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38768
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Stardew calc by @hrushal | Stardance
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hrushal
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1
|
18.29
|
157
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T16:31:39Z", "hours": 18.0, "multiplier": 8.57, "payout": 157, "blessing": "neutral", "text": "Starcalc YES THIS IS ANOTHER STARDEW CALCULATOR The problem i wanted to solve w this was making important information thats slighly harder to find on the wiki and requires a lot of clicks like gold/day for each crop, which monster drops what and how to make some artisanal goods be shown upfront so instead of just going down rabbit holes of reddit and wiki i could just open the website and check what things i can do w a specific item and which equipment to use The website has 4 core functions rn which are Crops Monsters Artisanal goods Animals The information is laid in simple to read cards with a image and clear description and the important numbers are highlighted and to avoid clutter produce etc is grouped under a dropdown so you arent bombarded with information you dont need I had a lot of trouble w finalizing the design AND WORST OF ALL TSPARTICLES and then making card components for every page cuz the data is diff for everything and i decided individual components would speed it up", "repo": "https://github.com/Hrushal-Nikhare/star", "demo": "https://star-xi-seven.vercel.app/"}]...
|
[{"post_id": 72637, "ts": "202 [{"post_id": 72637, "ts": "2026-09-23T12:29:59Z", "hours": 0.2906, "text": "Fixed readme with images and website had no title š"}, {"post_id": 71390, "ts": "2026-09-20T18:52:44Z", "hours": 3.7192, "text": "WE ARE BACK W IT AND WE FINSIHED THE PROJECT ported the card component to every single sub page and made sure it works shifted sm styles into global.css removed the search route and slug to make it static render able also cuz i didnt find a use for it l8r DEPOLYED ON VERCEL https://star-xi-seven.vercel.app/ added back to home button and mobile compatibility THANK YOU EVERYONE"}, {"post_id": 70150, "ts": "2026-09-18T15:46:19Z", "hours": 1.6047, "text": "DONE W CARD COMPONENT THEY LOOK SO GOOD took 1.5hrs but it looks good atleast š"}, {"post_id": 69233, "ts": "2026-09-16T16:57:19Z", "hours": 3.8619, "text": "New homepage and then made a card component for showing the animals (for now) Learnt about how logic in svelte is done w {#} and {/} and then also components and nested objects were pmo i have to make the cards pretty and then if conditionals on prices and dropdown for the produce and tags and then layout too so thanks for reading"}, {"post_id": 60396, "ts": "2026-09-02T18:13:51Z", "hours": 3.5, "text": "NEW NOT SO PLAIN BACKDROP tldr: basically i gave up so i wanted the plans and the wine bottle to have this cute colored circles to āsplashā out when you click it But then i look for svelte particle libraries and its only tsparticles which is FINE BUT HOLY DEBUGGING so i went on a side quest to learn it DECENTLY and thats how we have a background ik its not fancy or anything or a lot of added code but the debugging uh let not also shifted to bun for everything and had some issues w vite asw also bun has great support for this stuff crazy"}, {"post_id": 40874, "ts": "2026-08-04T17:53:29Z", "hours": 2.5747, "text": "Redeigned the home page cuz it looked really boring and life less and nothing like stardew spent an hr making the ui and then aft clg started has a urge to redesign the ui so um here we are (feedback and logo help appreciated) Tried three diff styles to see which one i like some of them were: Notebook flipping ish Purple heatmap ahh Cool png animation stuff ( gave up before trying bc couldnt find assets) THE title above is currently in the works of making the A a Star cuz hehe stardew starcalc The Pngs will hopefully have a transition animation where the coffee plant sheds the berries and it swoops to the crops page animals has egg particles artisanal has a foam jet or smth and the slime for moster loses his color and becomes the resource now ill have to ditch all of my programming of the previous ui and start all over again but lowk worth it i need it to be pretty cuz i said so. added both old and new ui for yall to rate and tell pls help me i suck at ui"}, {"post_id": 36960, "ts": "2026-07-29T11:48:44Z", "hours": 3.1017, "text": "Season and Professions Mocked up in Figma purple color scheme Handmade font/icons 2.Chose svelte for no reason (other than to learn) 3. Made Gemni write a data.json to Prototype w (eventually will nosql/sqllite it) 4. Season Select using radios that look like buttons w functioning hover and select colors ( took alot of time and help NO AI THO ALL DOCS) 5. Profession Select drafted but need to Read and add the perks to the data/process in js"}]...
|
Title: Stardew calc by @hrushal | Stardance
Devlo Title: Stardew calc by @hrushal | Stardance
Devlogs:
Season and Professions Mocked up in Figma purple color scheme Handmade font/icons 2.Chose svelte for no reason (other than to learn) 3. Made Gemni write a data.json to Prototype w (eventually will nosql/sqllite it) 4. Season Select using radios that look like buttons w functioning hover and select colors ( took alot of time and help NO AI THO ALL DOCS) 5. Profession Select drafted but need to Read and add the perks to the data/process in js
Redeigned the home page cuz it looked really boring and life less and nothing like stardew spent an hr making the ui and then aft clg started has a urge to redesign the ui so um here we are (feedback and logo help appreciated) Tried three diff styles to see which one i like some of them were: Notebook flipping ish Purple heatmap ahh Cool png animation stuff ( gave up before trying bc couldnt find assets) THE title above is currently in the works of making the A a Star cuz hehe stardew starcalc The Pngs will hopefully have a transition animation where the coffee plant sheds the berries and it swoops to the crops page animals has egg particles artisanal has a foam jet or smth and the slime for moster loses his color and becomes the resource now ill have to ditch all of my programming of the previous ui and start all over again but lowk worth it i need it to be pretty cuz i said so. added both old and new ui for yall to rate and tell pls help me i suck at ui
NEW NOT SO PLAIN BACKDROP tldr: basically i gave up so i wanted the plans and the wine bottle to have this cute colored circles to āsplashā out when you click it But then i look for svelte particle libraries and its only tsparticles which is FINE BUT HOLY DEBUGGING so i went on a side quest to learn it DECENTLY and thats how we have a background ik its not fancy or anything or a lot of added code but the debugging uh let not also shifted to bun for everything and had some issues w vite asw also bun has great support for this stuff crazy
New homepage and then made a card component for showing the animals (for now) Learnt about how logic in svelte is done w {#} and {/} and then also components and nested objects were pmo i have to make the cards pretty and then if conditionals on prices and dropdown for the produce and tags and then layout too so thanks for reading
DONE W CARD COMPONENT THEY LOOK SO GOOD took 1.5hrs but it looks good atleast š
WE ARE BACK W IT AND WE FINSIHED THE PROJECT ported the card component to every single sub page and made sure it works shifted sm styles into global.css removed the search route and slug to make it static render able also cuz i didnt find a use for it l8r DEPOLYED ON VERCEL https://star-xi-seven.vercel.app/ added back to home button and mobile compatibility THANK YOU EVERYONE
Fixed readme with images and website had no title š
Ships:
Starcalc YES THIS IS ANOTHER STARDEW CALCULATOR The problem i wanted to solve w this was making important information thats slighly harder to find on the wiki and requires a lot of clicks like gold/day for each crop, which monster drops what and how to make some artisanal goods be shown upfront so instead of just going down rabbit holes of reddit and wiki i could just open the website and check what things i can do w a specific item and which equipment to use The website has 4 core functions rn which are Crops Monsters Artisanal goods Animals The information is laid in simple to read cards with a image and clear description and the important numbers are highlighted and to avoid clutter produce etc is grouped under a dropdown so you arent bombarded with information you dont need I had a lot of trouble w finalizing the design AND WORST OF ALL TSPARTICLES and then making card components for every page cuz the data is diff for everything and i decided individual components would speed it up...
|
1793674330.7439694
|
1793760730.7439694
|
|
20985
|
Automatic lawn mower by @Djape | Stardance
|
Djape
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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: Automatic lawn mower by @Djape | Stardance
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1793155930.4749947
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1793760730.4749947
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11444
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NULL
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1792896730.0448916
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1792896729.218282
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1793760729.218282
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52596
|
My first slack bot! - Blackreaper by @DaviSilva | My first slack bot! - Blackreaper by @DaviSilva | Stardance...
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DaviSilva
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:02:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I built I made a Slack bot called BlackReaper. It has a few different commands like ping, help, cat facts, jokes, dice, coin flip, and random dog photos. Some of them also use APIs, like the cat fact, joke, and dog photo commands. I also added the three extra commands that were required for the challenge. They are all in my code, but for some reason the three new ones arenāt showing up in Slack. Iām not really sure what happened with the configuration, but Iām still shipping the project since the commands are already in the code. If someone knows what I did wrong or can help me get them working in Slack, Iād really appreciate it. What was challenging I started this project basically knowing nothing about JavaScript, so there was definitely a lot to figure out. The setup was probably the hardest part for me, especially VS Code and the Nest configuration. I ran into a bunch of problems and had to use AI to help me figure some of them out, but I also learned from fixing those problems. What Iām proud of Iām really proud that I actually finished the project. This is my first project on StarDance, and I started it without really knowing JavaScript or how to make a bot. Seeing everything actually work after all the problems I had was really cool. What people should know I put a lot of time and effort into this project and made it with a lot of care. The main commands are working, and the three extra commands are already in the code. The only thing Iām still trying to figure out is why those new commands arenāt showing up in Slack. If someone can help me fix that, Iād really appreciate it!", "repo": "https://github.com/X-BlackScythe/BlackReaper---First-Slack-Bot-", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 71534, "ts": "202 [{"post_id": 71534, "ts": "2026-09-21T00:54:33Z", "hours": 0.35, "text": "So for this new version I added 4 new commands, the joke example from the mission guide, roll a dice, flip a coin and dog photo, Idk if I have to restart something or what but on the VsCode the code for the commands is there but when I try using them on Slack they do not appearā¦. Iāll ship the project because IDK what to do now, But I did my work with everything that I have :)"}, {"post_id": 62372, "ts": "2026-09-05T18:18:48Z", "hours": 0.3969, "text": "Almost done! - First Slack Bot. Today I made my nest account and got to put my bot (BlackReaper) to work 24/7, I had some problems along the way and had the help of AI to explain it to me, the biggest problem that I had was with the name Index.js hahahaha, I was trying to run it by writing ā node index.jsā and it wasnāt working because I had to write ā node Index.jsā with the big āiā, I spent 5 minutes just to notice this. I want to add at least 1 more command with API before finishing the project. I also added in the GitHub repository the āREADME.msā. Thanks for reading!"}, {"post_id": 54788, "ts": "2026-08-25T22:04:23Z", "hours": 0.4278, "text": "(DevLog #01) First Slack Bot - Blackreaper Until yesterday I didnāt know anything about a slack bot, but today I got to make one and put it to work! I named it Blackreaper, it main purpose its to respond commands in the channel #bot-spam on (Hack Club - Slack) , it has the commands /blackreaper-ping /blackreaper-help and /blackreaper-catfacts ( The last one use an API to get the facts!), I got some problems with VsCode Git and NodeJS but nothing seriously just some configurations, I want to add more commands that uses APIās in the future. That is my first DevLog! Thanks!"}]...
|
Title: My first slack bot! - Blackreaper by @DaviS Title: My first slack bot! - Blackreaper by @DaviSilva | Stardance
Devlogs:
(DevLog #01) First Slack Bot - Blackreaper Until yesterday I didnāt know anything about a slack bot, but today I got to make one and put it to work! I named it Blackreaper, it main purpose its to respond commands in the channel #bot-spam on (Hack Club - Slack) , it has the commands /blackreaper-ping /blackreaper-help and /blackreaper-catfacts ( The last one use an API to get the facts!), I got some problems with VsCode Git and NodeJS but nothing seriously just some configurations, I want to add more commands that uses APIās in the future. That is my first DevLog! Thanks!
Almost done! - First Slack Bot. Today I made my nest account and got to put my bot (BlackReaper) to work 24/7, I had some problems along the way and had the help of AI to explain it to me, the biggest problem that I had was with the name Index.js hahahaha, I was trying to run it by writing ā node index.jsā and it wasnāt working because I had to write ā node Index.jsā with the big āiā, I spent 5 minutes just to notice this. I want to add at least 1 more command with API before finishing the project. I also added in the GitHub repository the āREADME.msā. Thanks for reading!
So for this new version I added 4 new commands, the joke example from the mission guide, roll a dice, flip a coin and dog photo, Idk if I have to restart something or what but on the VsCode the code for the commands is there but when I try using them on Slack they do not appearā¦. Iāll ship the project because IDK what to do now, But I did my work with everything that I have :)
Ships:
What I built I made a Slack bot called BlackReaper. It has a few different commands like ping, help, cat facts, jokes, dice, coin flip, and random dog photos. Some of them also use APIs, like the cat fact, joke, and dog photo commands. I also added the three extra commands that were required for the challenge. They are all in my code, but for some reason the three new ones arenāt showing up in Slack. Iām not really sure what happened with the configuration, but Iām still shipping the project since the commands are already in the code. If someone knows what I did wrong or can help me get them working in Slack, Iād really appreciate it. What was challenging I started this project basically knowing nothing about JavaScript, so there was definitely a lot to figure out. The setup was probably the hardest part for me, especially VS Code and the Nest configuration. I ran into a bunch of problems and had to use AI to help me figure some of them out, but I also learned from fixing those problems. What Iām proud of Iām really proud that I actually finished the project. This is my first project on StarDance, and I started it without really knowing JavaScript or how to make a bot. Seeing everything actually work after all the problems I had was really cool. What people should know I put a lot of time and effort into this project and made it with a lot of care. The main commands are working, and the three extra commands are already in the code. The only thing Iām still trying to figure out is why those new commands arenāt showing up in Slack. If someone can help me fix that, Iād really appreciate it!...
|
1793674328.6730242
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1793760728.6730242
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35303
|
NIGHTMARE Game by @xFN10x | Stardance
|
xFN10x
|
0
|
11.93
|
0
|
[]
|
[{"post_id": 30965, "ts": "202 [{"post_id": 30965, "ts": "2026-07-18T23:48:25Z", "hours": 3.2614, "text": "Ć” la de vlóg numero quatre (devlog 4 in extremely broken & incorrect spanish and latin.) Rooms. I have implemented the room system, its pretty basic so far, but already pretty versitile. I have two test rooms now, testing out room exits, and even an exit in a pit. I also actually finished the area name animation, and the sound effect. I actually made the sound effect over a year ago, and almost forgot about it. Now I might start doing more ui stuff, and a title screen or something. I also might try to start making the first real room in the game, to really try to show the art style. And to learn more about 3D modeling & Blender."}, {"post_id": 29646, "ts": "2026-07-16T18:31:28Z", "hours": 4.0842, "text": "devlog #2 & 3 (devlog 2 didnt work, so this is both of them.) #2 Iāve finished the basic animations, falling, jumping, idleing, walking, and landing. I also improved the state machine so the animations feel fresh. I made it so that the animations are fully automatic, so i donāt directly change the animation, and its all blended together. Next im gonna tackle some room stuff. #3 I have started tackling some room stuff. Before, i was testing in a scene with the room, and all the other stuff. Now, they are seperate. In Godot, i can run the room scene, and it automaticly loads the player, GUI, and other stuff, thats in another scene. Ive also started implementing areas, so far ive created an area resource, that holds a name. When you enter an area, it will show the name of it like a dark souls game. Also, the cool detail under the name is the 2nd image asset iāve made for the game."}, {"post_id": 28685, "ts": "2026-07-15T02:45:32Z", "hours": 2.475, "text": "#1 Iāve added some more animations, of which iāll probably improve later. Idle animation, Walking animation, Falling & Jumping are the animations so far. Tommorrow ill probably add more, and make the animation state machine better. You can hear some music in this video, its one of the many songs iāve made for this game already. Itās my favourite which is why it plays here. The game is gonna have a interesting song system; I wonāt spoil it yet but just beware. (edit: bro why cant this just be like gh markdown where linkbreaks are automatic š)"}, {"post_id": 28569, "ts": "2026-07-14T22:01:11Z", "hours": 2.1053, "text": "Not even sure if im actually gonna finish this game here, but for a while ive been trying to make this game. First in unity, now in godot. Its been hard for me to feel inspired to make this because I was struggling to figure out how to implement the main character. This game is 3D, but it will have 2D characters, so i was trying to figure out how to actually do this in godot, since 3d & 2d are seperate. At first the game was fully 2d, so i had a character that was rigged up and stuff⦠that i deleted because i decided to go 3d. Then I tried making the player in blender and using that⦠but im quite inexperienced with it, and im not sure how i would do animations. THEN I made the player a 3D sprite, and attempted frame-by-frame animation⦠but with vectors, and a mouse, that was quite hard. Finally though, I ended up using a viewport, so now i can have a 2D scene as the player. So now i can use 2D rigging. I have a new rig now, and iāve setup IK, so now im actually onto the animating step!"}]...
|
Title: NIGHTMARE Game by @xFN10x | Stardance
Devl Title: NIGHTMARE Game by @xFN10x | Stardance
Devlogs:
Not even sure if im actually gonna finish this game here, but for a while ive been trying to make this game. First in unity, now in godot. Its been hard for me to feel inspired to make this because I was struggling to figure out how to implement the main character. This game is 3D, but it will have 2D characters, so i was trying to figure out how to actually do this in godot, since 3d & 2d are seperate. At first the game was fully 2d, so i had a character that was rigged up and stuff⦠that i deleted because i decided to go 3d. Then I tried making the player in blender and using that⦠but im quite inexperienced with it, and im not sure how i would do animations. THEN I made the player a 3D sprite, and attempted frame-by-frame animation⦠but with vectors, and a mouse, that was quite hard. Finally though, I ended up using a viewport, so now i can have a 2D scene as the player. So now i can use 2D rigging. I have a new rig now, and iāve setup IK, so now im actually onto the animating step!
#1 Iāve added some more animations, of which iāll probably improve later. Idle animation, Walking animation, Falling & Jumping are the animations so far. Tommorrow ill probably add more, and make the animation state machine better. You can hear some music in this video, its one of the many songs iāve made for this game already. Itās my favourite which is why it plays here. The game is gonna have a interesting song system; I wonāt spoil it yet but just beware. (edit: bro why cant this just be like gh markdown where linkbreaks are automatic š)
devlog #2 & 3 (devlog 2 didnt work, so this is both of them.) #2 Iāve finished the basic animations, falling, jumping, idleing, walking, and landing. I also improved the state machine so the animations feel fresh. I made it so that the animations are fully automatic, so i donāt directly change the animation, and its all blended together. Next im gonna tackle some room stuff. #3 I have started tackling some room stuff. Before, i was testing in a scene with the room, and all the other stuff. Now, they are seperate. In Godot, i can run the room scene, and it automaticly loads the player, GUI, and other stuff, thats in another scene. Ive also started implementing areas, so far ive created an area resource, that holds a name. When you enter an area, it will show the name of it like a dark souls game. Also, the cool detail under the name is the 2nd image asset iāve made for the game.
Ô la de vlóg numero quatre (devlog 4 in extremely broken & incorrect spanish and latin.) Rooms. I have implemented the room system, its pretty basic so far, but already pretty versitile. I have two test rooms now, testing out room exits, and even an exit in a pit. I also actually finished the area name animation, and the sound effect. I actually made the sound effect over a year ago, and almost forgot about it. Now I might start doing more ui stuff, and a title screen or something. I also might try to start making the first real room in the game, to really try to show the art style. And to learn more about 3D modeling & Blender....
|
1793155928.392216
|
1793760728.392216
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12697
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1792896728.3701332
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1792896726.7414567
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1793760726.7414567
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30376
|
LausigerLerner by @Leonard | Stardance
|
Leonard
|
0
|
0.0
|
0
|
[]
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[]
|
Title: LausigerLerner by @Leonard | Stardance
|
1793155926.5799215
|
1793760726.5799215
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73199
|
NULL
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NULL
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0
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0.0
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1792896725.9333973
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73198
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1792896725.1184363
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1793760725.1184363
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12117
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My awesome macropad! by @Shrekcalledme | Stardance
|
Shrekcalledme
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Shrekcalledme | St Title: My awesome macropad! by @Shrekcalledme | Stardance...
|
1793155924.5025163
|
1793760724.5025163
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73197
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NULL
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NULL
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1792896724.2818387
|
1793760724.2818387
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11169
|
SupplyChains by @Thijmen | Stardance
|
Thijmen
|
1
|
313.73
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T19:48:03Z", "hours": 307.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Supply Chains Supply Chains is a game inspired by Transport Fever and Mindustry, centered around building road networks and logistics chains for construction and mining operations. Features Vehicles, trailers and a garage Route system: pick a source, a destination and a resource, then assign it to a vehicle Multi-step production chains Construction sites, trading, generated terrain, and A* pathfinding with road weights Controls: WASD camera, 1-5 build, right click remove, space pause. Everything else is in HELP.md . Known limitations Iām a solo dev, so some things arenāt finished. The full list is in the README. Hope you enjoy it!", "repo": "https://github.com/thijmenb1/roadbalencer", "demo": "https://github.com/thijmenb1/SupplyChains/releases/tag/v0.1.3"}]...
|
[{"post_id": 80746, "ts": "202 [{"post_id": 80746, "ts": "2026-10-18T18:11:49Z", "hours": 6.7261, "text": "Devlog 27: Tutorial: After feadback I have dicided to make a tutorial and made a couple quality of live updates that made the game easier to understand."}, {"post_id": 76500, "ts": "2026-10-03T19:24:02Z", "hours": 16.3356, "text": "Devlog 26: Last devlog Iāve officially finished the game. Itās been an incredible journey, and Iām pretty happy with the end result. excavator The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed. a lot of small things I have done a lot of small things to optimse the game and fix things i coudend test till now Release This is the last devlog Iāll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game."}, {"post_id": 75365, "ts": "2026-09-29T21:04:49Z", "hours": 9.8742, "text": "Devlog 25: Planes and saving! Iāve locked in over the last 2 days and finished the final 2 of the 3 major systems. Iāve completed the planes (which now spawn when you accept an order) and finished the saving system. Planes/order system Iāve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesnāt taxi all the way to the terminal because I just donāt have time for that, but it looks good enough for now. Saving You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web. whats left: The only things left are the excavator and some smaller things. Iām finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I canāt finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but Iām happy with how it works now and what I have learned along the way."}, {"post_id": 74558, "ts": "2026-09-27T17:07:31Z", "hours": 10.1058, "text": "Devlog 24: Construction finished and start secunce made Iāve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. Itās been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so Iām not 100% certain Iāve captured everything thatās changed. Construction system The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay. Starting secunce The starting secunce now has a couple of steps: Place the resource box Place a runway Place a terminal Conect the runway with the terminal with a taxiway Place 4 base tiles for the vehicle to spawn on What has to be done: Mine/excavator system ~3h Finish trade system ~3h Save system ~2h Documentation ~2h"}, {"post_id": 67659, "ts": "2026-09-13T20:19:08Z", "hours": 10.0428, "text": "Devlog 23: Vehicle pathfinding and construction I have fixed the vehicle pathfinding (mostly) and I have made the construction system. Vehicle pathfinding I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix. Construction system Itās almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built. Still not done I know I said it would be done this weekend and it still isnāt, but itās almost there. What I still have to do: The mine/excavator ~5h Finishing a couple of systems (like the construction and trade system) ~5h Make a savegame system ~5h Small things ~2h Documentation ~2h So 2 devlogs left, and otherwise I will just ship incomplete because I donāt have time anymore."}, {"post_id": 66739, "ts": "2026-09-12T17:07:44Z", "hours": 10.2911, "text": "Devlog 22: Factory UI and Finished base building Iāve finished base building and am now working on the factory UI. Factory UI Iām working on the factory UI, where you can see the factoryās storage and change its recipe. Itās almost finished. Base building Base building is finished you can now make taxiways and build a warehouse. Iāve also put these into a UI like the factoryās, so it only takes one button. Vehicle physics/pathfinding Iāve spent yet another hour on vehicle physics/pathfinding, and Iāve narrowed it down to a bug in the handoff to the prebaked paths of the factories. Timeline Iām pretty sure I am gooing tho finish it this weekend. Whatās left: Vehicle physics ~3h Mines/excavators ~5h Building construction (will reuse most of the factory logic) ~2h Random bugs and small things ~5h"}, {"post_id": 65022, "ts": "2026-09-09T20:33:42Z", "hours": 9.9275, "text": "Devlog 21: Trading Finished, but Iām Stuck Iāve finished the trading system! Trading System The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first. Base Building Iāve started working on base building. Itās pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement. Stuck Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably wonāt have time to add much polish.So I need your opinion: is it worth delaying the game for another week? š Or should I just ship it? Do you think Iāll still be able to afford the Framework 13 if I release it now? My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update."}, {"post_id": 62429, "ts": "2026-09-05T19:31:29Z", "hours": 9.9097, "text": "Devlog 20: UI and Trading Got the backend for the trading system done and overhauled the UI to go with it. Trading System I made a trading system. It generates contracts with the recipientās name, the resource being traded, and the price. Basically the foundation for the aircraft system. UI Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool. Whatās Shipping vs Later Iām not including construction vehicles in the initial release because thatās like 40+ more hours of work and I want to actually finish this before Thirdspace starts (Iām gonna compete too). So yeah, thatās going to a post-launch update. Still gotta do: Get the excavators working (mines) ~5h Finish the trading system ~3h Fix vehicle physics again š~5h Random bugs and polish ~5h Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol"}, {"post_id": 55609, "ts": "2026-08-27T16:01:00Z", "hours": 4.3333, "text": "Devlog 19: Busy School has started again and I have been geting busy and my motivation is also not that high right now because things take alot longer and dont work like i want to. I think I will delay release to septembere 12th."}, {"post_id": 50634, "ts": "2026-08-19T21:45:22Z", "hours": 9.9061, "text": "Devlog 18: Pre-baked docking paths Iāve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics. Pre-baked paths The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory. Itās not a perfect solution visually, but itās functional and gets the job done. I can always refine this for a post-launch update if needed. Iām still wrapping up the final details of the docking path system before moving on. Mines My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion. Aircraft After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages. Release Iām currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles arenāt vital to core gameplay, but they would add a lot of polish. Iām still on the fence about this one, it depends on how the mine logic implementation goes."}, {"post_id": 49170, "ts": "2026-08-17T20:13:08Z", "hours": 9.9731, "text": "Devlog 17: Factory placement Iāve built a system for placing factories in the world. Factory placement Turns out itās an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied. Roads I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesnāt work if you want them all to connect to factories and to each other. So now theyāre all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors. Aircraft sprites Iāve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. Iām planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch. Release Itās going to be close. Iām not sure Iāll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, Iām not going to rush it. Iād rather ship a week late than release something that gets 5 SD/h because it isnāt polished."}, {"post_id": 47570, "ts": "2026-08-15T15:24:06Z", "hours": 9.8719, "text": "Devlog 16: Factorys and aircraft Iāve reworked the factory sprites and added aircraft. Factory sprites I have made new sprites for every factory execpt the concrete mixing plant. the sprites are now 2x2 or larger so vehicles can realisticly unload there. Aircraft Iāve decided to add aircraft, which will serve as a trading terminal so you can trade with other villages, get contracts, and earn money. Aircraft fit well for this since no other villages spawn in the world. they let you trade with other vilages without them needing to exist in the world. I still need to add alot to make this work but currently I have a working runway building mecanic Next: Factories Next, I still need to build out the factory logic. I plan to make them with custom resources, just like vehicles. I made the new sprites first because I needed to know where (un)loading would need to happen before I could design the logic around it."}, {"post_id": 46516, "ts": "2026-08-13T19:56:21Z", "hours": 10.2989, "text": "Devlog #15: Vehicle rework Iāve completely restructured how vehicles work under the hood. The main goal was to break down the code into readable, reusable pieces. Vehicle componentization The vehicle script had become too large to work with, so I split it into five scripts: vehicleBody.gd , drivetrainComponent.gd , path_movement_component.gd , CargoComponent.gd and attachment_component.gd . This makes the code easier to maintain and reduces the chance of bugs when adding new vehicle types. Vehicle data I have converted the nested Dictionaries into custom resources which makes it easier to add vehicles and less error prone. Pathfinding improvements I tweaked how the pathfinding works by chamfering the corners so vehicles navigate them more smoothly. It doesnāt look quite as I want yet, but combined with animations, it should look acceptable for now. This is something Iāll have to find a more permanent solution for later. Release Iām targeting version 1.0.0 for Saturday, August 22nd. Thereās still quite a bit to do, but I think I can make it. I set this deadline because Iāll have less time once school starts."}, {"post_id": 45126, "ts": "2026-08-11T12:41:38Z", "hours": 9.745, "text": "Devlog #14.2: Route system The route system is now done Route sytem The route system turned out to be more complicated than initially expected. I restructured it so the route is calculated centrally in the Global script, and every instance using it reads from there. This keeps things synchronized and maintainable. For now, the system has one mode implemented: a ping-pong mode where vehicles travel back and forth between two set points. Vehicle physics Thereās a persistent issue with vehicle physics where they cut corners and miss checkpoints, requiring them to turn around. Iāve set this aside for now to focus on other features, but itās something Iāll need to fix down the line. I realy have no idea how though I cant seem to find the issue. Whats next The last major things before release are: Linking factories to vehicles so they can load and unload cargo Animating the excavators at the mine Building out the construction system"}, {"post_id": 43506, "ts": "2026-08-08T20:31:23Z", "hours": 10.0922, "text": "Devlog #14: Route UI and system I am currently working on the route ui and the route system. Route UI The route UI is almost done I only need to link it to the route system. Route system I am almost finished with the route system I only have to connect it to the vehicle and rewrite the factory system a bit so it works with the route system. there will be multiple modes distribution of one factory based on demand or a ping pong mode where it drives back and forward between 2 set points. You also will be able to assign vehicles to construction projects but this will come later. Trailer UI The trailer UI is finised you can connect trailers to vehicles via it."}, {"post_id": 41554, "ts": "2026-08-05T20:48:09Z", "hours": 9.8542, "text": "Devlog #13: Vehicles in the world Iāve connected the vehicle systems to the world and to the UI. Vehicle manager Iāve made a vehilce manager script. This manager stores and retrieves vehicle data efficiently by ID, making it easy for the UI and other systems to access vehicle information. Vehicle UI Iāve made a UI where you can see the fuel, total weigth, health and engine load of the vehicle by clicking on it. There are also 2 buttons 1 for selecting a route and the other for coupling a trailer. Spauwing When you buy a vehicle it gets assigned a base tile you now need a base tile per vehicle. Last things Next, I need to implement the route selection and trailer coupling buttons to complete the vehicle system integration as far as I can right now."}, {"post_id": 40212, "ts": "2026-08-03T16:52:56Z", "hours": 10.0389, "text": "Devlog #12: Planing Iāve put together a roadmap for the rest of development. Roadmap Iām planning to release the game in 3 weeks and have laid out a plan accordingly. Vehicle physics Iāve spent about half my time since the last devlog tweaking vehicle physics, and Iāve decided to compromise on a few things ā for example, when the trailer jackknifes and gets stuck, itāll just clip through the vehicle. Shop rework I am almost finished with reworking the shop it now displays all the stats that the vehicle uses"}, {"post_id": 38143, "ts": "2026-07-31T11:37:38Z", "hours": 9.9372, "text": "Devlog #11.2: Trailer Logic and Pathfinding Iāve almost finished all the vehicle logic. Pathfinding A working pathfinding system is now in place using AStarGrid2D . This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation. Trailers Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life. Finishing Touches The vehicle logic still needs some fine-tuning, and I havenāt tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck."}, {"post_id": 37056, "ts": "2026-07-29T15:06:21Z", "hours": 9.8997, "text": "Devlog #11: Vehicle logic I am currently working on the vehcile logic Vehicle logic There are alot of variables now that determain the behavier off the vehicles like engine and weight Sprite scaling I have fixed the scaling of the sprites. Last things for the vehicle logic I still need to implement the trailer logic and pathfinding."}, {"post_id": 35794, "ts": "2026-07-27T13:37:20Z", "hours": 8.4642, "text": "Devlog #10: Factory logic Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed. Factory logic I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I havenāt fully tested the logic yet since the UI and vehicle systems ( needed for input/output) arenāt complete. More I have probebly done more but i dont know anymore because i have been a way for a week. What is next My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance."}, {"post_id": 29417, "ts": "2026-07-16T11:03:02Z", "hours": 10.1492, "text": "Devlog #9: Supplychain Been working on the supplychain structere last 2 days, including new sprites Factorys I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think. Resources I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D . What next I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try."}, {"post_id": 28327, "ts": "2026-07-14T14:40:52Z", "hours": 9.6725, "text": "Devlog #8.1: UI and lighting Today i have been focesing on the inviorment UI I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game. Day Night cycle I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions arenāt lining up the way I want them to, so i still need to do some fine tuning . Shaders / shadows This is where Iāve been strugeling. Iāve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot arenāt really designed for top-down games. They make the sunās shadows look infinitely long and completely distort the perspective. Every custom solution Iāve tried so far looks terrible. Iāve easily spent about 5 hours making custom shaders making a static shadow, but Iām still stuck. If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments! I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays."}, {"post_id": 27357, "ts": "2026-07-12T21:00:50Z", "hours": 9.8522, "text": "Devlog #8: Made UI Been working on the UI this weekend. its nothing special yet but it is good enough for now. Garage menu I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles. Shop UI I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it. Exstended selected tile UI I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui. Overlay I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesnāt line up with my terrain."}, {"post_id": 26555, "ts": "2026-07-11T13:18:41Z", "hours": 5.2389, "text": "Devlog #7: Fresh foundation As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed. World generation I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network. Road placement System You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now. Vehicle Pathfinding Iāve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. Iāve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so Iāll be researching how to implement that. What i still have to add Before Iām back where I was with the Greenfoot version, I still need to add: The factorys and their system The trailers physics The garage menu A couple small things"}, {"post_id": 25816, "ts": "2026-07-10T08:51:36Z", "hours": 9.5967, "text": "devlog #6.1 Terrain I am almost finnished with the prosidural generation of the map which is gooing to make for way more variation in the game and beter planing were to place youre base."}, {"post_id": 24611, "ts": "2026-07-08T10:10:39Z", "hours": 31.0889, "text": "Develog #6: switching engines Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? Itās just not happening. Greenfoot wasnāt really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for. So Iām switching to Godot. Iāve made some prototypes in it before, so at least I know the basics, and itās way better suited for what Iām trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time."}, {"post_id": 20941, "ts": "2026-07-02T17:53:03Z", "hours": 21.3453, "text": "Devlog #5: Major System OverhaulāResource Economy & Vehicle Expansion it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed: Added two new resources I have added sand and gravel that are used in multiple new recipes Changed the economy: from currency to resources I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game. Added new factories I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff. I plan to add more in the future but for now it is way beter than before. Added a bunch of vehicles I have added multiple new vehicles: Bulk carriers - Can move ore and loose materials Flatbed trucks - Move finished products (pallets ore IBCs) Trailers - These can attach to diffrent vehicles and extend capacity Concrete truck - Transports concrete Construction Vehicles Dozer - Removes the building Excavator - Now needed for quarries Asphalt Paver - Changes roads from gravel to asphalt I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere. Rebuilt the UI The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows The vehicles you own The vehicle shop The abilities of the vehicle: It can hook a trailer It can carry bulk cargo It can carry flatbed cargo It can go offroad It can destroy building It can pave roads It can mine itās way better than before but you currently cant buy the vehicles yet Roads have levels now Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer What i still need to do It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff Levels / progresion - It is just a sand box now Beter end goal - There is not realy a endgoal A tutorial - The game becomes increasingly complicated so hard without any guidance"}, {"post_id": 13898, "ts": "2026-06-22T19:41:09Z", "hours": 3.8419, "text": "Devlog #4 Finised the factory system Finised the factory ui / recipie ui that now tracks input output and procesing time Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint Stil need to add Change detection system Levels / progresion Beter end goal A tutorial Known bugs When you edit the route it deletes it self When you delete a route it doesnt delete the vehicles"}, {"post_id": 12159, "ts": "2026-06-19T21:21:22Z", "hours": 3.4008, "text": "Devlog #3 Added a factory system it is not fully done but there is a basic factory system now so you cant just infinatly take recources from the factroy to the sell point"}, {"post_id": 7675, "ts": "2026-06-12T20:25:33Z", "hours": 12.4575, "text": "Devlog #2 Finshed the game I have finnished the main gameplay loop I still want to add: A tutorial Levels / Progresion More recources and factorys / recipes Better end goal there is nothing to save for right now failsave for when you delete the path with vehicle on it"}, {"post_id": 4420, "ts": "2026-06-07T18:55:50Z", "hours": 1.8458, "text": "Devlog #1 I have made some improvements on the game i am curently making in greenfoot (java engine) i am using this engine because i have used it before for school"}]...
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Title: SupplyChains by @Thijmen | Stardance
Devlo Title: SupplyChains by @Thijmen | Stardance
Devlogs:
Devlog #1 I have made some improvements on the game i am curently making in greenfoot (java engine) i am using this engine because i have used it before for school
Devlog #2 Finshed the game I have finnished the main gameplay loop I still want to add: A tutorial Levels / Progresion More recources and factorys / recipes Better end goal there is nothing to save for right now failsave for when you delete the path with vehicle on it
Devlog #3 Added a factory system it is not fully done but there is a basic factory system now so you cant just infinatly take recources from the factroy to the sell point
Devlog #4 Finised the factory system Finised the factory ui / recipie ui that now tracks input output and procesing time Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint Stil need to add Change detection system Levels / progresion Beter end goal A tutorial Known bugs When you edit the route it deletes it self When you delete a route it doesnt delete the vehicles
Devlog #5: Major System OverhaulāResource Economy & Vehicle Expansion it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed: Added two new resources I have added sand and gravel that are used in multiple new recipes Changed the economy: from currency to resources I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game. Added new factories I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff. I plan to add more in the future but for now it is way beter than before. Added a bunch of vehicles I have added multiple new vehicles: Bulk carriers - Can move ore and loose materials Flatbed trucks - Move finished products (pallets ore IBCs) Trailers - These can attach to diffrent vehicles and extend capacity Concrete truck - Transports concrete Construction Vehicles Dozer - Removes the building Excavator - Now needed for quarries Asphalt Paver - Changes roads from gravel to asphalt I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere. Rebuilt the UI The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows The vehicles you own The vehicle shop The abilities of the vehicle: It can hook a trailer It can carry bulk cargo It can carry flatbed cargo It can go offroad It can destroy building It can pave roads It can mine itās way better than before but you currently cant buy the vehicles yet Roads have levels now Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer What i still need to do It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff Levels / progresion - It is just a sand box now Beter end goal - There is not realy a endgoal A tutorial - The game becomes increasingly complicated so hard without any guidance
Develog #6: switching engines Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? Itās just not happening. Greenfoot wasnāt really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for. So Iām switching to Godot. Iāve made some prototypes in it before, so at least I know the basics, and itās way better suited for what Iām trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time.
devlog #6.1 Terrain I am almost finnished with the prosidural generation of the map which is gooing to make for way more variation in the game and beter planing were to place youre base.
Devlog #7: Fresh foundation As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed. World generation I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network. Road placement System You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now. Vehicle Pathfinding Iāve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. Iāve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so Iāll be researching how to implement that. What i still have to add Before Iām back where I was with the Greenfoot version, I still need to add: The factorys and their system The trailers physics The garage menu A couple small things
Devlog #8: Made UI Been working on the UI this weekend. its nothing special yet but it is good enough for now. Garage menu I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles. Shop UI I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it. Exstended selected tile UI I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui. Overlay I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesnāt line up with my terrain.
Devlog #8.1: UI and lighting Today i have been focesing on the inviorment UI I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game. Day Night cycle I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions arenāt lining up the way I want them to, so i still need to do some fine tuning . Shaders / shadows This is where Iāve been strugeling. Iāve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot arenāt really designed for top-down games. They make the sunās shadows look infinitely long and completely distort the perspective. Every custom solution Iāve tried so far looks terrible. Iāve easily spent about 5 hours making custom shaders making a static shadow, but Iām still stuck. If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments! I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays.
Devlog #9: Supplychain Been working on the supplychain structere last 2 days, including new sprites Factorys I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think. Resources I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D . What next I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try.
Devlog #10: Factory logic Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed. Factory logic I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I havenāt fully tested the logic yet since the UI and vehicle systems ( needed for input/output) arenāt complete. More I have probebly done more but i dont know anymore because i have been a way for a week. What is next My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance.
Devlog #11: Vehicle logic I am currently working on the vehcile logic Vehicle logic There are alot of variables now that determain the behavier off the vehicles like engine and weight Sprite scaling I have fixed the scaling of the sprites. Last things for the vehicle logic I still need to implement the trailer logic and pathfinding.
Devlog #11.2: Trailer Logic and Pathfinding Iāve almost finished all the vehicle logic. Pathfinding A working pathfinding system is now in place using AStarGrid2D . This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation. Trailers Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life. Finishing Touches The vehicle logic still needs some fine-tuning, and I havenāt tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck.
Devlog #12: Planing Iāve put together a roadmap for the rest of development. Roadmap Iām planning to release the game in 3 weeks and have laid out a plan accordingly. Vehicle physics Iāve spent about half my time since the last devlog tweaking vehicle physics, and Iāve decided to compromise on a few things ā for example, when the trailer jackknifes and gets stuck, itāll just clip through the vehicle. Shop rework I am almost finished with reworking the shop it now displays all the stats that the vehicle uses
Devlog #13: Vehicles in the world Iāve connected the vehicle systems to the world and to the UI. Vehicle manager Iāve made a vehilce manager script. This manager stores and retrieves vehicle data efficiently by ID, making it easy for the UI and other systems to access vehicle information. Vehicle UI Iāve made a UI where you can see the fuel, total weigth, health and engine load of the vehicle by clicking on it. There are also 2 buttons 1 for selecting a route and the other for coupling a trailer. Spauwing When you buy a vehicle it gets assigned a base tile you now need a base tile per vehicle. Last things Next, I need to implement the route selection and trailer coupling buttons to complete the vehicle system integration as far as I can right now.
Devlog #14: Route UI and system I am currently working on the route ui and the route system. Route UI The route UI is almost done I only need to link it to the route system. Route system I am almost finished with the route system I only have to connect it to the vehicle and rewrite the factory system a bit so it works with the route system. there will be multiple modes distribution of one factory based on demand or a ping pong mode where it drives back and forward between 2 set points. You also will be able to assign vehicles to construction projects but this will come later. Trailer UI The trailer UI is finised you can connect trailers to vehicles via it.
Devlog #14.2: Route system The route system is now done Route sytem The route system turned out to be more complicated than initially expected. I restructured it so the route is calculated centrally in the Global script, and every instance using it reads from there. This keeps things synchronized and maintainable. For now, the system has one mode implemented: a ping-pong mode where vehicles travel back and forth between two set points. Vehicle physics Thereās a persistent issue with vehicle physics where they cut corners and miss checkpoints, requiring them to turn around. Iāve set this aside for now to focus on other features, but itās something Iāll need to fix down the line. I realy have no idea how though I cant seem to find the issue. Whats next The last major things before release are: Linking factories to vehicles so they can load and unload cargo Animating the excavators at the mine Building out the construction system
Devlog #15: Vehicle rework Iāve completely restructured how vehicles work under the hood. The main goal was to break down the code into readable, reusable pieces. Vehicle componentization The vehicle script had become too large to work with, so I split it into five scripts: vehicleBody.gd , drivetrainComponent.gd , path_movement_component.gd , CargoComponent.gd and attachment_component.gd . This makes the code easier to maintain and reduces the chance of bugs when adding new vehicle types. Vehicle data I have converted the nested Dictionaries into custom resources which makes it easier to add vehicles and less error prone. Pathfinding improvements I tweaked how the pathfinding works by chamfering the corners so vehicles navigate them more smoothly. It doesnāt look quite as I want yet, but combined with animations, it should look acceptable for now. This is something Iāll have to find a more permanent solution for later. Release Iām targeting version 1.0.0 for Saturday, August 22nd. Thereās still quite a bit to do, but I think I can make it. I set this deadline because Iāll have less time once school starts.
Devlog 16: Factorys and aircraft Iāve reworked the factory sprites and added aircraft. Factory sprites I have made new sprites for every factory execpt the concrete mixing plant. the sprites are now 2x2 or larger so vehicles can realisticly unload there. Aircraft Iāve decided to add aircraft, which will serve as a trading terminal so you can trade with other villages, get contracts, and earn money. Aircraft fit well for this since no other villages spawn in the world. they let you trade with other vilages without them needing to exist in the world. I still need to add alot to make this work but currently I have a working runway building mecanic Next: Factories Next, I still need to build out the factory logic. I plan to make them with custom resources, just like vehicles. I made the new sprites first because I needed to know where (un)loading would need to happen before I could design the logic around it.
Devlog 17: Factory placement Iāve built a system for placing factories in the world. Factory placement Turns out itās an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied. Roads I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesnāt work if you want them all to connect to factories and to each other. So now theyāre all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors. Aircraft sprites Iāve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. Iām planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch. Release Itās going to be close. Iām not sure Iāll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, Iām not going to rush it. Iād rather ship a week late than release something that gets 5 SD/h because it isnāt polished.
Devlog 18: Pre-baked docking paths Iāve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics. Pre-baked paths The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory. Itās not a perfect solution visually, but itās functional and gets the job done. I can always refine this for a post-launch update if needed. Iām still wrapping up the final details of the docking path system before moving on. Mines My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion. Aircraft After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages. Release Iām currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles arenāt vital to core gameplay, but they would add a lot of polish. Iām still on the fence about this one, it depends on how the mine logic implementation goes.
Devlog 19: Busy School has started again and I have been geting busy and my motivation is also not that high right now because things take alot longer and dont work like i want to. I think I will delay release to septembere 12th.
Devlog 20: UI and Trading Got the backend for the trading system done and overhauled the UI to go with it. Trading System I made a trading system. It generates contracts with the recipientās name, the resource being traded, and the price. Basically the foundation for the aircraft system. UI Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool. Whatās Shipping vs Later Iām not including construction vehicles in the initial release because thatās like 40+ more hours of work and I want to actually finish this before Thirdspace starts (Iām gonna compete too). So yeah, thatās going to a post-launch update. Still gotta do: Get the excavators working (mines) ~5h Finish the trading system ~3h Fix vehicle physics again š~5h Random bugs and polish ~5h Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol
Devlog 21: Trading Finished, but Iām Stuck Iāve finished the trading system! Trading System The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first. Base Building Iāve started working on base building. Itās pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement. Stuck Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably wonāt have time to add much polish.So I need your opinion: is it worth delaying the game for another week? š Or should I just ship it? Do you think Iāll still be able to afford the Framework 13 if I release it now? My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update.
Devlog 22: Factory UI and Finished base building Iāve finished base building and am now working on the factory UI. Factory UI Iām working on the factory UI, where you can see the factoryās storage and change its recipe. Itās almost finished. Base building Base building is finished you can now make taxiways and build a warehouse. Iāve also put these into a UI like the factoryās, so it only takes one button. Vehicle physics/pathfinding Iāve spent yet another hour on vehicle physics/pathfinding, and Iāve narrowed it down to a bug in the handoff to the prebaked paths of the factories. Timeline Iām pretty sure I am gooing tho finish it this weekend. Whatās left: Vehicle physics ~3h Mines/excavators ~5h Building construction (will reuse most of the factory logic) ~2h Random bugs and small things ~5h
Devlog 23: Vehicle pathfinding and construction I have fixed the vehicle pathfinding (mostly) and I have made the construction system. Vehicle pathfinding I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix. Construction system Itās almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built. Still not done I know I said it would be done this weekend and it still isnāt, but itās almost there. What I still have to do: The mine/excavator ~5h Finishing a couple of systems (like the construction and trade system) ~5h Make a savegame system ~5h Small things ~2h Documentation ~2h So 2 devlogs left, and otherwise I will just ship incomplete because I donāt have time anymore.
Devlog 24: Construction finished and start secunce made Iāve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. Itās been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so Iām not 100% certain Iāve captured everything thatās changed. Construction system The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay. Starting secunce The starting secunce now has a couple of steps: Place the resource box Place a runway Place a terminal Conect the runway with the terminal with a taxiway Place 4 base tiles for the vehicle to spawn on What has to be done: Mine/excavator system ~3h Finish trade system ~3h Save system ~2h Documentation ~2h
Devlog 25: Planes and saving! Iāve locked in over the last 2 days and finished the final 2 of the 3 major systems. Iāve completed the planes (which now spawn when you accept an order) and finished the saving system. Planes/order system Iāve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesnāt taxi all the way to the terminal because I just donāt have time for that, but it looks good enough for now. Saving You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web. whats left: The only things left are the excavator and some smaller things. Iām finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I canāt finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but Iām happy with how it works now and what I have learned along the way.
Devlog 26: Last devlog Iāve officially finished the game. Itās been an incredible journey, and Iām pretty happy with the end result. excavator The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed. a lot of small things I have done a lot of small things to optimse the game and fix things i coudend test till now Release This is the last devlog Iāll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game.
Devlog 27: Tutorial: After feadback I have dicided to make a tutorial and made a couple quality of live updates that made the game easier to understand.
Ships:
Supply Chains Supply Chains is a game inspired by Transport Fever and Mindustry, centered around building road networks and logistics chains for construction and mining operations. Features Vehicles, trailers and a garage Route system: pick a source, a destination and a resource, then assign it to a vehicle Multi-step production chains Construction sites, trading, generated terrain, and A* pathfinding with road weights Controls: WASD camera, 1-5 build, right click remove, space pause. Everything else is in HELP.md . Known limitations Iām a solo dev, so some things arenāt finished. The full list is in the README. Hope you enjoy it!...
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1792896723.4448085
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1793760723.4448085
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8309
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My awesome macropad! by @Dominique | Stardance
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Dominique
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0
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0.0
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Title: My awesome macropad! by @Dominique | Starda Title: My awesome macropad! by @Dominique | Stardance...
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1792896721.6407485
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1793760721.6407485
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57589
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Neptune šµ by @ibrahimthegoat | Stardance
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ibrahimthegoat
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:19:03Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Neptune-2.0, an AI-powered Slack bot integrated with Groq API and run 24/7 on a Hack Club Nest container via PM2. Configuring secure environment variables and managing persistent background process uptime on the server. Achieving stable 24/7 deployment with instant, lightning-fast AI responses inside Slack.It uses Socket Mode for real-time event handling and dynamic Groq models for instant developer assistance.", "repo": "https://github.com/ibrahimahsan954-eng/Neptune-2.0", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 72613, "ts": "202 [{"post_id": 72613, "ts": "2026-09-23T10:55:24Z", "hours": 2.3314, "text": "the bot wasnt responding to slash commands and just completely wasnt working so i did so much modifications and now its finally working!"}, {"post_id": 70057, "ts": "2026-09-18T11:22:45Z", "hours": 1.0522, "text": "the bot didnt respond to me no matter what i typed and now its finally responding (yayy!) so now im adding the slash commands."}, {"post_id": 64124, "ts": "2026-09-08T10:11:41Z", "hours": 0.5056, "text": "im posting the bot in nest so i can run it 24/7! i was running through some issues but now they are good and the bot is ready to go!"}, {"post_id": 61446, "ts": "2026-09-04T11:28:33Z", "hours": 0.5508, "text": "currently running through some errors so when a user says: āhelloā it tells the user its intro and if a user says i dont like your ideas it again, tells its intro."}, {"post_id": 61026, "ts": "2026-09-03T18:42:30Z", "hours": 0.39, "text": "Iām currently building this bot (not just any bot) his name is Neptune. he suggests ideas for your projects which will win you hackathons, I generated a free API key from Groq and pasted it into the code and used Claude Code to refine it further"}]...
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Title: Neptune šµ by @ibrahimthegoat | Stardance
D Title: Neptune šµ by @ibrahimthegoat | Stardance
Devlogs:
Iām currently building this bot (not just any bot) his name is Neptune. he suggests ideas for your projects which will win you hackathons, I generated a free API key from Groq and pasted it into the code and used Claude Code to refine it further
currently running through some errors so when a user says: āhelloā it tells the user its intro and if a user says i dont like your ideas it again, tells its intro.
im posting the bot in nest so i can run it 24/7! i was running through some issues but now they are good and the bot is ready to go!
the bot didnt respond to me no matter what i typed and now its finally responding (yayy!) so now im adding the slash commands.
the bot wasnt responding to slash commands and just completely wasnt working so i did so much modifications and now its finally working!
Ships:
Built Neptune-2.0, an AI-powered Slack bot integrated with Groq API and run 24/7 on a Hack Club Nest container via PM2. Configuring secure environment variables and managing persistent background process uptime on the server. Achieving stable 24/7 deployment with instant, lightning-fast AI responses inside Slack.It uses Socket Mode for real-time event handling and dynamic Groq models for instant developer assistance....
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1793674320.8229692
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1793760720.8229692
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1792896720.807119
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1793760720.807119
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8655
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DAISY-P by @Doodle | Stardance
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Doodle
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0
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0.36
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0
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[]
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[{"post_id": 3263, "ts": "2026 [{"post_id": 3263, "ts": "2026-06-06T03:28:55Z", "hours": 0.3608, "text": "So, it turns out the DAISY format is shockingly normal. On the plus side, it seems like Iāll be able to use a lot of HTML parsing principles, and even include some unmodified HTML parsing with attribution. On the downside, Iām on chapter 3 and I already see about 5 different potential memory leaks if Iām not careful. Wish me luck :/"}]...
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Title: DAISY-P by @Doodle | Stardance
Devlogs:
So Title: DAISY-P by @Doodle | Stardance
Devlogs:
So, it turns out the DAISY format is shockingly normal. On the plus side, it seems like Iāll be able to use a lot of HTML parsing principles, and even include some unmodified HTML parsing with attribution. On the downside, Iām on chapter 3 and I already see about 5 different potential memory leaks if Iām not careful. Wish me luck :/...
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1793155920.6598265
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1793760720.6598265
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73192
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NULL
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1792896719.9943
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1793760719.9943
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30795
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Untitled by @aravmahipal11 | Stardance
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aravmahipal11
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0
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0.0
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0
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Title: Untitled by @aravmahipal11 | Stardance
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1793155919.801863
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1793760719.801863
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57584
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First Slack bot by @Danou | Stardance
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Danou
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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": "2026-09-11T19:23:50Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone here my first projet and i decided to start by creating my first Slack bot. I decided at first to create a versatile bot who can do pretty much everything but the reality was different many was the api problem ,the lantency issue of different commands, code which work 1/2 etc.The first challenge that i encountered during my dev session was the dict command of my bot to make it more clear i wanted to do a system of randomization of words and their description when the user type -R but there is the problem how can i random a dictionary api ? You will discover on my github repo i will not spoil . Iām proud of myself for did something and how i pasted throught all of the problem which i tell you above and how i founded the problem of the dictionary. If anyone want to test it keep in mind that the dictionary command could work 1/2 sometimes it will tell you that it couldnāt fetch the word even if the word exist in the dictionary (english) when i did my test the latency of the response was insanely long soo i donāt know if it will work great. Thank you for reading and have fun !!!", "repo": "https://github.com/Danou-lua/My-first-Slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 65633, "ts": "202 [{"post_id": 65633, "ts": "2026-09-10T21:51:50Z", "hours": 0.6467, "text": "Devlog #6 Is it currently 11pm and i had a hard journey i tryed to do some code without doing much here i have just add a new command to show a random advice for whole day life. I will not git commit it now i will make more other stuff do commit a whole block and not just little parts"}, {"post_id": 63840, "ts": "2026-09-07T20:23:42Z", "hours": 0.4033, "text": "Devlog #5 Today i have not achieve something special and iām pretty exhausted due to school so i have just worked on the problem i had yesterday. To make it more clear i had a issue where the random functions wonāt work and today i pass throught this issue but i now is like i donāt want to work anymore on this project (the errors of the api start to make me crazy) the bot respond too late or make error that donāt happen when i do it locally. I think i will add 1 or 2 new functions and i will ship it to start a better project.Iām not really enjoyed with what i have did today maybe tomorrow?"}, {"post_id": 63071, "ts": "2026-09-06T17:42:44Z", "hours": 1.3461, "text": "Dev DEVLOG#4 Today i add a little thingh who can pass the problem that i have yesterday for the random option to make it more clear i added a random option where you can pick and the bot send you a random word and its description from the dictionary the only one problem is that how can i make it more automatic , soo i add something that when a user search a message to view a the definition of a word the script analyse a json file to search if the word exist if yes it just send the informations if not the script add the word into the wordlist soo when a user will decide to have a random word the script will choose a word which was attached by i user. Just need to improve the random option tomorrow because today it wonāt work."}, {"post_id": 62514, "ts": "2026-09-05T22:28:16Z", "hours": 1.7994, "text": "Devlog #3 Juts finished an addtionnal function of my bot searching for a word and its definition and choosing an option for a random word (i will need to extend the list of words of an another api or with a json file which all words can be there) iām pretty glad for what i did today even with the doomscrolling and i got bored all the day. But half of my work was with the help of chatgpt (he mainly explain the structure of js and how i could done a great api call but i promise i donāt did vibecoding)"}, {"post_id": 61700, "ts": "2026-09-04T18:57:33Z", "hours": 0.6839, "text": "Devlog #2 This one is my second devlog about my slack bot honestly i donāt have other idea so i will pass on another project and i will end this one (yeah very fast) in this devlog or this time i added a new command that lists information about linux command (the main ones not all until i found an api for make it more simple and more efficient) i have a new project in mind but due to the little time who remains to me for the end of stardance iām scared for no having stardust to buy something cool (and because i have joined the event very late) if you have idea or something that i can add you can tell me. Thankās"}, {"post_id": 60907, "ts": "2026-09-03T15:49:34Z", "hours": 1.5669, "text": "Just finished the body of my slack bot i have recently discovered problem to using program or problem with the fact that slackbot into the slack app send me message that my bot donāt want to work but after 5 sec there are output from it, and i want to ask if there are anyone who can give me idea of command to because iām out of idea and i really want to improve it with more functions. Please donāt hesitate to give me idea or tell me what to change and what to add . Thankās.If there are a person who can help me with this problem thankās to tell me how you encountered it."}]...
|
Title: First Slack bot by @Danou | Stardance
Devl Title: First Slack bot by @Danou | Stardance
Devlogs:
Just finished the body of my slack bot i have recently discovered problem to using program or problem with the fact that slackbot into the slack app send me message that my bot donāt want to work but after 5 sec there are output from it, and i want to ask if there are anyone who can give me idea of command to because iām out of idea and i really want to improve it with more functions. Please donāt hesitate to give me idea or tell me what to change and what to add . Thankās.If there are a person who can help me with this problem thankās to tell me how you encountered it.
Devlog #2 This one is my second devlog about my slack bot honestly i donāt have other idea so i will pass on another project and i will end this one (yeah very fast) in this devlog or this time i added a new command that lists information about linux command (the main ones not all until i found an api for make it more simple and more efficient) i have a new project in mind but due to the little time who remains to me for the end of stardance iām scared for no having stardust to buy something cool (and because i have joined the event very late) if you have idea or something that i can add you can tell me. Thankās
Devlog #3 Juts finished an addtionnal function of my bot searching for a word and its definition and choosing an option for a random word (i will need to extend the list of words of an another api or with a json file which all words can be there) iām pretty glad for what i did today even with the doomscrolling and i got bored all the day. But half of my work was with the help of chatgpt (he mainly explain the structure of js and how i could done a great api call but i promise i donāt did vibecoding)
Dev DEVLOG#4 Today i add a little thingh who can pass the problem that i have yesterday for the random option to make it more clear i added a random option where you can pick and the bot send you a random word and its description from the dictionary the only one problem is that how can i make it more automatic , soo i add something that when a user search a message to view a the definition of a word the script analyse a json file to search if the word exist if yes it just send the informations if not the script add the word into the wordlist soo when a user will decide to have a random word the script will choose a word which was attached by i user. Just need to improve the random option tomorrow because today it wonāt work.
Devlog #5 Today i have not achieve something special and iām pretty exhausted due to school so i have just worked on the problem i had yesterday. To make it more clear i had a issue where the random functions wonāt work and today i pass throught this issue but i now is like i donāt want to work anymore on this project (the errors of the api start to make me crazy) the bot respond too late or make error that donāt happen when i do it locally. I think i will add 1 or 2 new functions and i will ship it to start a better project.Iām not really enjoyed with what i have did today maybe tomorrow?
Devlog #6 Is it currently 11pm and i had a hard journey i tryed to do some code without doing much here i have just add a new command to show a random advice for whole day life. I will not git commit it now i will make more other stuff do commit a whole block and not just little parts
Ships:
Hello everyone here my first projet and i decided to start by creating my first Slack bot. I decided at first to create a versatile bot who can do pretty much everything but the reality was different many was the api problem ,the lantency issue of different commands, code which work 1/2 etc.The first challenge that i encountered during my dev session was the dict command of my bot to make it more clear i wanted to do a system of randomization of words and their description when the user type -R but there is the problem how can i random a dictionary api ? You will discover on my github repo i will not spoil . Iām proud of myself for did something and how i pasted throught all of the problem which i tell you above and how i founded the problem of the dictionary. If anyone want to test it keep in mind that the dictionary command could work 1/2 sometimes it will tell you that it couldnāt fetch the word even if the word exist in the dictionary (english) when i did my test the latency of the response was insanely long soo i donāt know if it will work great. Thank you for reading and have fun !!!...
|
1793674319.6970305
|
1793760719.6970305
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73191
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1792896719.1816072
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1793760719.1816072
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46849
|
WarioWare Game by @MelinaFronza | Stardance
|
MelinaFronza
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @MelinaFronza | Stardance
|
1793155917.683795
|
1793760717.683795
|
|
57569
|
nano_code by @wilrakov | Stardance
|
wilrakov
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T13:06:28Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. Itās complex to test, I know, but I hope youāll find out! Thanks a lot for all the event!!!", "repo": "https://github.com/wilrak0v/nano_code", "demo": "https://github.com/wilrak0v/nano_code/releases/tag/Stardance"}]...
|
[{"post_id": 72653, "ts": "202 [{"post_id": 72653, "ts": "2026-09-23T12:56:37Z", "hours": 2.2403, "text": "I think I am done with this project⦠I hope it“s fine to ship it."}, {"post_id": 69148, "ts": "2026-09-16T14:06:41Z", "hours": 3.0778, "text": "Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm"}, {"post_id": 66681, "ts": "2026-09-12T15:34:32Z", "hours": 1.4653, "text": "Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux)."}, {"post_id": 66448, "ts": "2026-09-12T08:56:33Z", "hours": 2.4089, "text": "All operations on registers are done. It“s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done."}, {"post_id": 64895, "ts": "2026-09-09T16:31:19Z", "hours": 3.5192, "text": "Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn“t it? Today I did a fibonacci test and I beat the JVM."}, {"post_id": 60307, "ts": "2026-09-02T16:15:17Z", "hours": 4.63, "text": "First devlog Last days I worked on a small and simple project called nano_code. It“s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don“t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon."}]...
|
Title: nano_code by @wilrakov | Stardance
Devlogs Title: nano_code by @wilrakov | Stardance
Devlogs:
First devlog Last days I worked on a small and simple project called nano_code. It“s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don“t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon.
Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn“t it? Today I did a fibonacci test and I beat the JVM.
All operations on registers are done. It“s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done.
Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux).
Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm
I think I am done with this project⦠I hope it“s fine to ship it.
Ships:
I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. Itās complex to test, I know, but I hope youāll find out! Thanks a lot for all the event!!!...
|
1793674317.6671221
|
1793760717.6671221
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73190
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1793760715.764762
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1792896714.9514387
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1793760714.9514387
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32342
|
Fastest drone in the world by @leo_reid | Stardanc Fastest drone in the world by @leo_reid | Stardance...
|
leo_reid
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Fastest drone in the world by @leo_reid | S Title: Fastest drone in the world by @leo_reid | Stardance...
|
1793155914.2188292
|
1793760714.2188292
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73188
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NULL
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NULL
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1792896714.127751
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73187
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1792896713.3148098
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1793760713.3148098
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73186
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1792896712.4886653
|
1793760712.4886653
|
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55299
|
My awesome macropad! by @isabellaleeg18 | Stardanc My awesome macropad! by @isabellaleeg18 | Stardance...
|
isabellaleeg18
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @isabellaleeg18 | S Title: My awesome macropad! by @isabellaleeg18 | Stardance...
|
1793155912.4428935
|
1793760712.4428935
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73185
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NULL
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NULL
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1792896711.659537
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73184
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1792896710.8429837
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1793760710.8429837
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46848
|
Diabetic foot monitor by @tsarov_1 | Stardance
|
tsarov_1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Diabetic foot monitor by @tsarov_1 | Starda Title: Diabetic foot monitor by @tsarov_1 | Stardance...
|
1793155910.6695445
|
1793760710.6695445
|
|
52537
|
MySite by @K_muistaa501 | Stardance
|
K_muistaa501
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T11:03:06Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its alive!!! This was a great mission!!!! thank you for going on the site, enjoy doing homework :D Its not much, but pls enjoy", "repo": "https://github.com/K-muistaa501/New-Proj--PS26-", "demo": "https://k-muistaa501.github.io/New-Proj--PS26-/"}]...
|
[{"post_id": 60473, "ts": "202 [{"post_id": 60473, "ts": "2026-09-02T20:25:47Z", "hours": 0.3592, "text": "Part 5: Buttons, part 2ā¦. I redesigned the buttons for the site, because i thought they look boring"}, {"post_id": 59856, "ts": "2026-09-01T20:38:20Z", "hours": 0.3678, "text": "Part 4 laziest upload ever⦠redesigned some elements"}, {"post_id": 59111, "ts": "2026-08-31T18:56:09Z", "hours": 1.0925, "text": "Part 3 just updatingā¦"}, {"post_id": 58178, "ts": "2026-08-30T15:13:39Z", "hours": 1.5464, "text": "Part 2 Did the ascii font, used TAAG by patorjk and added BUTTONS"}, {"post_id": 57278, "ts": "2026-08-29T11:54:59Z", "hours": 1.5503, "text": "Part 1 Iām trying to make a frutiger aero style window. Kinda tricky as the sections are weirdly formatted"}]...
|
Title: MySite by @K_muistaa501 | Stardance
Devlog Title: MySite by @K_muistaa501 | Stardance
Devlogs:
Part 1 Iām trying to make a frutiger aero style window. Kinda tricky as the sections are weirdly formatted
Part 2 Did the ascii font, used TAAG by patorjk and added BUTTONS
Part 3 just updatingā¦
Part 4 laziest upload ever⦠redesigned some elements
Part 5: Buttons, part 2ā¦. I redesigned the buttons for the site, because i thought they look boring
Ships:
Its alive!!! This was a great mission!!!! thank you for going on the site, enjoy doing homework :D Its not much, but pls enjoy...
|
1793674310.1366382
|
1793760710.1366382
|
|
73183
|
NULL
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NULL
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0.0
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1792896710.01939
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1793760710.01939
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73182
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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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|
1792896709.1888325
|
1793760709.1888325
|
|
55298
|
City Hero by @RishitEncrypt | Stardance
|
RishitEncrypt
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: City Hero by @RishitEncrypt | Stardance
|
1793155908.6142502
|
1793760708.6142502
|
|
73181
|
NULL
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NULL
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0.0
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1792896708.3583183
|
1793760708.3583183
|
|
15660
|
My awesome macropad! by @saaj_kshirsagar | Stardan My awesome macropad! by @saaj_kshirsagar | Stardance...
|
saaj_kshirsagar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @saaj_kshirsagar | Title: My awesome macropad! by @saaj_kshirsagar | Stardance...
|
1793155907.7288604
|
1793760707.7288604
|
|
73180
|
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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|
1792896707.5374453
|
1793760707.5374453
|
|
27377
|
AI-Powered Adventure Text Game by @jeremyngai | St AI-Powered Adventure Text Game by @jeremyngai | Stardance...
|
jeremyngai
|
1
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T08:27:12Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It havenāt got an enclosure yet, i will work on it soon! Now I can play this in my free time!", "repo": "https://github.com/Jeremy-Ngai-Sew-Poh/InkQuest", "demo": ""}]...
|
[{"post_id": 74300, "ts": "202 [{"post_id": 74300, "ts": "2026-09-27T04:39:13Z", "hours": 1.6014, "text": "I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop"}, {"post_id": 38642, "ts": "2026-08-01T04:29:45Z", "hours": 4.8872, "text": "Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) Iāll take a break from this project as i have joined other competition. so stay tuned!"}, {"post_id": 31150, "ts": "2026-07-19T10:08:00Z", "hours": 2.8883, "text": "GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. Iām forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didnāt block it lol. This is something I needa keep in mind the next time! You might be wondering whatās that tiny pin header I used there. Itās just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe⦠So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all⦠well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). Thatās all for now, stay tuned! its so fun"}, {"post_id": 30648, "ts": "2026-07-18T12:04:16Z", "hours": 1.4833, "text": "Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, Iām still figuring out how to show the WiFi name⦠wm.getWiFiSSID() didnāt work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I canāt wait to solder them, so stay tuned lol XD"}, {"post_id": 30125, "ts": "2026-07-17T13:25:32Z", "hours": 4.3369, "text": "In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, itās basically an infinite āchoose your own adventureā concept. I feel like itās way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now donāt need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isnāt it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. Whatās next? After the text formatting is stable, iāll be focusing on text generation and choice logic!! xD"}, {"post_id": 27138, "ts": "2026-07-12T12:49:33Z", "hours": 2.3742, "text": "Added automatic text wrapping, improved code logic and added low battery screen"}, {"post_id": 26595, "ts": "2026-07-11T14:50:08Z", "hours": 0.6044, "text": "Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)"}, {"post_id": 26395, "ts": "2026-07-11T05:00:22Z", "hours": 1.8842, "text": "Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!"}, {"post_id": 24655, "ts": "2026-07-08T11:42:57Z", "hours": 1.2667, "text": "Added WS2812B Neopixel on the PCB and rerouted PCB"}, {"post_id": 22722, "ts": "2026-07-05T09:35:39Z", "hours": 2.0708, "text": "Finalised schematics circuit, now starting PCB layout!!"}, {"post_id": 22147, "ts": "2026-07-04T13:36:10Z", "hours": 0.4381, "text": "Updated UI interface to fit longer question and answer"}, {"post_id": 21968, "ts": "2026-07-04T05:52:14Z", "hours": 1.4556, "text": "Designed first schematics for custom PCB"}, {"post_id": 21501, "ts": "2026-07-03T14:21:54Z", "hours": 0.3519, "text": "Added ADC reading from battery pin to calculate percentage"}, {"post_id": 19185, "ts": "2026-06-30T13:32:47Z", "hours": 0.3486, "text": "I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again"}, {"post_id": 19168, "ts": "2026-06-30T12:51:47Z", "hours": 1.8264, "text": "Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next Iām gonna optimise the ui"}, {"post_id": 18247, "ts": "2026-06-29T10:07:48Z", "hours": 0.7272, "text": "Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages."}, {"post_id": 17501, "ts": "2026-06-28T09:50:58Z", "hours": 0.6828, "text": "Added hourglass loading screen and improved code logic"}, {"post_id": 17459, "ts": "2026-06-28T07:44:51Z", "hours": 0.7906, "text": "Implemented full quiz logic in Arduino IDE (Gemini API yet to do)"}, {"post_id": 17431, "ts": "2026-06-28T06:34:17Z", "hours": 0.5061, "text": "Added logic pages system using partial refresh in Arduino IDE"}, {"post_id": 17370, "ts": "2026-06-28T04:02:32Z", "hours": 0.4453, "text": "Initialise e-paper screen and wifi in Arduino IDE"}, {"post_id": 17359, "ts": "2026-06-28T03:34:17Z", "hours": 0.3494, "text": "UI Design for quiz interface"}]...
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Title: AI-Powered Adventure Text Game by @jeremyng Title: AI-Powered Adventure Text Game by @jeremyngai | Stardance
Devlogs:
UI Design for quiz interface
Initialise e-paper screen and wifi in Arduino IDE
Added logic pages system using partial refresh in Arduino IDE
Implemented full quiz logic in Arduino IDE (Gemini API yet to do)
Added hourglass loading screen and improved code logic
Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages.
Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next Iām gonna optimise the ui
I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again
Added ADC reading from battery pin to calculate percentage
Designed first schematics for custom PCB
Updated UI interface to fit longer question and answer
Finalised schematics circuit, now starting PCB layout!!
Added WS2812B Neopixel on the PCB and rerouted PCB
Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!
Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)
Added automatic text wrapping, improved code logic and added low battery screen
In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, itās basically an infinite āchoose your own adventureā concept. I feel like itās way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now donāt need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isnāt it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. Whatās next? After the text formatting is stable, iāll be focusing on text generation and choice logic!! xD
Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, Iām still figuring out how to show the WiFi name⦠wm.getWiFiSSID() didnāt work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I canāt wait to solder them, so stay tuned lol XD
GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. Iām forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didnāt block it lol. This is something I needa keep in mind the next time! You might be wondering whatās that tiny pin header I used there. Itās just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe⦠So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all⦠well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). Thatās all for now, stay tuned! its so fun
Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) Iāll take a break from this project as i have joined other competition. so stay tuned!
I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop
Ships:
This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It havenāt got an enclosure yet, i will work on it soon! Now I can play this in my free time!...
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City Hero by @RishitEncrypt | Stardance
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Title: City Hero by @RishitEncrypt | Stardance
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