Please ignore any formatting issues, I am currently typing on my mobile device) MY KIT SHOWED UP! The past hour has been putting together parts, test fits, and overall design checks. I also had to sand some things because I accidentally made the port hole too small - hopefully that wound be an issue in the future… Next steps are to learn to sauder and then put stuff together for the case-off test, then install the case! (Image: my case, printed by the nice people over at #printing_legion)
Ships:
FrogPad Devlog 06: Shipped! FrogPad is a 12-key macropad with audio control, arrow keys, and a delete button for me to smash as needed. It also has an OLED, which can display animations and (hopefully) playing audio, all packed into a fun frog-shaped case. Frogs are awesome. Keyboards are awesome. This is my combination....
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1793724668.8585343
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1793811068.8585343
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53215
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Shell For Linux by @shankkyyyy | Stardance
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shankkyyyy
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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: Shell For Linux by @shankkyyyy | Stardance
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1792947068.8124578
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1793811068.8124578
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53212
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Game console by @NJstechnigames | Stardance
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NJstechnigames
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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: Game console by @NJstechnigames | Stardance
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1792947068.0090215
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1793811068.0090215
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10068
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Untitled project by @ | Stardance
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @ | Stardance
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1793206268.0056736
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1793811068.0056736
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33348
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My own site! by @BARUT | Stardance
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BARUT
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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 own site! by @BARUT | Stardance
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1792947067.1613805
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1793811067.1613805
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6173
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My first slack bot! by @Lada | Stardance
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Lada
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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 @Lada | Stardance
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1793206267.0734208
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1793811067.0734208
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919
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A simple to do by @goodaysarecomingsoon | Stardanc A simple to do by @goodaysarecomingsoon | Stardance...
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goodaysarecomingsoon
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T13:07:56Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Sentinel, a simple to-do list focused on deadlines. You can add tasks with a date and time, see a live countdown, tick completed tasks with a strike-through animation, and import or export tasks using JSON. The most challenging part was getting the countdown to update accurately every second and figuring out how to handle JSON since I was new to it. I’m proud that I turned a problem I actually have—missing deadline after deadline—into something useful and a little funny:)", "repo": "https://github.com/Optimus-Prime04/A-Simple-To-Do", "demo": "https://a-simple-to-do.vercel.app/"}]...
|
[{"post_id": 55523, "ts": "202 [{"post_id": 55523, "ts": "2026-08-27T13:03:16Z", "hours": 2.6192, "text": "finally completed everthing check out https://a-simple-to-do.vercel.app/"}, {"post_id": 54459, "ts": "2026-08-25T14:06:05Z", "hours": 1.9194, "text": "after a long session finally my style.css is over"}, {"post_id": 53818, "ts": "2026-08-24T14:51:53Z", "hours": 0.4514, "text": "finally mu index.css is done"}, {"post_id": 53786, "ts": "2026-08-24T14:18:37Z", "hours": 0.4303, "text": "i have completed my tasks.html after a long terminal session"}, {"post_id": 53769, "ts": "2026-08-24T13:34:42Z", "hours": 0.3425, "text": "i have created my index.html"}]...
|
Title: A simple to do by @goodaysarecomingsoon | S Title: A simple to do by @goodaysarecomingsoon | Stardance
Devlogs:
i have created my index.html
i have completed my tasks.html after a long terminal session
finally mu index.css is done
after a long session finally my style.css is over
finally completed everthing check out https://a-simple-to-do.vercel.app/
Ships:
I made Sentinel, a simple to-do list focused on deadlines. You can add tasks with a date and time, see a live countdown, tick completed tasks with a strike-through animation, and import or export tasks using JSON. The most challenging part was getting the countdown to update accurately every second and figuring out how to handle JSON since I was new to it. I’m proud that I turned a problem I actually have—missing deadline after deadline—into something useful and a little funny:)...
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1793724666.7874622
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1793811066.7874622
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23984
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My awesome macropad! by @K_mavridis | Stardance
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K_mavridis
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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 @K_mavridis | Stard Title: My awesome macropad! by @K_mavridis | Stardance...
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1792947066.353214
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1793811066.353214
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21730
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Plasma Net by @Burak | Stardance
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Burak
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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: Plasma Net by @Burak | Stardance
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1792947065.5250983
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1793811065.5250983
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31598
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MACROPAD+ by @Nishy | Stardance
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Nishy
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0
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1.46
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0
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[]
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[{"post_id": 36179, "ts": "202 [{"post_id": 36179, "ts": "2026-07-28T03:02:31Z", "hours": 1.4603, "text": "Devlog #1 ok so my macropad didn’t get too much progress and most of the progress I did make wasn’t recorded but the reason why I’m not done with this is that I had OneDrive issues so I couldn’t save progress and then all the opened kicad tabs and all the other tabs were bogging down the computer and i hate the noise of computer fans so i just closed out of all the tabs and now im back on making the case of the macropad😭."}]...
|
Title: MACROPAD+ by @Nishy | Stardance
Devlogs:
D Title: MACROPAD+ by @Nishy | Stardance
Devlogs:
Devlog #1 ok so my macropad didn’t get too much progress and most of the progress I did make wasn’t recorded but the reason why I’m not done with this is that I had OneDrive issues so I couldn’t save progress and then all the opened kicad tabs and all the other tabs were bogging down the computer and i hate the noise of computer fans so i just closed out of all the tabs and now im back on making the case of the macropad😭....
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1793206265.164119
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1793811065.164119
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18262
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Free Roam by @Alloy | Stardance
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Alloy
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0
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2.74
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0
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[]
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[{"post_id": 12244, "ts": "202 [{"post_id": 12244, "ts": "2026-06-20T00:13:26Z", "hours": 2.7425, "text": "Made the main menu and pause menu functional, made the options menu able to be accessed from the pause and main menus."}]...
|
Title: Free Roam by @Alloy | Stardance
Devlogs:
M Title: Free Roam by @Alloy | Stardance
Devlogs:
Made the main menu and pause menu functional, made the options menu able to be accessed from the pause and main menus....
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1792947064.6998384
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1793811064.6998384
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20016
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My first slack bot! by @itzRK | Stardance
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itzRK
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T20:08:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My First Slack Bot is Live! 🚀 Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands: /smart-bot-for-everyone-ping – checks the bot’s latency. /smart-bot-for-everyone-help – lists all available commands. /smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!", "repo": "https://github.com/itzRK-cell/smart-bot-for-everyone", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 21026, "ts": "202 [{"post_id": 21026, "ts": "2026-07-02T19:56:04Z", "hours": 0.2614, "text": "My First Slack Bot is Live! 🚀Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands:/smart-bot-for-everyone-ping – checks the bot’s latency./smart-bot-for-everyone-help – lists all available commands./smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way, I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!"}]...
|
Title: My first slack bot! by @itzRK | Stardance
Title: My first slack bot! by @itzRK | Stardance
Devlogs:
My First Slack Bot is Live! 🚀Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands:/smart-bot-for-everyone-ping – checks the bot’s latency./smart-bot-for-everyone-help – lists all available commands./smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way, I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!
Ships:
My First Slack Bot is Live! 🚀 Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands: /smart-bot-for-everyone-ping – checks the bot’s latency. /smart-bot-for-everyone-help – lists all available commands. /smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!...
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1793724664.6794844
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1793811064.6794844
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26265
|
Untitled by @harshexperiments0 | Stardance
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harshexperiments0
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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 @harshexperiments0 | Stardance
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1792947063.871098
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1793811063.871098
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3423
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Untitled by @ishowspeed | Stardance
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ishowspeed
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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 @ishowspeed | Stardance
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1792947063.048485
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1793811063.048485
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55294
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My own site! by @jar_ann | Stardance
|
jar_ann
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T12:15:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I guess the most challenging task is working with svg. I mean I often have a project where I need add svg, but styling, making animations with it is a whole new story! Furthermore, building other features is kinda on the track as I planned. I hope I could have been doing more projects in the past so I could add to.", "repo": "https://github.com/AnGiaQuach/personal-site", "demo": "https://giaan-site.vercel.app/"}]...
|
[{"post_id": 56616, "ts": "202 [{"post_id": 56616, "ts": "2026-08-28T13:21:46Z", "hours": 0.4542, "text": "I just built a new feature where a text block could be changed automatically every 1s"}, {"post_id": 56569, "ts": "2026-08-28T11:37:09Z", "hours": 1.1508, "text": "The final result I made at this afternoon!"}]...
|
Title: My own site! by @jar_ann | Stardance
Devlo Title: My own site! by @jar_ann | Stardance
Devlogs:
The final result I made at this afternoon!
I just built a new feature where a text block could be changed automatically every 1s
Ships:
I guess the most challenging task is working with svg. I mean I often have a project where I need add svg, but styling, making animations with it is a whole new story! Furthermore, building other features is kinda on the track as I planned. I hope I could have been doing more projects in the past so I could add to....
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1793724662.6354136
|
1793811062.6354136
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402
|
FFT by @george_pont | Stardance
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george_pont
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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: FFT by @george_pont | Stardance
|
1793206262.5389178
|
1793811062.5389178
|
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12714
|
NULL
|
NULL
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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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1792947062.2226346
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1793811062.2226346
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1311
|
My first slack bot! by @Petar | Stardance
|
Petar
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0
|
0.26
|
0
|
[]
|
[{"post_id": 1508, "ts": "2026 [{"post_id": 1508, "ts": "2026-06-03T16:02:43Z", "hours": 0.2597, "text": "Working on time and binary, decimal etc. conversion bot"}]...
|
Title: My first slack bot! by @Petar | Stardance
Title: My first slack bot! by @Petar | Stardance
Devlogs:
Working on time and binary, decimal etc. conversion bot...
|
1793206261.5993612
|
1793811061.5993612
|
|
33727
|
FluxEngine by @olebeuscher | Stardance
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olebeuscher
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0
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6.19
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0
|
[]
|
[{"post_id": 36983, "ts": "202 [{"post_id": 36983, "ts": "2026-07-29T12:46:39Z", "hours": 1.9997, "text": "Devlog #3 – Python Support and a Clean JSON API After Devlog #2 I realized: if absolute beginners are supposed to use FluxEngine, I can’t expect them to learn Rust. So I added Python support to the nodes. Each node in flow.json now has a code field containing Python. The backend runs it with python3 -c and returns the output. I also added a /run endpoint that accepts Python code via POST and sends back the result as JSON. I removed all the HTML code from the backend. It now only speaks JSON. The website will be a completely separate project later. Next steps: Login system with tokens Flow save/load The actual frontend website ᵔ ᵕ ᵔ"}, {"post_id": 32475, "ts": "2026-07-21T17:58:00Z", "hours": 3.2483, "text": "After setting up the Cargo project in Devlog #1, I wanted to give my Nodes some real identity. I replaced the simple struct with an enum that has four variants: EventNode, FlowNode, WorkerNode, and IfElseNode. Each type now has its own run behavior. I also added a web server (tiny_http) that serves JSON instead of just printing to the console. This means my future website will be able to fetch data from the backend easily. Next steps: Login system with tokens and passwords Build the actual frontend website Flow save/load ٩(◕‿◕。)۶"}, {"post_id": 27741, "ts": "2026-07-13T15:50:32Z", "hours": 0.9414, "text": "Devlog #1 – Starting FluxEngine Today I migrated my Rust project from raw rustc to a proper Cargo setup. I created a clean backend structure with main.rs , node.rs , and flow.rs , and I learned how Rust modules work together. Next steps: Implement the Worker system Add basic Flow logic Prepare a backend API for the frontend"}]...
|
Title: FluxEngine by @olebeuscher | Stardance
Dev Title: FluxEngine by @olebeuscher | Stardance
Devlogs:
Devlog #1 – Starting FluxEngine Today I migrated my Rust project from raw rustc to a proper Cargo setup. I created a clean backend structure with main.rs , node.rs , and flow.rs , and I learned how Rust modules work together. Next steps: Implement the Worker system Add basic Flow logic Prepare a backend API for the frontend
After setting up the Cargo project in Devlog #1, I wanted to give my Nodes some real identity. I replaced the simple struct with an enum that has four variants: EventNode, FlowNode, WorkerNode, and IfElseNode. Each type now has its own run behavior. I also added a web server (tiny_http) that serves JSON instead of just printing to the console. This means my future website will be able to fetch data from the backend easily. Next steps: Login system with tokens and passwords Build the actual frontend website Flow save/load ٩(◕‿◕。)۶
Devlog #3 – Python Support and a Clean JSON API After Devlog #2 I realized: if absolute beginners are supposed to use FluxEngine, I can’t expect them to learn Rust. So I added Python support to the nodes. Each node in flow.json now has a code field containing Python. The backend runs it with python3 -c and returns the output. I also added a /run endpoint that accepts Python code via POST and sends back the result as JSON. I removed all the HTML code from the backend. It now only speaks JSON. The website will be a completely separate project later. Next steps: Login system with tokens Flow save/load The actual frontend website ᵔ ᵕ ᵔ...
|
1792947061.4077086
|
1793811061.4077086
|
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39422
|
CineAI by @daud59302 | Stardance
|
daud59302
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1
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16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T18:37:29Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CineAI is a modern and interactive web app for discovering movies and TV shows. It features a custom “Discover” section where users can sort content by rating or release date, and filter by genres or streaming providers (like Netflix). Clicking on a movie reveals trailers, similar movies, and a full cast list. The actors are also clickable, opening up a detailed profile with their biography, age, and a “Known For” section displaying their most popular roles. Made by Daud Ahmed!", "repo": "https://github.com/Daudui/CineAI", "demo": "https://daudui.github.io/CineAI/index.html"}]...
|
[{"post_id": 47568, "ts": "202 [{"post_id": 47568, "ts": "2026-08-15T15:22:54Z", "hours": 2.6811, "text": "okay so I have made some major changes to CineAI, I have redesigned the whole page, I have redesigned the login page, homepage and I have even made it possible to click on whatever movie and it will show you a trailer of the movie. (ps my first time coding)"}, {"post_id": 37343, "ts": "2026-07-30T00:11:27Z", "hours": 5.6528, "text": "CineAI, a movie plattform where you can find the best movies with the help of AI"}, {"post_id": 36550, "ts": "2026-07-28T18:56:14Z", "hours": 7.5719, "text": "a movie site where you can find the best shows with the help of ai, and get recommendation based on your activity"}]...
|
Title: CineAI by @daud59302 | Stardance
Devlogs:
Title: CineAI by @daud59302 | Stardance
Devlogs:
a movie site where you can find the best shows with the help of ai, and get recommendation based on your activity
CineAI, a movie plattform where you can find the best movies with the help of AI
okay so I have made some major changes to CineAI, I have redesigned the whole page, I have redesigned the login page, homepage and I have even made it possible to click on whatever movie and it will show you a trailer of the movie. (ps my first time coding)
Ships:
CineAI is a modern and interactive web app for discovering movies and TV shows. It features a custom “Discover” section where users can sort content by rating or release date, and filter by genres or streaming providers (like Netflix). Clicking on a movie reveals trailers, similar movies, and a full cast list. The actors are also clickable, opening up a detailed profile with their biography, age, and a “Known For” section displaying their most popular roles. Made by Daud Ahmed!...
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1793724661.399217
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1793811061.399217
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13200
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Number Balls by @Jimi | Stardance
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Jimi
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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: Number Balls by @Jimi | Stardance
|
1792947060.5939844
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1793811060.5939844
|
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28976
|
My very own WebOS by @kevinisslashed | Stardance
|
kevinisslashed
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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 very own WebOS by @kevinisslashed | Star Title: My very own WebOS by @kevinisslashed | Stardance...
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1793206259.4307046
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1793811059.4307046
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32467
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BrowserRNN by @lazerkat | Stardance
|
lazerkat
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1
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3.26
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45
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T03:51:54Z", "hours": 3.0, "multiplier": 14.95, "payout": 45, "blessing": "neutral", "text": "I made a browser based Recurrent Neural Network! I hope you like it!", "repo": "https://github.com/betelguesestudios/BrowserRNN", "demo": "https://betelguesestudios.github.io/BrowserRNN/"}]...
|
[{"post_id": 26381, "ts": "202 [{"post_id": 26381, "ts": "2026-07-11T04:21:47Z", "hours": 0.2622, "text": "Devlog #5! Fixed the readme and made the default prompt longer!"}, {"post_id": 26362, "ts": "2026-07-11T03:24:43Z", "hours": 0.3956, "text": "Devlog #4! Pretty much just this guy.."}, {"post_id": 25737, "ts": "2026-07-10T05:31:51Z", "hours": 0.8322, "text": "Devlog #3! Some styling and info!"}, {"post_id": 25714, "ts": "2026-07-10T04:33:26Z", "hours": 0.7919, "text": "Devlog #2! it is not as stupid! I added some more features too, like exporting, importing etc"}, {"post_id": 24536, "ts": "2026-07-08T04:59:49Z", "hours": 1.0214, "text": "Devlog #1! I spent a little while making it, but I think I have the first revision! It’s a little stupid right now… I’m gonna make more features soon! Also no styling yet"}]...
|
Title: BrowserRNN by @lazerkat | Stardance
Devlog Title: BrowserRNN by @lazerkat | Stardance
Devlogs:
Devlog #1! I spent a little while making it, but I think I have the first revision! It’s a little stupid right now… I’m gonna make more features soon! Also no styling yet
Devlog #2! it is not as stupid! I added some more features too, like exporting, importing etc
Devlog #3! Some styling and info!
Devlog #4! Pretty much just this guy..
Devlog #5! Fixed the readme and made the default prompt longer!
Ships:
I made a browser based Recurrent Neural Network! I hope you like it!...
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1793724659.3742166
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1793811059.3742166
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35883
|
My own site! by @light_yesnt | Stardance
|
light_yesnt
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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 own site! by @light_yesnt | Stardance
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1793206258.4773796
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1793811058.4773796
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54189
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Dragon Launcher by @elnix | Stardance
|
elnix
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1
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484.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T19:14:36Z", "hours": 484.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VERSION 4.6.0 Dragon Launcher is a fast ANdroid gesture-based launcher that lets you open you app via a single continuous gesture, FULLY CUSTOMIZABLE!! So I’ve done so many things since the previous shi^, on Macondo, I can’t really fit all of it here, but the app grew very well, and alot of ppl came to the discord, server, which is the only metric that I have given the fact thatt he app respects privacy a 100%. this is the recap of the changes from the version 4.5.2 to the new one https://github.com/Elnix90/Dragon-Launcher/compare/4.5.2...main", "repo": "https://github.com/Elnix90/Dragon-Launcher", "demo": "https://github.com/Elnix90/Dragon-Launcher/releases/latest"}]...
|
[{"post_id": 84468, "ts": "202 [{"post_id": 84468, "ts": "2026-10-29T18:12:23Z", "hours": 3.2578, "text": "Final DEVLOGGGG So I have spend the last coupel hours polishing the app, adding the screeshots, tweaking UI an so on!! I’m so exited to publish this version, it should be soon on the playsore!!!"}, {"post_id": 83645, "ts": "2026-10-28T09:52:14Z", "hours": 3.5367, "text": "Final changes on the Settings search feature! So, basically, I spend the last hours tweaking the compiler plugin so that it would correctly add all the annotated settings and their inner wrapped functions. At that point, its basically done, and I’m almost ready to publish the next version!"}, {"post_id": 83201, "ts": "2026-10-27T09:56:29Z", "hours": 8.3406, "text": "Creating the needed SEARCH! Basucally, I’ve been waiting to have a proper and clean plugin to implement that search feature. It not complete yet, but already working well!"}, {"post_id": 82081, "ts": "2026-10-23T19:51:00Z", "hours": 5.9528, "text": "Mostly under the hood optimizations and UI tweaking I corrected an issue, which led to me creating a completely new actio for the launcher: the Activity launch, different rom the App Launch. So I spend alot of time actually changing some uIs I find ugly, and I redisigned the actions picker, as well as other stuff such as the points menu screen"}, {"post_id": 81864, "ts": "2026-10-22T19:58:20Z", "hours": 5.58, "text": "Adaptative layout !! So, I’m building the adaptative layout my app needed, and some people wanted, before it was locked in a portrait orientation, but I remove that lock and build a different ui for several screens for them to adapt to the horizontal layouts. This is useful for the rotation, and the larger devices, such as the tablets"}, {"post_id": 80602, "ts": "2026-10-18T08:41:41Z", "hours": 8.3169, "text": "Various optimisations all around the app I’ve been closing issues and managed to reduce the number of them to less than 20!! And furthermore, alot o them are actually feature request that i may implement one day"}, {"post_id": 78692, "ts": "2026-10-11T09:52:15Z", "hours": 4.7783, "text": "Finally, Update 4.5.0!!!!Her’s the changelog!! 4.5.0 (Komodo) (2026-10-11) NEW Permissions tab in settings 2 modes for the dragging overlay, to choose whether to render the nests or not Add a new workspace: the apps not yet in the nests New settings to make the categories openable by clicking on them (and apps) IMPROVED Small UI improvements everywhere FIXED Big icons loading issue due to race-conditions in core points logic Small issues with reset behavior ⚠️ Play Protect Warning Due to Android restrictions, disable Play Protect during installation to avoid Dragon being blocked."}, {"post_id": 78145, "ts": "2026-10-09T19:31:33Z", "hours": 5.2208, "text": "I’ve been fixing and adding small features the recnet times, and Iwill soon release a next version! Here are the recent commits I made: feat(workspace): add not in nests workspace type, closes #450 fix(ui): improve Ui of the App detail info bottom sheet and long press popup fix(ui): change typography styles for TextWithDescription feat(ui): add switch icons un the thumb fix(i18n): Merge remote-tracking branch ‘weblate/main’ feat(top-preview): Add scale parameter for the new point preview mode fix: AppDisplayTab was resetting colors, it now resets the UISettingsStore feat(display): define 2 modes for the top display dragging overlay: new and legacy . fix(ui): move permissions tab into advanced sub-menu of main settings screen"}, {"post_id": 77557, "ts": "2026-10-07T13:37:44Z", "hours": 7.5189, "text": "4.4.2 (Smaug) 2026-10-07 [NEW] Recent apps display a recent badge (will be improved soon) [IMPROVED] Category feature dialogs rework Drawer-related bugs and rework Optimization of core functions for performance [FIXED] Bottom sheets UI fixes"}, {"post_id": 76706, "ts": "2026-10-04T11:48:27Z", "hours": 8.4739, "text": "Finished refactoring the gesture system!! So basically, after tons of ours coding this stuff, I finally launched the release, it should finish the build soon. Here’s the changelog for this version! 4.4.0 (Smaug) 2026-10-04 [NEW] Complete refactor of all gesture system (real big ngl) New locked nest system [IMPROVED] Widgets tab UI Global UI refinements [FIXED] Icon rendering logic [NOTE] Removed migration system from 4.0.0"}, {"post_id": 76370, "ts": "2026-10-03T10:24:13Z", "hours": 6.8339, "text": "Complete refactor of the whole launching process So basically, in my previous devlog, I was talking about the new feature I made, to drop the nests in a position and keep it there. but when coding it, I noticed alot of off things in my old code, that was holding there for a while now. What I did recently, is that I moved all the gesture logic to the SwipeService class (an internal injected dependency) to centralize all the gesture logic, instead of keeping spread around in Compose. I’m really proud of myself, ngl!!"}, {"post_id": 75601, "ts": "2026-09-30T15:11:22Z", "hours": 8.0675, "text": "Implementing fixed nest feature So this is an issue one of my user asked long ago, the ability to have a nest fixed in place. So I’ve been implementing this for the past couple hours, but the only issue is that I’m now againsts a wall, and I have to refactor a very bit part of the gesture system to make everything work cleanly. Basically, I am moving all the heavy gesture logic that was in Compose to a single shared viewmodel to avoid the repetitions."}, {"post_id": 74641, "ts": "2026-09-27T20:41:59Z", "hours": 3.7736, "text": "Implementing completely new initialization screen. So I’ve been workijg on this new screen after that alot of ppl asked me to make more easy their integration to the launcher. Basically this will use hte usage stats permissions to get the recent apps (and most used) on your phone, and place them one by one on the circles. By default I keep them as circles to avoid users to be lost."}, {"post_id": 73718, "ts": "2026-09-25T19:33:20Z", "hours": 8.7417, "text": "Completely reworking the points setttings gesture system. So I’m refactorging this entire screen too allowsuper fine gesture control. before there used to be abutton to toggle botween 2 modes, but now only the gestures are responsible for that!! Also, I’m created a ALL NEW initialization system to allow you to easily import your apps to the nests the first time you launch dragon"}, {"post_id": 71087, "ts": "2026-09-20T08:55:55Z", "hours": 6.4903, "text": "Refactoring the app to improve performance. So recently I’ve been refactoring the app by moving some logic inside the viewmodels, reducing the amount of RAM the app uses and this, along with some minor optimizations and small features will be the next version. (soon!) Also, i added a new button in the Preset rows to import your themes aditionaly to exporting them. All of this into a clean json you can share Lots of people have been joinning the discord since last version and that’s super cool!!!"}, {"post_id": 67407, "ts": "2026-09-13T14:37:35Z", "hours": 6.14, "text": "Complete refactor of the welcome screen: I wanted to change it since a while now, so I did it! Here’s rhe new version, its a vertical scrollable pager that fully integrates the power of gestures!! I also added an easter egg in that version, when you select the “flashbang theme” from the color theme selector, it’ll play a flashbang grenade sound🤣"}, {"post_id": 66704, "ts": "2026-09-12T16:17:03Z", "hours": 7.2258, "text": "Various optimizations and ui fix Thanks to the new stargazers on github, I’m almost at 300⭐!!! I accepted a pull request from a friend that corrects some early performance issues I fixed multiple issues that related a crash I optimized several part of the launcher that were laggy and / or did not feel smooth I refactored the color picker to have something wayyy cleaner!!"}, {"post_id": 64840, "ts": "2026-09-09T15:12:34Z", "hours": 4.3044, "text": "I released a small changes update: Updated nest managment sheet (rework) Hold menu entries setting behavior fix F-Droid reproductible builds failing Correct race crash condition in charging animation. With all these fixes, the 4.1.1 was released!!!!"}, {"post_id": 61777, "ts": "2026-09-04T21:03:22Z", "hours": 4.4594, "text": "Implemented a complete category system I worked on the PR a friend of mine has submitted. It was originally ultra buggy and it crashed. I improved the Ui and the dialogs as well as corrected the crashes."}, {"post_id": 58953, "ts": "2026-08-31T14:52:16Z", "hours": 2.5906, "text": "Implemented ktlint and formatted whole codebase I spend a lot of time actually getting ktlint to work and once it was working, I had to format alot of things myself because it was not auto-fixable by ktlint."}, {"post_id": 58232, "ts": "2026-08-30T16:18:42Z", "hours": 3.9097, "text": "New minor release: 4.1.2 So I just published some little work I did, and the reason why is that I successfully find, after many failed attemps over the months) to hide the status bar , when the app is in fullscreen and that you open a modal bottom sheet. This was android’s default behavior to alway show them and that was ugly. Also, I did some pretty heavy work implementing ktlint into the app and running the checks and formatting. I had lots of non auto-resolvable issues that I had to solve by hand, like renaming files etc… Finally, I added a CI pipeline that runs a a lint check build and unit test for each commits in order to check the app’s sanity."}, {"post_id": 57938, "ts": "2026-08-30T08:42:03Z", "hours": 2.9967, "text": "Fixing the animation with the current offset in the main screen It’s been a while now that there was a subtle bizzare bug with this animated offset, and all of this was caused by a states mishandling and disalignment. I fixed that after stuggling for 2 hours debugging Here’s the final code result: And sadly I can’t manage to share videos , so here’s a picture of what happens under the hoods"}, {"post_id": 57585, "ts": "2026-08-29T19:36:39Z", "hours": 7.3111, "text": "Working on new update: 4.1.1 I was finishing and polishing everything for the nest minor version, noethign really huge in this one, but a clear improvement of all the UI, dialogs, and performance. Here’s the new changelog for the 4.1.1: 4.1.1 (Labyrinth) 2026-08-29 [NEW] Dragon Launcher WIKI! Check on GitHub Can customize angle a which points are snapped (defaults to 15°) Complete UI refactor and old dialogs refresh [IMPROVED] Revrote global navigation system to a viewmodel for performance and stability improvements Transformed several dialogs and pickers to modal sheets [FIXED] Global UI tweaks New navigation animations Correctly clears search query Corrected floating apps not openning"}, {"post_id": 56664, "ts": "2026-08-28T14:52:08Z", "hours": 7.9608, "text": "#Started working on global app optimizations. Lots of ppl told me some part of the app lags, so I started yb duty to optimize it as much as possible. Right now, I was putting each state items to viewmodels, in order to avoid reading disk the most, and also survive configuration changes. Also I did a pretty cool update on the color picker tab"}, {"post_id": 55220, "ts": "2026-08-26T20:04:08Z", "hours": 5.0217, "text": "Continued to work on ths compose lock library I’m using an external lib to provide the lock screens to Dragon launcher, and I improved it a lot!!! Basically, I rewrote the whole pin code thing, and then also the patter lock, because the used code was a bit old."}, {"post_id": 55008, "ts": "2026-08-26T13:11:50Z", "hours": 8.0697, "text": "Working on the Lock Screen UI since Yesterday!! I was trying to improve the pin lockscreen of my app, but I ended up trying to reproduce as closely as possible the Google Pixel lock screen, as I really like it alot! In the end, I’m pretty proud of the result, even though it ain’t finished yet, but I’m quite close!!!"}, {"post_id": 54411, "ts": "2026-08-25T12:43:23Z", "hours": 329.5175, "text": "Backup of previous hours from macondo. This devlog is not meant to log hours, I’m just migrating the project from macondo (even finished) to this one. since I link the same hackatimep project, there are a coupla more hours than allowed lol"}]...
|
Title: Dragon Launcher by @elnix | Stardance
Devl Title: Dragon Launcher by @elnix | Stardance
Devlogs:
Backup of previous hours from macondo. This devlog is not meant to log hours, I’m just migrating the project from macondo (even finished) to this one. since I link the same hackatimep project, there are a coupla more hours than allowed lol
Working on the Lock Screen UI since Yesterday!! I was trying to improve the pin lockscreen of my app, but I ended up trying to reproduce as closely as possible the Google Pixel lock screen, as I really like it alot! In the end, I’m pretty proud of the result, even though it ain’t finished yet, but I’m quite close!!!
Continued to work on ths compose lock library I’m using an external lib to provide the lock screens to Dragon launcher, and I improved it a lot!!! Basically, I rewrote the whole pin code thing, and then also the patter lock, because the used code was a bit old.
#Started working on global app optimizations. Lots of ppl told me some part of the app lags, so I started yb duty to optimize it as much as possible. Right now, I was putting each state items to viewmodels, in order to avoid reading disk the most, and also survive configuration changes. Also I did a pretty cool update on the color picker tab
Working on new update: 4.1.1 I was finishing and polishing everything for the nest minor version, noethign really huge in this one, but a clear improvement of all the UI, dialogs, and performance. Here’s the new changelog for the 4.1.1: 4.1.1 (Labyrinth) 2026-08-29 [NEW] Dragon Launcher WIKI! Check on GitHub Can customize angle a which points are snapped (defaults to 15°) Complete UI refactor and old dialogs refresh [IMPROVED] Revrote global navigation system to a viewmodel for performance and stability improvements Transformed several dialogs and pickers to modal sheets [FIXED] Global UI tweaks New navigation animations Correctly clears search query Corrected floating apps not openning
Fixing the animation with the current offset in the main screen It’s been a while now that there was a subtle bizzare bug with this animated offset, and all of this was caused by a states mishandling and disalignment. I fixed that after stuggling for 2 hours debugging Here’s the final code result: And sadly I can’t manage to share videos , so here’s a picture of what happens under the hoods
New minor release: 4.1.2 So I just published some little work I did, and the reason why is that I successfully find, after many failed attemps over the months) to hide the status bar , when the app is in fullscreen and that you open a modal bottom sheet. This was android’s default behavior to alway show them and that was ugly. Also, I did some pretty heavy work implementing ktlint into the app and running the checks and formatting. I had lots of non auto-resolvable issues that I had to solve by hand, like renaming files etc… Finally, I added a CI pipeline that runs a a lint check build and unit test for each commits in order to check the app’s sanity.
Implemented ktlint and formatted whole codebase I spend a lot of time actually getting ktlint to work and once it was working, I had to format alot of things myself because it was not auto-fixable by ktlint.
Implemented a complete category system I worked on the PR a friend of mine has submitted. It was originally ultra buggy and it crashed. I improved the Ui and the dialogs as well as corrected the crashes.
I released a small changes update: Updated nest managment sheet (rework) Hold menu entries setting behavior fix F-Droid reproductible builds failing Correct race crash condition in charging animation. With all these fixes, the 4.1.1 was released!!!!
Various optimizations and ui fix Thanks to the new stargazers on github, I’m almost at 300⭐!!! I accepted a pull request from a friend that corrects some early performance issues I fixed multiple issues that related a crash I optimized several part of the launcher that were laggy and / or did not feel smooth I refactored the color picker to have something wayyy cleaner!!
Complete refactor of the welcome screen: I wanted to change it since a while now, so I did it! Here’s rhe new version, its a vertical scrollable pager that fully integrates the power of gestures!! I also added an easter egg in that version, when you select the “flashbang theme” from the color theme selector, it’ll play a flashbang grenade sound🤣
Refactoring the app to improve performance. So recently I’ve been refactoring the app by moving some logic inside the viewmodels, reducing the amount of RAM the app uses and this, along with some minor optimizations and small features will be the next version. (soon!) Also, i added a new button in the Preset rows to import your themes aditionaly to exporting them. All of this into a clean json you can share Lots of people have been joinning the discord since last version and that’s super cool!!!
Completely reworking the points setttings gesture system. So I’m refactorging this entire screen too allowsuper fine gesture control. before there used to be abutton to toggle botween 2 modes, but now only the gestures are responsible for that!! Also, I’m created a ALL NEW initialization system to allow you to easily import your apps to the nests the first time you launch dragon
Implementing completely new initialization screen. So I’ve been workijg on this new screen after that alot of ppl asked me to make more easy their integration to the launcher. Basically this will use hte usage stats permissions to get the recent apps (and most used) on your phone, and place them one by one on the circles. By default I keep them as circles to avoid users to be lost.
Implementing fixed nest feature So this is an issue one of my user asked long ago, the ability to have a nest fixed in place. So I’ve been implementing this for the past couple hours, but the only issue is that I’m now againsts a wall, and I have to refactor a very bit part of the gesture system to make everything work cleanly. Basically, I am moving all the heavy gesture logic that was in Compose to a single shared viewmodel to avoid the repetitions.
Complete refactor of the whole launching process So basically, in my previous devlog, I was talking about the new feature I made, to drop the nests in a position and keep it there. but when coding it, I noticed alot of off things in my old code, that was holding there for a while now. What I did recently, is that I moved all the gesture logic to the SwipeService class (an internal injected dependency) to centralize all the gesture logic, instead of keeping spread around in Compose. I’m really proud of myself, ngl!!
Finished refactoring the gesture system!! So basically, after tons of ours coding this stuff, I finally launched the release, it should finish the build soon. Here’s the changelog for this version! 4.4.0 (Smaug) 2026-10-04 [NEW] Complete refactor of all gesture system (real big ngl) New locked nest system [IMPROVED] Widgets tab UI Global UI refinements [FIXED] Icon rendering logic [NOTE] Removed migration system from 4.0.0
4.4.2 (Smaug) 2026-10-07 [NEW] Recent apps display a recent badge (will be improved soon) [IMPROVED] Category feature dialogs rework Drawer-related bugs and rework Optimization of core functions for performance [FIXED] Bottom sheets UI fixes
I’ve been fixing and adding small features the recnet times, and Iwill soon release a next version! Here are the recent commits I made: feat(workspace): add not in nests workspace type, closes #450 fix(ui): improve Ui of the App detail info bottom sheet and long press popup fix(ui): change typography styles for TextWithDescription feat(ui): add switch icons un the thumb fix(i18n): Merge remote-tracking branch ‘weblate/main’ feat(top-preview): Add scale parameter for the new point preview mode fix: AppDisplayTab was resetting colors, it now resets the UISettingsStore feat(display): define 2 modes for the top display dragging overlay: new and legacy . fix(ui): move permissions tab into advanced sub-menu of main settings screen
Finally, Update 4.5.0!!!!Her’s the changelog!! 4.5.0 (Komodo) (2026-10-11) NEW Permissions tab in settings 2 modes for the dragging overlay, to choose whether to render the nests or not Add a new workspace: the apps not yet in the nests New settings to make the categories openable by clicking on them (and apps) IMPROVED Small UI improvements everywhere FIXED Big icons loading issue due to race-conditions in core points logic Small issues with reset behavior ⚠️ Play Protect Warning Due to Android restrictions, disable Play Protect during installation to avoid Dragon being blocked.
Various optimisations all around the app I’ve been closing issues and managed to reduce the number of them to less than 20!! And furthermore, alot o them are actually feature request that i may implement one day
Adaptative layout !! So, I’m building the adaptative layout my app needed, and some people wanted, before it was locked in a portrait orientation, but I remove that lock and build a different ui for several screens for them to adapt to the horizontal layouts. This is useful for the rotation, and the larger devices, such as the tablets
Mostly under the hood optimizations and UI tweaking I corrected an issue, which led to me creating a completely new actio for the launcher: the Activity launch, different rom the App Launch. So I spend alot of time actually changing some uIs I find ugly, and I redisigned the actions picker, as well as other stuff such as the points menu screen
Creating the needed SEARCH! Basucally, I’ve been waiting to have a proper and clean plugin to implement that search feature. It not complete yet, but already working well!
Final changes on the Settings search feature! So, basically, I spend the last hours tweaking the compiler plugin so that it would correctly add all the annotated settings and their inner wrapped functions. At that point, its basically done, and I’m almost ready to publish the next version!
Final DEVLOGGGG So I have spend the last coupel hours polishing the app, adding the screeshots, tweaking UI an so on!! I’m so exited to publish this version, it should be soon on the playsore!!!
Ships:
VERSION 4.6.0 Dragon Launcher is a fast ANdroid gesture-based launcher that lets you open you app via a single continuous gesture, FULLY CUSTOMIZABLE!! So I’ve done so many things since the previous shi^, on Macondo, I can’t really fit all of it here, but the app grew very well, and alot of ppl came to the discord, server, which is the only metric that I have given the fact thatt he app respects privacy a 100%. this is the recap of the changes from the version 4.5.2 to the new one https://github.com/Elnix90/Dragon-Launcher/compare/4.5.2...main...
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1793724658.0971322
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1793811058.0971322
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2711
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Zero-Assist by @tanmay | Stardance
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tanmay
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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: Zero-Assist by @tanmay | Stardance
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1792947057.8999221
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1793811057.8999221
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14219
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ArmSync by @Q-Shadow | Stardance
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Q-Shadow
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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: ArmSync by @Q-Shadow | Stardance
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1793206257.560758
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1793811057.560758
|
|
46099
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NULL
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NULL
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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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1792947057.0883415
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1793811057.0883415
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49616
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ExoSim by @HamdanMuneer | Stardance
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HamdanMuneer
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0
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20.27
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0
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[]
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[{"post_id": 53221, "ts": "202 [{"post_id": 53221, "ts": "2026-08-23T17:39:12Z", "hours": 1.8058, "text": "Added distinct visual profiles for ExoSim’s NASA presets. The planets no longer share the exact same surface appearance. Kepler-10 b now has a darker volcanic look, Kepler-186 f uses cooler iron-rich colors, and Kepler-20 e has a scorched copper surface. I separated the visual settings into their own TypeScript data file, then connected them to the procedural texture generator. Loading a NASA preset now changes both the scientific measurements and the planet’s 3D appearance. These are scientifically inspired visualizations rather than actual images, since we don’t have photographs of these exoplanet surfaces."}, {"post_id": 53082, "ts": "2026-08-23T14:37:41Z", "hours": 1.0333, "text": "Improved the planet visuals in ExoSim! The planet now has a procedurally generated rocky surface with terrain variation, ridges, craters, and bump mapping instead of being a plain colored sphere. I also added a subtle atmospheric rim and changed the lighting so it has a proper illuminated side and dark side. The texture is generated directly in the code, so I didn’t need to use an external image. The planet still resizes, rotates, follows the tilted orbit, and turns into a darker silhouette while crossing the star."}, {"post_id": 52327, "ts": "2026-08-22T13:09:59Z", "hours": 3.5758, "text": "I added a NASA exoplanet library to ExoSim. I built a new library using real data for Kepler-10 b, Kepler-186 f, and Kepler-20 e. Each card shows the planet radius, star radius, orbital period, discovery year, and a link to its NASA Exoplanet Archive source. I also connected the presets to the actual simulator. Loading a planet now updates the 3D star and planet sizes, transit depth, light curve, target name, and live science calculations together. Comparing the systems is interesting—Kepler-186 f creates a much deeper dip because its host star is considerably smaller."}, {"post_id": 51767, "ts": "2026-08-21T16:38:07Z", "hours": 6.0861, "text": "Added a live Science Math section to ExoSim. It explains how exoplanet transit depth is calculated using (Rp / Rstar)², and the calculation updates with the simulator controls. I also connected orbital inclination to the explanation, so it shows the difference between full, grazing, and missed transits. I’m trying to make the science understandable without turning the simulator into a textbook page."}, {"post_id": 51147, "ts": "2026-08-20T17:18:44Z", "hours": 1.3389, "text": "I added simulated telescope noise to ExoSim’s light curve. There is now an Observation Noise control from 0 to 300 ppm. At 0 ppm, the telescope data is perfectly clean. Increasing it adds scattered measurement points around the theoretical transit curve, making smaller brightness dips harder to identify. The graph now separates the clean theoretical model from the simulated telescope observation. I also added an observed-flux reading, a noise-floor measurement, and replaced the old pill-shaped detection badge with a flatter instrument-style status display. The playback controls, orbital animation, current measurement marker, and transit detection still remain synchronized."}, {"post_id": 50461, "ts": "2026-08-19T16:56:03Z", "hours": 1.5244, "text": "I added a proper playback console to ExoSim. The simulation can now be paused and resumed, reset to phase 0, and adjusted anywhere from 0.2× to 3.0× speed. The speed slider uses 0.1× steps, and it changes the planet’s orbit, the star rotation, the background movement, and the live graph together. I also enlarged the Orbital View so the 3D simulation has more room. My first version made the playback controls too large, so I reduced their height and width while keeping the speed slider readable. Pause, reset, speed changes, orbital phase, transit detection, and the light-curve marker now remain synchronized."}, {"post_id": 50318, "ts": "2026-08-19T14:13:01Z", "hours": 1.9225, "text": "I added a live light-curve graph to ExoSim and synchronized it with the planet’s 3D orbit.The graph shows the star’s relative brightness across one complete orbit. When the planet moves in front of the star, the marker enters the dip, the measured flux falls below 100%, and the status changes from “Baseline stable” to “Transit detected.” Changing the planet or star radius also recalculates the transit depth and redraws the curve. The first version had a synchronization bug: the curve rendered, but the live marker stayed stuck at orbital phase 0.00 even while the planet was moving. I traced it to how the 3D scene was reporting its phase and replaced that logic with a browser-time update and a stable callback reference. Now the animation, transit calculation, graph marker, brightness reading, and detection status all update together."}, {"post_id": 49603, "ts": "2026-08-18T14:21:36Z", "hours": 1.6017, "text": "ExoSim’s simulation is interactive now.I added controls for both the planet radius and star radius. Changing either slider updates the 3D objects immediately while the planet continues orbiting. The simulator also calculates the transit depth live using ΔF/F = (Rₚ/R★)², including the conversion between Earth radii and solar radii.I also spent time improving the orbital scene. The planet now travels in front of and behind the star, the orbit path is easier to see, and the star has a rotating generated surface texture, darker spots, lighting, and a softer atmospheric glow instead of looking like a flat yellow circle.Next I’m building the live light-curve graph so the brightness dip matches the simulated transit."}, {"post_id": 49028, "ts": "2026-08-17T16:52:18Z", "hours": 0.5589, "text": "I replaced the Orbital View placeholder with ExoSim’s first actual 3D scene using React Three Fiber.The scene now has a glowing star, a small exoplanet, warm lighting, and a subtle background star field. I also learned how 3D positions use x, y, and z coordinates and experimented with the planet’s position, size, and colours. It was really satisfying to see the dashboard turn from a static mockup into an actual WebGL simulation. The planet is still stationary for now. Next I’m going to animate it across the star and start building the transit itself."}, {"post_id": 48950, "ts": "2026-08-17T14:56:11Z", "hours": 0.5514, "text": "I replaced the default Next.js starter page with the first real ExoSim interface. It now has a dark observatory-style layout, a top navigation bar, an orbital view panel, mission controls, and a placeholder for the live light-curve graph. I also changed the color direction because I didn’t want it to look like a generic neon AI dashboard. I’m going for a warmer space-instrument look with black, stone, amber, and muted red accents. The app is still mostly a frontend shell right now, but it finally looks like the start of the actual simulator. Next I’ll commit this UI work and then start adding the real 3D WebGL scene."}, {"post_id": 48315, "ts": "2026-08-16T16:59:23Z", "hours": 0.2692, "text": "Today I set up the base Next.js project with TypeScript, Tailwind, and the App Router. I also installed the libraries I’ll need later for the 3D simulator and charts, like Three.js, React Three Fiber, Drei, Chart.js, Framer Motion, and Lucide. I ran into a small issue at the start because npm package names can’t have capital letters, so I had to create the project folder as “exosim” instead of “ExoSim”. After that I got the dev server running locally and made my first small edit to the starter page. I also pushed the project to GitHub, so now the repo is connected to my Stardance project. Next I’m going to start turning the default page into the actual ExoSim space-themed UI."}]...
|
Title: ExoSim by @HamdanMuneer | Stardance
Devlog Title: ExoSim by @HamdanMuneer | Stardance
Devlogs:
Today I set up the base Next.js project with TypeScript, Tailwind, and the App Router. I also installed the libraries I’ll need later for the 3D simulator and charts, like Three.js, React Three Fiber, Drei, Chart.js, Framer Motion, and Lucide. I ran into a small issue at the start because npm package names can’t have capital letters, so I had to create the project folder as “exosim” instead of “ExoSim”. After that I got the dev server running locally and made my first small edit to the starter page. I also pushed the project to GitHub, so now the repo is connected to my Stardance project. Next I’m going to start turning the default page into the actual ExoSim space-themed UI.
I replaced the default Next.js starter page with the first real ExoSim interface. It now has a dark observatory-style layout, a top navigation bar, an orbital view panel, mission controls, and a placeholder for the live light-curve graph. I also changed the color direction because I didn’t want it to look like a generic neon AI dashboard. I’m going for a warmer space-instrument look with black, stone, amber, and muted red accents. The app is still mostly a frontend shell right now, but it finally looks like the start of the actual simulator. Next I’ll commit this UI work and then start adding the real 3D WebGL scene.
I replaced the Orbital View placeholder with ExoSim’s first actual 3D scene using React Three Fiber.The scene now has a glowing star, a small exoplanet, warm lighting, and a subtle background star field. I also learned how 3D positions use x, y, and z coordinates and experimented with the planet’s position, size, and colours. It was really satisfying to see the dashboard turn from a static mockup into an actual WebGL simulation. The planet is still stationary for now. Next I’m going to animate it across the star and start building the transit itself.
ExoSim’s simulation is interactive now.I added controls for both the planet radius and star radius. Changing either slider updates the 3D objects immediately while the planet continues orbiting. The simulator also calculates the transit depth live using ΔF/F = (Rₚ/R★)², including the conversion between Earth radii and solar radii.I also spent time improving the orbital scene. The planet now travels in front of and behind the star, the orbit path is easier to see, and the star has a rotating generated surface texture, darker spots, lighting, and a softer atmospheric glow instead of looking like a flat yellow circle.Next I’m building the live light-curve graph so the brightness dip matches the simulated transit.
I added a live light-curve graph to ExoSim and synchronized it with the planet’s 3D orbit.The graph shows the star’s relative brightness across one complete orbit. When the planet moves in front of the star, the marker enters the dip, the measured flux falls below 100%, and the status changes from “Baseline stable” to “Transit detected.” Changing the planet or star radius also recalculates the transit depth and redraws the curve. The first version had a synchronization bug: the curve rendered, but the live marker stayed stuck at orbital phase 0.00 even while the planet was moving. I traced it to how the 3D scene was reporting its phase and replaced that logic with a browser-time update and a stable callback reference. Now the animation, transit calculation, graph marker, brightness reading, and detection status all update together.
I added a proper playback console to ExoSim. The simulation can now be paused and resumed, reset to phase 0, and adjusted anywhere from 0.2× to 3.0× speed. The speed slider uses 0.1× steps, and it changes the planet’s orbit, the star rotation, the background movement, and the live graph together. I also enlarged the Orbital View so the 3D simulation has more room. My first version made the playback controls too large, so I reduced their height and width while keeping the speed slider readable. Pause, reset, speed changes, orbital phase, transit detection, and the light-curve marker now remain synchronized.
I added simulated telescope noise to ExoSim’s light curve. There is now an Observation Noise control from 0 to 300 ppm. At 0 ppm, the telescope data is perfectly clean. Increasing it adds scattered measurement points around the theoretical transit curve, making smaller brightness dips harder to identify. The graph now separates the clean theoretical model from the simulated telescope observation. I also added an observed-flux reading, a noise-floor measurement, and replaced the old pill-shaped detection badge with a flatter instrument-style status display. The playback controls, orbital animation, current measurement marker, and transit detection still remain synchronized.
Added a live Science Math section to ExoSim. It explains how exoplanet transit depth is calculated using (Rp / Rstar)², and the calculation updates with the simulator controls. I also connected orbital inclination to the explanation, so it shows the difference between full, grazing, and missed transits. I’m trying to make the science understandable without turning the simulator into a textbook page.
I added a NASA exoplanet library to ExoSim. I built a new library using real data for Kepler-10 b, Kepler-186 f, and Kepler-20 e. Each card shows the planet radius, star radius, orbital period, discovery year, and a link to its NASA Exoplanet Archive source. I also connected the presets to the actual simulator. Loading a planet now updates the 3D star and planet sizes, transit depth, light curve, target name, and live science calculations together. Comparing the systems is interesting—Kepler-186 f creates a much deeper dip because its host star is considerably smaller.
Improved the planet visuals in ExoSim! The planet now has a procedurally generated rocky surface with terrain variation, ridges, craters, and bump mapping instead of being a plain colored sphere. I also added a subtle atmospheric rim and changed the lighting so it has a proper illuminated side and dark side. The texture is generated directly in the code, so I didn’t need to use an external image. The planet still resizes, rotates, follows the tilted orbit, and turns into a darker silhouette while crossing the star.
Added distinct visual profiles for ExoSim’s NASA presets. The planets no longer share the exact same surface appearance. Kepler-10 b now has a darker volcanic look, Kepler-186 f uses cooler iron-rich colors, and Kepler-20 e has a scorched copper surface. I separated the visual settings into their own TypeScript data file, then connected them to the procedural texture generator. Loading a NASA preset now changes both the scientific measurements and the planet’s 3D appearance. These are scientifically inspired visualizations rather than actual images, since we don’t have photographs of these exoplanet surfaces....
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1792947056.2421288
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1793811056.2421288
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25390
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WarioWare Godot by @GeorgeSun | Stardance
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GeorgeSun
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2
|
17.0
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14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T15:11:22Z", "hours": 3.0, "multiplier": 6.02, "payout": 14, "blessing": "neutral", "text": "I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse. I also added onto the second version of the project local multiplayer so that you can play with your friends. Player 1 takes WASD and Player 2 takes the arrow keys. You can play the game right now by clicking the try project button below!", "repo": "https://github.com/Geofoods/Wario-Ware-Game-Version-2", "demo": "https://georgecodes.itch.io/warioware-godot"}, {"ship_num": 2, "ts": "2026-06-27T23:08:53Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse.", "repo": "https://github.com/Geofoods/Wario-Ware-Game-Version-2", "demo": "https://georgecodes.itch.io/warioware-godot"}]...
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[{"post_id": 44025, "ts": "202 [{"post_id": 44025, "ts": "2026-08-09T15:07:58Z", "hours": 2.9356, "text": "I made a two player gamemode which includes two player versions of all of the minigames. After one of the player wins the best out of 10, it shows it in the new multiplayer end screen"}, {"post_id": 17175, "ts": "2026-06-27T21:36:58Z", "hours": 1.0933, "text": "Added three more minigames: rock breaking, geometry dash, and quick math"}, {"post_id": 17029, "ts": "2026-06-27T17:16:14Z", "hours": 1.0986, "text": "Finished and polished my game by adding audio and sprucing up the menus with animations. You can try the demo now! https://georgecodes.itch.io/warioware-godot"}, {"post_id": 16641, "ts": "2026-06-27T02:05:06Z", "hours": 2.5589, "text": "Made ui look a lot better, added settings menu, game over menu, added find luigi minigame, space invaders minigame, and pong minigame. Replaced platformer minigame with doodle jump minigame"}, {"post_id": 15977, "ts": "2026-06-25T22:57:07Z", "hours": 1.4875, "text": "Created clicker and flappy bird game, also created a scrolling background on all levels"}, {"post_id": 15277, "ts": "2026-06-24T20:18:07Z", "hours": 7.7194, "text": "Finished Making the Main Menu and Level Scene"}]...
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Title: WarioWare Godot by @GeorgeSun | Stardance
Title: WarioWare Godot by @GeorgeSun | Stardance
Devlogs:
Finished Making the Main Menu and Level Scene
Created clicker and flappy bird game, also created a scrolling background on all levels
Made ui look a lot better, added settings menu, game over menu, added find luigi minigame, space invaders minigame, and pong minigame. Replaced platformer minigame with doodle jump minigame
Finished and polished my game by adding audio and sprucing up the menus with animations. You can try the demo now! https://georgecodes.itch.io/warioware-godot
Added three more minigames: rock breaking, geometry dash, and quick math
I made a two player gamemode which includes two player versions of all of the minigames. After one of the player wins the best out of 10, it shows it in the new multiplayer end screen
Ships:
I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse.
I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse. I also added onto the second version of the project local multiplayer so that you can play with your friends. Player 1 takes WASD and Player 2 takes the arrow keys. You can play the game right now by clicking the try project button below!...
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1793724655.9886339
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1793811055.9886339
|
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46096
|
NULL
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NULL
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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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1792947055.414412
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1793811055.414412
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42749
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WebOS1 by @kevinamir | Stardance
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kevinamir
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T21:15:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an OS called Kevin OS it has draggable windows and a dark mode toggle which was kinda hard to make but I figured it out I faced some challenges such as the dark mode toggle and idk why but the devlogs weren’t tracking the time so I waited a day to post each devlog and then it worked and I hope you like it :D", "repo": "https://github.com/kevinamirr1/Kevin-OS", "demo": "https://kevinamirr1.github.io/Kevin-OS/"}]...
|
[{"post_id": 43533, "ts": "202 [{"post_id": 43533, "ts": "2026-08-08T21:07:09Z", "hours": 0.2667, "text": "I added a dark mode toggle"}, {"post_id": 42908, "ts": "2026-08-07T21:16:39Z", "hours": 0.4897, "text": "I added draggable windows to the Kevin OS"}, {"post_id": 39130, "ts": "2026-08-01T20:54:40Z", "hours": 1.115, "text": "Kevin OS"}]...
|
Title: WebOS1 by @kevinamir | Stardance
Devlogs:
Title: WebOS1 by @kevinamir | Stardance
Devlogs:
Kevin OS
I added draggable windows to the Kevin OS
I added a dark mode toggle
Ships:
I made an OS called Kevin OS it has draggable windows and a dark mode toggle which was kinda hard to make but I figured it out I faced some challenges such as the dark mode toggle and idk why but the devlogs weren’t tracking the time so I waited a day to post each devlog and then it worked and I hope you like it :D...
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1793724654.8098483
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1793811054.8098483
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46083
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NULL
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NULL
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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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1792947054.5800524
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1793811054.5800524
|