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3696
|
My awesome macropad! by @BookCatKid | Stardance
|
BookCatKid
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @BookCatKid | Stard Title: My awesome macropad! by @BookCatKid | Stardance...
|
1793148894.9911084
|
1793753694.9911084
|
|
26012
|
My very own WebOS by @dreadpirate37 | Stardance
|
dreadpirate37
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @dreadpirate37 | Stard Title: My very own WebOS by @dreadpirate37 | Stardance...
|
1793148894.097051
|
1793753694.097051
|
|
36038
|
Versi by @bad-indentation | Stardance
|
bad-indentation
|
0
|
8.48
|
0
|
[]
|
[{"post_id": 44286, "ts": "202 [{"post_id": 44286, "ts": "2026-08-09T22:51:34Z", "hours": 5.0275, "text": "Implementing the actual rules of Reversi took a surprising amount of time—which probably means I really over-engineered things. I also ran into a few hiccups and had to restructure things to make my life easier. For instance, I switched from unsigned integers to signed integers so that I wouldn’t have to do as many conversions when doing arithmetic. I also decided to use my 1D indices explicitly for many of my internal functions rather than calling get_piece , which converts 2D coordinate to a 1D index (so (2, 3) on a 4x4 board would become 11 ). Another noteworthy change was the decision to map the last bit of the bitmask to the first space on the board, as opposed to reading the bitmasks from left to right as I did previously. Reading the bitmasks from right to left makes more sense in hindsight since the 2^0 th place now corresponds with the 0th index, the 2^1 st place corresponds with the 1st index, etc. One clunky detail I had to deal with using 1D indices instead of 2D coordinates was diagonals. Moving one square up and one to the right on an NxN array is generally the same as moving N-1 indices backwards on the flattened 1D array, unless you’re on the last space on a row, in which case you’d jump back to the start of the row rather than moving diagonally. This is definitely not the intended behavior. My fix doesn’t feel particularly elegant: I ended up converting the 1D coordinate into a 2D coordinate to make sure the row and column coordinates wouldn’t change by more than one before stepping the index. I may think of a nicer solution later, but it works for now. :) Below is a quick demo Asciinema cast, where I’m playing on a 4x4 grid. (All sizes are supported up to 8x8, but a full 8x8 would have taken a while to record.)"}, {"post_id": 39623, "ts": "2026-08-02T18:55:23Z", "hours": 1.4781, "text": "I haven’t worked on Versi for a little while, but today I wrote some traits outlining what my game representation needs to be able to do in order for the search algorithm to find good moves. For those unfamiliar with Rust, traits are a bit like interfaces in Java- they define what a type needs to be able to do rather than how to do it. As I mentioned in the first devlog, I want the MCTS code to be very extensible, so rather than assuming the data types I’m working with apply strictly to Reversi, I can simply indicate what information I do need, regardless of the game. If I every want to apply my MCTS code to, say, chess, I can simply implement the methods required by the trait bounds and pass the game representation into the search algorithm, and it will just work. Here’s an example of one of the traits I’ve defined - SearchGame . SearchGame indicates that any state space searchable by my implementation must provide it with a set of possible actions, a way of mapping actions to new states, a way of detecting whether a state is terminal (end of the game), and a way of determining who won in that terminal state."}, {"post_id": 29753, "ts": "2026-07-16T20:55:12Z", "hours": 1.9731, "text": "Yet another Rust command-line project! I’ve actually wanted to make a Reversi solver for a while now, and after doing a bit of research into Monte Carlo Tree Searches (MCTS), I think this project will be a valuable learning experience. I was originally going to do Minimax with alpha-beta pruning, which would have been nicely deterministic, but I also foresaw that being a pain. I’ve played around with Minimax for simpler games, and while it’s conceptually straightforward, I felt like taking a break from the headache of pruning and optimizing a full search through an enormous game tree. Furthermore, recursion with mutable parameters is especially brutal with Rust’s borrow checker, and I suppose there isn’t much learning experience to be gained from applying a familiar algorithm to another game. Or, perhaps, I am simply lazy and looking for novelty. At any rate, MCTS is the route we’re going. Besides adding a fancy new algorithm to my toolbelt, my goal for this project is make my Rust code a little more idiomatic and tidy. I’ve lumped all the logic into lib.rs in my previous Rust projects, but now I’ve finally taken two minutes to look up how to properly extract modules into different files. :) I’m also going to define some custom traits and make heavier use of generics; my hope is that my code is modular enough that one could copy the MCTS part of the crate and apply it to a different game without making any modifications. As usual, there isn’t much of an exciting development in this first log. So far I’ve created a BoardPiece enum and a Board struct. Since Board just contains a couple u64 s (for bitmasks) and a usize tuple for keeping track of the board’s dimensions, I’ve decided to derive the Copy trait to save myself further borrow checker woe. So far, tests are passing, and I can index the bitmasks just like a normal 2D array using the get_piece method I wrote. Since there isn’t much output to see, I thought I’d show some of the example code in the awesome auto-generated docs Cargo generated for me:"}]...
|
Title: Versi by @bad-indentation | Stardance
Devl Title: Versi by @bad-indentation | Stardance
Devlogs:
Yet another Rust command-line project! I’ve actually wanted to make a Reversi solver for a while now, and after doing a bit of research into Monte Carlo Tree Searches (MCTS), I think this project will be a valuable learning experience. I was originally going to do Minimax with alpha-beta pruning, which would have been nicely deterministic, but I also foresaw that being a pain. I’ve played around with Minimax for simpler games, and while it’s conceptually straightforward, I felt like taking a break from the headache of pruning and optimizing a full search through an enormous game tree. Furthermore, recursion with mutable parameters is especially brutal with Rust’s borrow checker, and I suppose there isn’t much learning experience to be gained from applying a familiar algorithm to another game. Or, perhaps, I am simply lazy and looking for novelty. At any rate, MCTS is the route we’re going. Besides adding a fancy new algorithm to my toolbelt, my goal for this project is make my Rust code a little more idiomatic and tidy. I’ve lumped all the logic into lib.rs in my previous Rust projects, but now I’ve finally taken two minutes to look up how to properly extract modules into different files. :) I’m also going to define some custom traits and make heavier use of generics; my hope is that my code is modular enough that one could copy the MCTS part of the crate and apply it to a different game without making any modifications. As usual, there isn’t much of an exciting development in this first log. So far I’ve created a BoardPiece enum and a Board struct. Since Board just contains a couple u64 s (for bitmasks) and a usize tuple for keeping track of the board’s dimensions, I’ve decided to derive the Copy trait to save myself further borrow checker woe. So far, tests are passing, and I can index the bitmasks just like a normal 2D array using the get_piece method I wrote. Since there isn’t much output to see, I thought I’d show some of the example code in the awesome auto-generated docs Cargo generated for me:
I haven’t worked on Versi for a little while, but today I wrote some traits outlining what my game representation needs to be able to do in order for the search algorithm to find good moves. For those unfamiliar with Rust, traits are a bit like interfaces in Java- they define what a type needs to be able to do rather than how to do it. As I mentioned in the first devlog, I want the MCTS code to be very extensible, so rather than assuming the data types I’m working with apply strictly to Reversi, I can simply indicate what information I do need, regardless of the game. If I every want to apply my MCTS code to, say, chess, I can simply implement the methods required by the trait bounds and pass the game representation into the search algorithm, and it will just work. Here’s an example of one of the traits I’ve defined - SearchGame . SearchGame indicates that any state space searchable by my implementation must provide it with a set of possible actions, a way of mapping actions to new states, a way of detecting whether a state is terminal (end of the game), and a way of determining who won in that terminal state.
Implementing the actual rules of Reversi took a surprising amount of time—which probably means I really over-engineered things. I also ran into a few hiccups and had to restructure things to make my life easier. For instance, I switched from unsigned integers to signed integers so that I wouldn’t have to do as many conversions when doing arithmetic. I also decided to use my 1D indices explicitly for many of my internal functions rather than calling get_piece , which converts 2D coordinate to a 1D index (so (2, 3) on a 4x4 board would become 11 ). Another noteworthy change was the decision to map the last bit of the bitmask to the first space on the board, as opposed to reading the bitmasks from left to right as I did previously. Reading the bitmasks from right to left makes more sense in hindsight since the 2^0 th place now corresponds with the 0th index, the 2^1 st place corresponds with the 1st index, etc. One clunky detail I had to deal with using 1D indices instead of 2D coordinates was diagonals. Moving one square up and one to the right on an NxN array is generally the same as moving N-1 indices backwards on the flattened 1D array, unless you’re on the last space on a row, in which case you’d jump back to the start of the row rather than moving diagonally. This is definitely not the intended behavior. My fix doesn’t feel particularly elegant: I ended up converting the 1D coordinate into a 2D coordinate to make sure the row and column coordinates wouldn’t change by more than one before stepping the index. I may think of a nicer solution later, but it works for now. :) Below is a quick demo Asciinema cast, where I’m playing on a 4x4 grid. (All sizes are supported up to 8x8, but a full 8x8 would have taken a while to record.)...
|
1793148888.6178334
|
1793753688.6178334
|
|
32841
|
Rest Time by @heitordecarvalhopessoa | Stardance
|
heitordecarvalhopessoa
|
3
|
29.09
|
402
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T01:34:44Z", "hours": 9.0, "multiplier": 16.54, "payout": 145, "blessing": "neutral", "text": "NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 2, "ts": "2026-07-22T20:38:52Z", "hours": 10.0, "multiplier": 19.15, "payout": 199, "blessing": "neutral", "text": "Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 3, "ts": "2026-07-15T22:52:21Z", "hours": 7.0, "multiplier": 9.01, "payout": 58, "blessing": "neutral", "text": "New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}]...
|
[{"post_id": 63672, "ts": "202 [{"post_id": 63672, "ts": "2026-09-07T16:33:57Z", "hours": 0.9844, "text": "A small update to fix bugs and improve stability."}, {"post_id": 39773, "ts": "2026-08-02T23:25:05Z", "hours": 2.1072, "text": "NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons"}, {"post_id": 36137, "ts": "2026-07-28T01:11:43Z", "hours": 0.9122, "text": "version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed"}, {"post_id": 35884, "ts": "2026-07-27T16:37:46Z", "hours": 0.9775, "text": "version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system"}, {"post_id": 35385, "ts": "2026-07-26T19:05:28Z", "hours": 1.5828, "text": "Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured"}, {"post_id": 34864, "ts": "2026-07-25T22:29:55Z", "hours": 1.5786, "text": "Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features."}, {"post_id": 33766, "ts": "2026-07-23T23:03:49Z", "hours": 1.4, "text": "Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use."}, {"post_id": 33464, "ts": "2026-07-23T13:14:27Z", "hours": 2.3908, "text": "Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon"}, {"post_id": 32366, "ts": "2026-07-21T14:30:08Z", "hours": 2.3961, "text": "Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders"}, {"post_id": 31970, "ts": "2026-07-20T19:59:50Z", "hours": 1.7744, "text": "Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game."}, {"post_id": 31874, "ts": "2026-07-20T16:52:40Z", "hours": 1.6367, "text": "New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system"}, {"post_id": 31480, "ts": "2026-07-19T21:38:22Z", "hours": 1.1442, "text": "New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users."}, {"post_id": 30928, "ts": "2026-07-18T22:32:12Z", "hours": 1.7525, "text": "New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added."}, {"post_id": 30412, "ts": "2026-07-17T22:26:42Z", "hours": 1.7842, "text": "New version 4.1 New music box HUD change Data storage and account system update"}, {"post_id": 26700, "ts": "2026-07-11T17:17:27Z", "hours": 0.8711, "text": "Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes"}, {"post_id": 26644, "ts": "2026-07-11T16:07:44Z", "hours": 1.9558, "text": "Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed"}, {"post_id": 26209, "ts": "2026-07-10T21:28:49Z", "hours": 1.2519, "text": "Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026"}, {"post_id": 25026, "ts": "2026-07-08T23:27:03Z", "hours": 2.4397, "text": "Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026"}]...
|
Title: Rest Time by @heitordecarvalhopessoa | Star Title: Rest Time by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026
Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026
Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed
Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes
New version 4.1 New music box HUD change Data storage and account system update
New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added.
New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users.
New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system
Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game.
Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders
Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon
Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use.
Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features.
Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured
version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system
version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed
NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons
A small update to fix bugs and improve stability.
Ships:
New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates
Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;
NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system...
|
1793667288.4975781
|
1793753688.4975781
|
|
23118
|
Task Tracker by @Zz315 | Stardance
|
Zz315
|
1
|
2.27
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T19:38:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just a simple project because i has some spare time", "repo": "https://github.com/razielhefer1234-cell/simple-project", "demo": "https://github.com/razielhefer1234-cell/simple-project/releases/tag/simple"}]...
|
[{"post_id": 14332, "ts": "202 [{"post_id": 14332, "ts": "2026-06-23T12:58:47Z", "hours": 0.2681, "text": "A simple task tracker"}, {"post_id": 12685, "ts": "2026-06-20T18:41:28Z", "hours": 2.3983, "text": "a simple project"}]...
|
Title: Task Tracker by @Zz315 | Stardance
Devlogs Title: Task Tracker by @Zz315 | Stardance
Devlogs:
a simple project
A simple task tracker
Ships:
Just a simple project because i has some spare time...
|
1793667286.2849739
|
1793753686.2849739
|
|
15700
|
AMAZENG by @nael_sify | Stardance
|
nael_sify
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T23:27:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i’ve made a maze generator but the twist is that i added alghorithms for maze solving that was the most challenging part of the project", "repo": "https://github.com/godofcode1/codingmazes", "demo": "https://godofcode1.itch.io/alghomazics"}]...
|
[{"post_id": 6467, "ts": "2026 [{"post_id": 6467, "ts": "2026-06-10T21:35:37Z", "hours": 0.9903, "text": "Devlog-01 soo i was working on maze generation and solving alghorithms,for them like BFS or DFS and two others they’re the most efficient out of all of them soo that’s what i did for the past here’s some of my results"}]...
|
Title: AMAZENG by @nael_sify | Stardance
Devlogs: Title: AMAZENG by @nael_sify | Stardance
Devlogs:
Devlog-01 soo i was working on maze generation and solving alghorithms,for them like BFS or DFS and two others they’re the most efficient out of all of them soo that’s what i did for the past here’s some of my results
Ships:
i’ve made a maze generator but the twist is that i added alghorithms for maze solving that was the most challenging part of the project...
|
1793667285.3826544
|
1793753685.3826544
|
|
17265
|
Morse watches by @MuratM | Stardance
|
MuratM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Morse watches by @MuratM | Stardance
|
1793148884.6745577
|
1793753684.6745577
|
|
59625
|
the lahcen website by @lahcen | Stardance
|
lahcen
|
1
|
1.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T20:53:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a bare bones site with everything that i know", "repo": "https://github.com/lahcenkhmaissi/site-ig", "demo": "https://lahcenkhmaissi.github.io/site-ig/"}]...
|
[{"post_id": 66959, "ts": "202 [{"post_id": 66959, "ts": "2026-09-12T23:00:03Z", "hours": 0.2972, "text": "i fixed the problemssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 64450, "ts": "2026-09-08T20:51:58Z", "hours": 1.1208, "text": "i just finished my first ever website it’s not much but im happy with how it turned out :)"}]...
|
Title: the lahcen website by @lahcen | Stardance
Title: the lahcen website by @lahcen | Stardance
Devlogs:
i just finished my first ever website it’s not much but im happy with how it turned out :)
i fixed the problemssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!
Ships:
i made a bare bones site with everything that i know...
|
1793667284.1781955
|
1793753684.1781955
|
|
6522
|
Py-Watchdog: Smart Folder Automation Hub by @Greg_ Py-Watchdog: Smart Folder Automation Hub by @Greg_ios | Stardance...
|
Greg_ios
|
1
|
4.0
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T08:00:01Z", "hours": 4.0, "multiplier": 4.97, "payout": 19, "blessing": "neutral", "text": "Py-Watchdog: Smart Folder Automation Hub What did you make? I built Py-Watchdog, a smart, privacy-first open-source automation tool written in Python. It runs silently in the background and automatically keeps your cluttered Downloads and Desktop folders organized. It doesn’t just sort files by extension; it supports advanced custom rules (like startswith or contains matching) and features a real-time web dashboard built with Flask and Bootstrap to monitor your file-moving statistics dynamically. What was challenging? The biggest challenge was transitioning the tool from a simple command-line script into a robust background service that updates metrics on the fly. Implementing the asynchronous log tracking and making the backend expose a clean /api/count endpoint for the Flask dashboard—while keeping the background thread lightweight and stable—took a lot of troubleshooting and fine-tuning. What are you proud of? I’m incredibly proud of the customization and user autonomy this project offers. Users aren’t locked into generic folders; they can set up tailored rules for how their files should be managed. I am also proud of packing everything into a clean web dashboard UI and compiling the final script into a standalone .exe so that anyone can use it without needing a Python environment. What should people know so they can test your project? To test it out, you don’t need to write a single line of code! Head over to the GitHub repository and download the latest executable file (.exe) from the releases page. Run it, set up your custom organization rules, and open the web dashboard to see your files getting sorted in real-time. Check the automatically generated log files to see exactly what actions the watchdog performed.", "repo": "https://github.com/travletothefurureprogramming/smart_folder_automation", "demo": "https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease"}]...
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[{"post_id": 11162, "ts": "202 [{"post_id": 11162, "ts": "2026-06-18T07:53:42Z", "hours": 0.2583, "text": "Publish the second release(v2.0.0) https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease"}, {"post_id": 10862, "ts": "2026-06-17T20:21:07Z", "hours": 1.0878, "text": "Added a Flask-based web dashboard to track the number of files moved in real time. The backend exposes a /api/count endpoint, and the frontend displays the metric using a clean Bootstrap UI."}, {"post_id": 3423, "ts": "2026-06-06T11:07:55Z", "hours": 0.4461, "text": "Make a .exe and github release"}, {"post_id": 3410, "ts": "2026-06-06T10:18:58Z", "hours": 0.8694, "text": "Add suppourt for custom rules and organization not only for extension, from now rules can also organize files if startwith or contains a word based on users custom rules"}, {"post_id": 3070, "ts": "2026-06-05T23:29:13Z", "hours": 0.4039, "text": "From now Py-Watchdog Smart Folder Automation Hub can track and organize downloads and desktop folders. Can also run in backhround. Finaly it write his actions in log file!!!"}, {"post_id": 3058, "ts": "2026-06-05T22:58:53Z", "hours": 0.5903, "text": "Suppourt for organazing desktop and notifications"}, {"post_id": 2989, "ts": "2026-06-05T22:20:01Z", "hours": 0.3431, "text": "Making a basic file tracking for Downloads folder"}]...
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Title: Py-Watchdog: Smart Folder Automation Hub by Title: Py-Watchdog: Smart Folder Automation Hub by @Greg_ios | Stardance
Devlogs:
Making a basic file tracking for Downloads folder
Suppourt for organazing desktop and notifications
From now Py-Watchdog Smart Folder Automation Hub can track and organize downloads and desktop folders. Can also run in backhround. Finaly it write his actions in log file!!!
Add suppourt for custom rules and organization not only for extension, from now rules can also organize files if startwith or contains a word based on users custom rules
Make a .exe and github release
Added a Flask-based web dashboard to track the number of files moved in real time. The backend exposes a /api/count endpoint, and the frontend displays the metric using a clean Bootstrap UI.
Publish the second release(v2.0.0) https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease
Ships:
Py-Watchdog: Smart Folder Automation Hub What did you make? I built Py-Watchdog, a smart, privacy-first open-source automation tool written in Python. It runs silently in the background and automatically keeps your cluttered Downloads and Desktop folders organized. It doesn’t just sort files by extension; it supports advanced custom rules (like startswith or contains matching) and features a real-time web dashboard built with Flask and Bootstrap to monitor your file-moving statistics dynamically. What was challenging? The biggest challenge was transitioning the tool from a simple command-line script into a robust background service that updates metrics on the fly. Implementing the asynchronous log tracking and making the backend expose a clean /api/count endpoint for the Flask dashboard—while keeping the background thread lightweight and stable—took a lot of troubleshooting and fine-tuning. What are you proud of? I’m incredibly proud of the customization and user autonomy this project offers. Users aren’t locked into generic folders; they can set up tailored rules for how their files should be managed. I am also proud of packing everything into a clean web dashboard UI and compiling the final script into a standalone .exe so that anyone can use it without needing a Python environment. What should people know so they can test your project? To test it out, you don’t need to write a single line of code! Head over to the GitHub repository and download the latest executable file (.exe) from the releases page. Run it, set up your custom organization rules, and open the web dashboard to see your files getting sorted in real-time. Check the automatically generated log files to see exactly what actions the watchdog performed....
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1793667282.9852605
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1793753682.9852605
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7385
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My awesome macropad! by @felipepalmeida | Stardanc My awesome macropad! by @felipepalmeida | Stardance...
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felipepalmeida
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @felipepalmeida | S Title: My awesome macropad! by @felipepalmeida | Stardance...
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1793148882.9147198
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1793753682.9147198
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2253
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Stardump by @GaminGokil | Stardance
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GaminGokil
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1
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8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T07:54:06Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Stardump - an interactive space to dump all of your thoughts and worries to then explode after you complete them. This was a challenge, especially when I used pure html for the entire project, and the code is a bit messy (however Claude helped me through it all!)", "repo": "https://github.com/GaminGokil/Stardump", "demo": "https://gamingokil.github.io/Stardump/"}]...
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[{"post_id": 2902, "ts": "2026 [{"post_id": 2902, "ts": "2026-06-05T20:09:18Z", "hours": 0.5, "text": "Minor UI / Quality of life change Credit to @StarCoder for the Idea The welcome screen can now be dismissed by clicking anywhere Added a small button in the bottom right that takes you back to the welcome screen Try it out here: https://gamingokil.github.io/Stardump/ Thank you to @StarCoder for the Idea! Check out the project and drop any suggestions in the comments below! I’ll try my best to implement them and credit you."}, {"post_id": 2557, "ts": "2026-06-05T03:20:10Z", "hours": 0.4006, "text": "Minor / UI update Added the ability to charge up the supernova! The huge explosion can now be charged with particles coming from outside the screen into the center in a center dot. You can try it out here: https://gamingokil.github.io/Stardump/ PLEASE make some suggestions in the comments for future improvements - like any UI changes you would like to see!"}, {"post_id": 2221, "ts": "2026-06-04T16:39:38Z", "hours": 0.8108, "text": "Minor UI update Made some minor UI changes in order to make it look less like AI slop - let me know if its good and what should I change! Future changes: Make some galaxies float by in the background to add some visual spice Add more functionality to the thought stars (Like making them collide!) Remember, you can always try it out here: https://gamingokil.github.io/Stardump/ Make some suggestions in the comments for what I should do!"}, {"post_id": 1937, "ts": "2026-06-04T05:43:02Z", "hours": 1.5817, "text": "HUGE UPDATE Added a feature where it explodes the whole screen and all of your worries on one big BOOM! creates a bipolar supernova in the middle of the screen that explodes and creates a ring that explodes the stars (both in the background and the stars you created) Explode your worries here! https://gamingokil.github.io/Stardump/"}, {"post_id": 1884, "ts": "2026-06-04T03:17:41Z", "hours": 0.4356, "text": "Added multiple galaxies as favicons for the website!!! it now cycles between 17 different galaxies for the website favicon. try it out now: https://gamingokil.github.io/Stardump/"}, {"post_id": 1760, "ts": "2026-06-03T23:04:21Z", "hours": 1.4239, "text": "Added a start page to help new users through the website! Added an infinite canvas so your not limited to just your screen. Added zooming out and in. Added a double click where you can reset your screen to where your stars are if you get lost. Remember to try it out here! https://gamingokil.github.io/Stardump/"}, {"post_id": 607, "ts": "2026-06-02T03:22:02Z", "hours": 3.3097, "text": "Introducing stardump - a place where you can dump your thoughts and then explode them in supernovas once your done. Finished with the prototype - you can go play around with it right now! Future improvements on the way - introduction page and more fun things to do with your idea stars! try it out now! : https://gamingokil.github.io/Stardump/"}]...
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Title: Stardump by @GaminGokil | Stardance
Devlog Title: Stardump by @GaminGokil | Stardance
Devlogs:
Introducing stardump - a place where you can dump your thoughts and then explode them in supernovas once your done. Finished with the prototype - you can go play around with it right now! Future improvements on the way - introduction page and more fun things to do with your idea stars! try it out now! : https://gamingokil.github.io/Stardump/
Added a start page to help new users through the website! Added an infinite canvas so your not limited to just your screen. Added zooming out and in. Added a double click where you can reset your screen to where your stars are if you get lost. Remember to try it out here! https://gamingokil.github.io/Stardump/
Added multiple galaxies as favicons for the website!!! it now cycles between 17 different galaxies for the website favicon. try it out now: https://gamingokil.github.io/Stardump/
HUGE UPDATE Added a feature where it explodes the whole screen and all of your worries on one big BOOM! creates a bipolar supernova in the middle of the screen that explodes and creates a ring that explodes the stars (both in the background and the stars you created) Explode your worries here! https://gamingokil.github.io/Stardump/
Minor UI update Made some minor UI changes in order to make it look less like AI slop - let me know if its good and what should I change! Future changes: Make some galaxies float by in the background to add some visual spice Add more functionality to the thought stars (Like making them collide!) Remember, you can always try it out here: https://gamingokil.github.io/Stardump/ Make some suggestions in the comments for what I should do!
Minor / UI update Added the ability to charge up the supernova! The huge explosion can now be charged with particles coming from outside the screen into the center in a center dot. You can try it out here: https://gamingokil.github.io/Stardump/ PLEASE make some suggestions in the comments for future improvements - like any UI changes you would like to see!
Minor UI / Quality of life change Credit to @StarCoder for the Idea The welcome screen can now be dismissed by clicking anywhere Added a small button in the bottom right that takes you back to the welcome screen Try it out here: https://gamingokil.github.io/Stardump/ Thank you to @StarCoder for the Idea! Check out the project and drop any suggestions in the comments below! I’ll try my best to implement them and credit you.
Ships:
Stardump - an interactive space to dump all of your thoughts and worries to then explode after you complete them. This was a challenge, especially when I used pure html for the entire project, and the code is a bit messy (however Claude helped me through it all!)...
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1793667281.7919238
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1793753681.7919238
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23998
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Poster series by @huseynovv0506 | Stardance
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huseynovv0506
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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: Poster series by @huseynovv0506 | Stardance
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1793148880.8307014
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1793753680.8307014
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18266
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FileOrganiser9000 by @lando498 | Stardance
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lando498
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T01:23:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My File is a simple file organizer that organizes files by file extension, detects new files and organises them and tracks how many files have been organised. This project may be short and simple but with just 2 clicks you can organise a whole directory.", "repo": "https://github.com/Lando498/FileOrganiser", "demo": "https://github.com/Lando498/FileOrganiser/releases"}]...
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[{"post_id": 8442, "ts": "2026 [{"post_id": 8442, "ts": "2026-06-14T01:21:46Z", "hours": 0.25, "text": "icon added (made by gemini)"}, {"post_id": 8432, "ts": "2026-06-14T00:54:23Z", "hours": 0.3853, "text": "updated UI"}, {"post_id": 8423, "ts": "2026-06-14T00:16:00Z", "hours": 0.8781, "text": "i might add some cool ui no clue how to do it though all my programs look straight from 2008"}]...
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Title: FileOrganiser9000 by @lando498 | Stardance
Title: FileOrganiser9000 by @lando498 | Stardance
Devlogs:
i might add some cool ui no clue how to do it though all my programs look straight from 2008
updated UI
icon added (made by gemini)
Ships:
My File is a simple file organizer that organizes files by file extension, detects new files and organises them and tracks how many files have been organised. This project may be short and simple but with just 2 clicks you can organise a whole directory....
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1793667280.6253543
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1793753680.6253543
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9689
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GameDiscover by @luisrioja | Stardance
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luisrioja
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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: GameDiscover by @luisrioja | Stardance
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1793148879.9435446
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1793753679.9435446
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29931
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Personal Site by @eathant34 | Stardance
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eathant34
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1
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11.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T17:38:51Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site for myself, with a brief about section, a projects section that features 3 of my recent projects as well as my contacts.", "repo": "https://github.com/Pineollocks/Personal-site", "demo": "https://pineollocks.github.io/Personal-site/"}]...
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[{"post_id": 28356, "ts": "202 [{"post_id": 28356, "ts": "2026-07-14T15:48:06Z", "hours": 7.3442, "text": "Finished the website and the about/projects/contacts sections"}, {"post_id": 21820, "ts": "2026-07-03T23:05:18Z", "hours": 3.4939, "text": "Made initial structure of site"}]...
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Title: Personal Site by @eathant34 | Stardance
De Title: Personal Site by @eathant34 | Stardance
Devlogs:
Made initial structure of site
Finished the website and the about/projects/contacts sections
Ships:
I made a personal site for myself, with a brief about section, a projects section that features 3 of my recent projects as well as my contacts....
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1793667279.4692554
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1793753679.4692554
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17855
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Resource-Screening by @shashi93 | Stardance
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shashi93
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2
|
73.0
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706
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T02:47:30Z", "hours": 20.0, "multiplier": 14.66, "payout": 287, "blessing": "neutral", "text": "I have a whole bunch of resource packs installed, and managing all of them was a pain. So I decided, why not make a mod to help me do that? To test my mod: Ensure you have some resourcepacks installed, and they should contain custom textures for leaves (I recommend Faithful, Barebones and Motschen’s better leaves). After which, get into a minecraft world, and possibly place some leaves in front of you. Then go into the resourcepacks settings and change the textures. Each dropdown controls a specific leaf texture, as you can see via the texture renderer on top. If you have more than two resourcepacks, the last one may be hidden by the texture renderer, so you can just click through the texture renderer to activate it. Have fun customising textures, I plan to add more functionality soon! :) ✌️", "repo": "https://github.com/shushi93/Resource-Screening", "demo": "https://modrinth.com/mod/resource-screening"}, {"ship_num": 2, "ts": "2026-08-23T05:26:47Z", "hours": 53.0, "multiplier": 8.74, "payout": 419, "blessing": "neutral", "text": "Does some simple texture swapping. I’m getting into individual textures now. Learning Java definitely took a lot of the time, but I’m happy I got something working.", "repo": "https://github.com/shushi93/Resource-Screening", "demo": "https://modrinth.com/mod/resource-screening"}]...
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[{"post_id": 70382, "ts": "202 [{"post_id": 70382, "ts": "2026-09-19T02:41:48Z", "hours": 3.9581, "text": "Almost ready for second ship! The UI is terrible, but I think for now it works. There are still a few bugs with the UI I plan to fix later. The main part of this devlog is that, i changed the layout of the dropdowns, and I created a menu to show the currently selected texture, so it’s easier to see what you’re changing from and to. I fixed some minor bugs with the dropdownlist, and overall, I’m quite happy with how it turned out. Some reviewers didn’t fully understand my mod, so I’ll put some actually better usage instructions in the ship message. Some guy also said my project was completely AI :/ (it’s not), but i accidentally clicked accept payout instead of flagging the review, while going to the bad review. Oh well. I do wan’t to mention that I did use AI for guidance, but it did not code my mod for me. That’s about it After my second ship, I doubt I can continue developing my mod, because my finals are in like 2 days (and i’m doing anything but studying for it, so hope you enjoy my mod, as it is now! ✌️"}, {"post_id": 67183, "ts": "2026-09-13T07:44:50Z", "hours": 2.8153, "text": "More file shenanigans! I managed to persist the saved options to the config file, and changed the buttons to dropdowns Some ui stuff still needs fixing but it’s gone relatively alright My ship is still in the process of getting verified, but my project shld be shipped soon!"}, {"post_id": 65304, "ts": "2026-09-10T11:12:17Z", "hours": 2.3964, "text": "dropdown list works >< last time i did this, it took me 30h also what do you think of my highlight, instead of just making the blue border brighter and whiter, i decided to make it redder, to stand out, does it look good? as you can see, there is an error with the dropdown list, as when i pressed the last option, it didnt register (closer to the end of the video) because the button behind it, b9 was getting clicked instead I doub’t this will be a problem (at least for current me), since i dont think the dropdown lists should be ontop of smth else, hopefully but oh well, when it comes to that ill figure it out edit: argh i just realised i haven’t finished scrolling behaviour i’ll get to work on that now my previous ship is still not verified bcos modrinth still havent reviewed my mod (it’s been 3 weeks) ( ˘︹˘ ) so i submitted it to curseforge I’ll update my mod with the newest features and then reship"}, {"post_id": 63331, "ts": "2026-09-07T03:00:09Z", "hours": 4.9131, "text": "basic texture swapping After actl not too much pain, I got basic texture swapping done. I created a helper class to handle all my texture swapping logic, and it works quite neatly. I do hate File I/O in any programming language, but my mod kind of revolves around FIle I/O, and honestly, even though I got some super unhelpful error messages (I got empty error messages), I somehow managed to pull through Some things I have yet to work on: fix ui to allow all installed packs (currently for testing I just use Motchsens better leaves, since it’s a small pack) allow not just textures but also block models to be hotswapped pray modrinth reviews my project so i can ship it ✌️"}, {"post_id": 57025, "ts": "2026-08-29T03:09:48Z", "hours": 5.4767, "text": "I spent a while learning Java nio and managed to get the names of all the texture packs and the textures inside of them i also created doogile.zip (as requested by my friend), that will serve as the main way to select individual textures just a simple devlog to catch you guys up to what i’ve been doing"}, {"post_id": 52817, "ts": "2026-08-23T05:14:18Z", "hours": 5.5578, "text": "Swapping textures i finally, after like 5h managed to swap between bare bones & faithful x64 yipee I think imma ship the project now you can download from the releases page B1 switches to bare bones B2 switches to faithful there are some minor bugs i need to iron out but for now, i think a first ship is due took way too long to get here but oh well now i gotta figure out that individual texture thing"}, {"post_id": 47428, "ts": "2026-08-15T11:07:54Z", "hours": 9.4294, "text": "Part 14 The first Part of Part 14 was an extension of JavaFX, where I learnt how to draw charts using JavaFX. Overall, not a too hard topic. One small funny error I spent a bit of time on was on the second exercise, where after an egregious amount of time writing code, my chart showed up. However, since I used an absolute path for the tsv data file, when I submitted that code to the server, it showed an error. Then after a lot of debugging, I remembered a previous exercise, where I had to remove the absolute path before it worked, and when I did that, it worked perfectly. Then, I spent a good bit of time cleaning up my jdk installation, before resuming pain Java. On the next exercise, I needed to create a line chart that shows the amount of savings over time, and this was more pain than I’ve ever experienced. Creating the components was easy, but the formula for plotting the points, yea that was pure torture. 2h of trying, and I finally caved. I thought I was good at math but oh well, asked AI what I was doing wrong, and apparently, I was off-by-one in my data plotting & my formula was adding the savings too many times. Absolute headache going through that, but at least I was finally able to overcome it. And then another problem sprang up. There was an index out of bounds error when running the tests, and I asked the discord server why this was happening, and basically, I was missing 4 lines of code, that is essentially just styling the program, which caused that. yea true pain. I also went on a journey of remaking Aseprite (well not really), and I copied Andy Warhol and remade the Mona Lisa. I almost got it first try, except for one thing. See, humans cant see minute pixel colour differences, but computers can. Not so long story short, due to pixel overwrites from integer truncation, the pixel colour values were just ever so slightly off, that the tests were failing. After previous traumatic events, I caved and asked AI what was wrong, and basically the loop incrementer supplied by the base program was wrong, and it fixed it. It’s fun to leave the boring stuff to AI, and the fun stuff for me. I then followed the step-by-step guideline on remaking Asteroids by Atari, and I think it went ok. I’m most excited right now because finally I complete the Java MOOC course, and I can start work on my mod. But I’m also quite scared/anxious, because I don’t even know where to start now, after so long of not working on my mod. but i’ll figure it out, hopefully. and im also gonna take this time to ask for any name reccomendations, or do you think i should just go with resource-screening ^____^ ✌️"}, {"post_id": 38605, "ts": "2026-08-01T02:43:31Z", "hours": 6.0253, "text": "JavaFX JavaFX was interesting, and I’m not too sure how I want to feel about it. I’ve not much to say about this part. Minecraft doesn’t actually use JavaFX, so this part was just slightly useless, but there are some similarities to Minecraft’s rendering system (Lightweight Java Game Library) that I can use to make my mod. I’m most exited for Part 14, where I learn about Maven, since it’s a Java topic I know not much about. Most importantly, after Part 14, I get to finally work on my mod. One interesting thing about this part is that I switched to IntelliJ since it was easier to work with JavaFX on it than on VSCode. Setting up JavaFX just to start working on this part was painful, but I’m happy that I got it working For now, enjoy the TicTacToe Application, and the horrendous if-condition that ends the game :) and sorry this devlog is lowk kinda mid, im tired and don’t feel like writing rn but oh well ✌️"}, {"post_id": 28054, "ts": "2026-07-14T02:22:28Z", "hours": 3.9286, "text": "2 more parts to go >”< Finally learnt type parameters (those things inside the <> ) Learnt to make my own implementation of ArrayList and HashMap and 2d arrays (which are and have always been painful) I also decided to try something new this time, I turned on Copilot Code Completion. (cus it’s cool to see the ghost text) . it was genuinely painful at first, and i want to like it but i also rlly hate it sometimes. i got somewhat used to it, then i turned it off, cus it felt like cheating for some of the exercises. I turned it off on the last exercise (deciding the pain was not worth it) and went into even bigger pain, cus 2d arrays. When doing the last exercise (Magic Square), i lowk blanked out and did not feel like doing Java, but i persevered thru anyways. Specifically, when it came to calculating diagonals of the square, cus i didnt know how to do that. I did some brainstorming, found out it’s actually super simple and somehow managed to get it right. (actl i just realized my program is broken for all values above 5, but uh im not fixing it _ ) ooh and uh, anyone got suggestions for my mod name, since im 2 parts away from working on it? (current name is resource-screening btw, but i think its cringy) ✌️"}, {"post_id": 25039, "ts": "2026-07-08T23:48:50Z", "hours": 3.4086, "text": "pain in part 11/14, i learnt about class diagrams (among other things), and in all the time I’ve ever done programming, ive never used it. i still thinks its super useless (unless someone reading this strongly disagrees). i can see a niche use case where class diagrams could be useful, but imo, it isn’t useful for me. i also did packages, which i already know about, and they are quite easy, so it wasn’t much of a problem for me. I also learnt about Exceptions, and how to throw them. learnt to write to a file and finished this part. and i also learnt one thing more. I absolutely HATE unit tests. The exercises had tests I needed to pass, and omw they were so annoying. I miss ONE space and the entire thing fails. genuinely pmo. My friend said unit tests are useful in some scenarios but are also a pain and ig, having an automated checker is useful but still, I’ll hate them with every fiber in my body. yea that’s it. I hated that one exercise which took me an hour because I missed one line of output. ✌️"}, {"post_id": 21892, "ts": "2026-07-04T02:12:00Z", "hours": 3.6606, "text": "Part 10 DevLog Part 10 finished, wheeeeee (I’m (slowly) losing my mind)} In Part 10, I learnt about Java .stream(). Initially, i thought streams were useless since it was easier to use a for-each loop (still my goat), but recently, i began using streams since its more compact and easier to read. I also learnt to make a custom comparator, brushed up on regex again, learnt of enums and Iterator. i do still think iterator class is mostly useful, unless you need to go thru a list and delete elements from them. streams were genuinely painful when i first started doing them. i for the life of me cld not figure out how to use them properly. now i’m semi-confident in using them (i think), and they are useful in some scenarios. (wish i cld show better screenshots but this is all i got sry) ✌️"}, {"post_id": 18149, "ts": "2026-06-29T05:14:06Z", "hours": 0.5469, "text": "Just redid my README, i still think its not that good so if anyone has any suggestions, please leave a comment. tks ✌️"}, {"post_id": 18105, "ts": "2026-06-29T03:19:35Z", "hours": 3.9225, "text": "Finished Part 9/14 of the Java MOOC. I learnt about Interfaces and Abstract methods, how to extend classes and implement methods etc. I learnt how there can be used with Polymorphism to make the program more versatile too. yea i got nothing much else to add. quite hyped to almost be done with this course and start on my mod. it shld be less painful than before right? ✌️ ts so gay PS: quick edit, after this im gna spend some time making my README better cus it sucks rn. ill devlog that after im done"}, {"post_id": 14297, "ts": "2026-06-23T11:22:30Z", "hours": 1.5067, "text": "Completed Part 8 in record time wth. I have no idea how I just completed Part 8 in just 2 days. Actually wait, I do. I skipped the first 5 exercises since they are just a recap of Java Programming I (might do them after if I want to get the certificate). Just learnt HashMaps in Part 8. I’ve got no interesting output to show, so enjoy these 2 pictures. I also learnt that VSCode allows you to generate Getters & Setters, or Contructors for field variables, equals() & hashMap() overrides etc. which is like just so cool. cld’ve saved me so much time. I’ll now move on to Part 9, which makes me one step closer to making my mod. cya ✌️✌️"}, {"post_id": 13626, "ts": "2026-06-22T11:02:12Z", "hours": 14.7986, "text": "I just finished Java Programming I of the Java MOOC course by University of Helsinki. I was allowed to log hours spent learning for my project (the Minecraft Mod), so I did :) Initially, I decided to be stupid and make a Minecraft Mod without learning Java (biggest mistake) and that caused me eternal pain. I’m not sure why I did that, so I then decided to actually learn Java. I’ll probably DevLog every time I finish 1 part of the course, or whenever I feel like it lol, but yea here’s 14h logged then. It’s just a screenshot cus I was too lazy to record a video. The screenshot shows one of the exercises I did for the course, the second last exercise of the Java Programming I course. After this, I move to Java Programming II course. After I finish that, I’ll work on my mod, I guess it’s long time due by now. Hopefully it goes better than before (wish me luck). I think that’s it (holy yap) ✌️"}]...
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Title: Resource-Screening by @shashi93 | Stardance Title: Resource-Screening by @shashi93 | Stardance
Devlogs:
I just finished Java Programming I of the Java MOOC course by University of Helsinki. I was allowed to log hours spent learning for my project (the Minecraft Mod), so I did :) Initially, I decided to be stupid and make a Minecraft Mod without learning Java (biggest mistake) and that caused me eternal pain. I’m not sure why I did that, so I then decided to actually learn Java. I’ll probably DevLog every time I finish 1 part of the course, or whenever I feel like it lol, but yea here’s 14h logged then. It’s just a screenshot cus I was too lazy to record a video. The screenshot shows one of the exercises I did for the course, the second last exercise of the Java Programming I course. After this, I move to Java Programming II course. After I finish that, I’ll work on my mod, I guess it’s long time due by now. Hopefully it goes better than before (wish me luck). I think that’s it (holy yap) ✌️
Completed Part 8 in record time wth. I have no idea how I just completed Part 8 in just 2 days. Actually wait, I do. I skipped the first 5 exercises since they are just a recap of Java Programming I (might do them after if I want to get the certificate). Just learnt HashMaps in Part 8. I’ve got no interesting output to show, so enjoy these 2 pictures. I also learnt that VSCode allows you to generate Getters & Setters, or Contructors for field variables, equals() & hashMap() overrides etc. which is like just so cool. cld’ve saved me so much time. I’ll now move on to Part 9, which makes me one step closer to making my mod. cya ✌️✌️
Finished Part 9/14 of the Java MOOC. I learnt about Interfaces and Abstract methods, how to extend classes and implement methods etc. I learnt how there can be used with Polymorphism to make the program more versatile too. yea i got nothing much else to add. quite hyped to almost be done with this course and start on my mod. it shld be less painful than before right? ✌️ ts so gay PS: quick edit, after this im gna spend some time making my README better cus it sucks rn. ill devlog that after im done
Just redid my README, i still think its not that good so if anyone has any suggestions, please leave a comment. tks ✌️
Part 10 DevLog Part 10 finished, wheeeeee (I’m (slowly) losing my mind)} In Part 10, I learnt about Java .stream(). Initially, i thought streams were useless since it was easier to use a for-each loop (still my goat), but recently, i began using streams since its more compact and easier to read. I also learnt to make a custom comparator, brushed up on regex again, learnt of enums and Iterator. i do still think iterator class is mostly useful, unless you need to go thru a list and delete elements from them. streams were genuinely painful when i first started doing them. i for the life of me cld not figure out how to use them properly. now i’m semi-confident in using them (i think), and they are useful in some scenarios. (wish i cld show better screenshots but this is all i got sry) ✌️
pain in part 11/14, i learnt about class diagrams (among other things), and in all the time I’ve ever done programming, ive never used it. i still thinks its super useless (unless someone reading this strongly disagrees). i can see a niche use case where class diagrams could be useful, but imo, it isn’t useful for me. i also did packages, which i already know about, and they are quite easy, so it wasn’t much of a problem for me. I also learnt about Exceptions, and how to throw them. learnt to write to a file and finished this part. and i also learnt one thing more. I absolutely HATE unit tests. The exercises had tests I needed to pass, and omw they were so annoying. I miss ONE space and the entire thing fails. genuinely pmo. My friend said unit tests are useful in some scenarios but are also a pain and ig, having an automated checker is useful but still, I’ll hate them with every fiber in my body. yea that’s it. I hated that one exercise which took me an hour because I missed one line of output. ✌️
2 more parts to go >”< Finally learnt type parameters (those things inside the <> ) Learnt to make my own implementation of ArrayList and HashMap and 2d arrays (which are and have always been painful) I also decided to try something new this time, I turned on Copilot Code Completion. (cus it’s cool to see the ghost text) . it was genuinely painful at first, and i want to like it but i also rlly hate it sometimes. i got somewhat used to it, then i turned it off, cus it felt like cheating for some of the exercises. I turned it off on the last exercise (deciding the pain was not worth it) and went into even bigger pain, cus 2d arrays. When doing the last exercise (Magic Square), i lowk blanked out and did not feel like doing Java, but i persevered thru anyways. Specifically, when it came to calculating diagonals of the square, cus i didnt know how to do that. I did some brainstorming, found out it’s actually super simple and somehow managed to get it right. (actl i just realized my program is broken for all values above 5, but uh im not fixing it _ ) ooh and uh, anyone got suggestions for my mod name, since im 2 parts away from working on it? (current name is resource-screening btw, but i think its cringy) ✌️
JavaFX JavaFX was interesting, and I’m not too sure how I want to feel about it. I’ve not much to say about this part. Minecraft doesn’t actually use JavaFX, so this part was just slightly useless, but there are some similarities to Minecraft’s rendering system (Lightweight Java Game Library) that I can use to make my mod. I’m most exited for Part 14, where I learn about Maven, since it’s a Java topic I know not much about. Most importantly, after Part 14, I get to finally work on my mod. One interesting thing about this part is that I switched to IntelliJ since it was easier to work with JavaFX on it than on VSCode. Setting up JavaFX just to start working on this part was painful, but I’m happy that I got it working For now, enjoy the TicTacToe Application, and the horrendous if-condition that ends the game :) and sorry this devlog is lowk kinda mid, im tired and don’t feel like writing rn but oh well ✌️
Part 14 The first Part of Part 14 was an extension of JavaFX, where I learnt how to draw charts using JavaFX. Overall, not a too hard topic. One small funny error I spent a bit of time on was on the second exercise, where after an egregious amount of time writing code, my chart showed up. However, since I used an absolute path for the tsv data file, when I submitted that code to the server, it showed an error. Then after a lot of debugging, I remembered a previous exercise, where I had to remove the absolute path before it worked, and when I did that, it worked perfectly. Then, I spent a good bit of time cleaning up my jdk installation, before resuming pain Java. On the next exercise, I needed to create a line chart that shows the amount of savings over time, and this was more pain than I’ve ever experienced. Creating the components was easy, but the formula for plotting the points, yea that was pure torture. 2h of trying, and I finally caved. I thought I was good at math but oh well, asked AI what I was doing wrong, and apparently, I was off-by-one in my data plotting & my formula was adding the savings too many times. Absolute headache going through that, but at least I was finally able to overcome it. And then another problem sprang up. There was an index out of bounds error when running the tests, and I asked the discord server why this was happening, and basically, I was missing 4 lines of code, that is essentially just styling the program, which caused that. yea true pain. I also went on a journey of remaking Aseprite (well not really), and I copied Andy Warhol and remade the Mona Lisa. I almost got it first try, except for one thing. See, humans cant see minute pixel colour differences, but computers can. Not so long story short, due to pixel overwrites from integer truncation, the pixel colour values were just ever so slightly off, that the tests were failing. After previous traumatic events, I caved and asked AI what was wrong, and basically the loop incrementer supplied by the base program was wrong, and it fixed it. It’s fun to leave the boring stuff to AI, and the fun stuff for me. I then followed the step-by-step guideline on remaking Asteroids by Atari, and I think it went ok. I’m most excited right now because finally I complete the Java MOOC course, and I can start work on my mod. But I’m also quite scared/anxious, because I don’t even know where to start now, after so long of not working on my mod. but i’ll figure it out, hopefully. and im also gonna take this time to ask for any name reccomendations, or do you think i should just go with resource-screening ^____^ ✌️
Swapping textures i finally, after like 5h managed to swap between bare bones & faithful x64 yipee I think imma ship the project now you can download from the releases page B1 switches to bare bones B2 switches to faithful there are some minor bugs i need to iron out but for now, i think a first ship is due took way too long to get here but oh well now i gotta figure out that individual texture thing
I spent a while learning Java nio and managed to get the names of all the texture packs and the textures inside of them i also created doogile.zip (as requested by my friend), that will serve as the main way to select individual textures just a simple devlog to catch you guys up to what i’ve been doing
basic texture swapping After actl not too much pain, I got basic texture swapping done. I created a helper class to handle all my texture swapping logic, and it works quite neatly. I do hate File I/O in any programming language, but my mod kind of revolves around FIle I/O, and honestly, even though I got some super unhelpful error messages (I got empty error messages), I somehow managed to pull through Some things I have yet to work on: fix ui to allow all installed packs (currently for testing I just use Motchsens better leaves, since it’s a small pack) allow not just textures but also block models to be hotswapped pray modrinth reviews my project so i can ship it ✌️
dropdown list works >< last time i did this, it took me 30h also what do you think of my highlight, instead of just making the blue border brighter and whiter, i decided to make it redder, to stand out, does it look good? as you can see, there is an error with the dropdown list, as when i pressed the last option, it didnt register (closer to the end of the video) because the button behind it, b9 was getting clicked instead I doub’t this will be a problem (at least for current me), since i dont think the dropdown lists should be ontop of smth else, hopefully but oh well, when it comes to that ill figure it out edit: argh i just realised i haven’t finished scrolling behaviour i’ll get to work on that now my previous ship is still not verified bcos modrinth still havent reviewed my mod (it’s been 3 weeks) ( ˘︹˘ ) so i submitted it to curseforge I’ll update my mod with the newest features and then reship
More file shenanigans! I managed to persist the saved options to the config file, and changed the buttons to dropdowns Some ui stuff still needs fixing but it’s gone relatively alright My ship is still in the process of getting verified, but my project shld be shipped soon!
Almost ready for second ship! The UI is terrible, but I think for now it works. There are still a few bugs with the UI I plan to fix later. The main part of this devlog is that, i changed the layout of the dropdowns, and I created a menu to show the currently selected texture, so it’s easier to see what you’re changing from and to. I fixed some minor bugs with the dropdownlist, and overall, I’m quite happy with how it turned out. Some reviewers didn’t fully understand my mod, so I’ll put some actually better usage instructions in the ship message. Some guy also said my project was completely AI :/ (it’s not), but i accidentally clicked accept payout instead of flagging the review, while going to the bad review. Oh well. I do wan’t to mention that I did use AI for guidance, but it did not code my mod for me. That’s about it After my second ship, I doubt I can continue developing my mod, because my finals are in like 2 days (and i’m doing anything but studying for it, so hope you enjoy my mod, as it is now! ✌️
Ships:
Does some simple texture swapping. I’m getting into individual textures now. Learning Java definitely took a lot of the time, but I’m happy I got something working.
I have a whole bunch of resource packs installed, and managing all of them was a pain. So I decided, why not make a mod to help me do that? To test my mod: Ensure you have some resourcepacks installed, and they should contain custom textures for leaves (I recommend Faithful, Barebones and Motschen’s better leaves). After which, get into a minecraft world, and possibly place some leaves in front of you. Then go into the resourcepacks settings and change the textures. Each dropdown controls a specific leaf texture, as you can see via the texture renderer on top. If you have more than two resourcepacks, the last one may be hidden by the texture renderer, so you can just click through the texture renderer to activate it. Have fun customising textures, I plan to add more functionality soon! :) ✌️...
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My first slack bot! by @Izansase | Stardance
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Izansase
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0
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0.0
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0
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Title: My first slack bot! by @Izansase | Stardanc Title: My first slack bot! by @Izansase | Stardance...
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A Walkable map by @mr_peoplez161 | Stardance
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mr_peoplez161
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T02:31:26Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons .", "repo": "https://github.com/Santiago543292/AntiVirus-Map", "demo": "https://github.com/Santiago543292/AntiVirus-Map/releases/tag/source-only-clean-ecb76d7"}]...
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[{"post_id": 22498, "ts": "202 [{"post_id": 22498, "ts": "2026-07-05T00:15:06Z", "hours": 15.9822, "text": "all done with the map so this section is done"}, {"post_id": 4472, "ts": "2026-06-07T20:01:11Z", "hours": 1.5758, "text": "better map to add on to"}, {"post_id": 4021, "ts": "2026-06-07T05:55:17Z", "hours": 2.705, "text": "new house added to the map"}, {"post_id": 3345, "ts": "2026-06-06T07:14:05Z", "hours": 3.9397, "text": "Upgraded my map to look better and also tried to make the movement work"}, {"post_id": 3093, "ts": "2026-06-06T00:11:20Z", "hours": 3.1922, "text": "I made a simple house to start off my world"}]...
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Title: A Walkable map by @mr_peoplez161 | Stardanc Title: A Walkable map by @mr_peoplez161 | Stardance
Devlogs:
I made a simple house to start off my world
Upgraded my map to look better and also tried to make the movement work
new house added to the map
better map to add on to
all done with the map so this section is done
Ships:
I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons ....
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Thanks for Mining That! by @StarCoder | Stardance
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StarCoder
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1
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58.0
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543
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T00:15:27Z", "hours": 58.0, "multiplier": 11.26, "payout": 543, "blessing": "neutral", "text": "I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!", "repo": "https://github.com/StarCoder369/Thanks-for-Mining-That-", "demo": "https://starcoder.itch.io/thanks-for-mining-that"}]...
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[{"post_id": 37340, "ts": "202 [{"post_id": 37340, "ts": "2026-07-30T00:03:53Z", "hours": 4.155, "text": "Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!"}, {"post_id": 27840, "ts": "2026-07-13T18:41:17Z", "hours": 8.3661, "text": "Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!"}, {"post_id": 23250, "ts": "2026-07-06T02:51:32Z", "hours": 6.5392, "text": "Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!"}, {"post_id": 20104, "ts": "2026-07-01T16:58:40Z", "hours": 14.5667, "text": "Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!"}, {"post_id": 10332, "ts": "2026-06-17T00:29:22Z", "hours": 6.9314, "text": "Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably)."}, {"post_id": 6584, "ts": "2026-06-11T01:59:40Z", "hours": 14.935, "text": "Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)"}, {"post_id": 1072, "ts": "2026-06-02T21:43:01Z", "hours": 2.2311, "text": "I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback."}]...
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Title: Thanks for Mining That! by @StarCoder | Sta Title: Thanks for Mining That! by @StarCoder | Stardance
Devlogs:
I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback.
Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)
Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably).
Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!
Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!
Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!
Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!
Ships:
I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!...
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DElI SIMULATOR by @sklebi | Stardance
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sklebi
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1
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9.51
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37
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T15:32:24Z", "hours": 7.0, "multiplier": 5.51, "payout": 37, "blessing": "neutral", "text": "I made a deli simulator based off of a friend’s suggestion. You run a deli and buy employees and stock up on food and things. Have fun playing :) (p.s if you have any name suggestions i should add to the customer base, feel free to dm me)!!", "repo": "https://github.com/Sklebi/Deli-Simulator", "demo": "https://github.com/Sklebi/Deli-Simulator/releases/tag/v1.0.0"}]...
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[{"post_id": 50008, "ts": "202 [{"post_id": 50008, "ts": "2026-08-19T01:12:49Z", "hours": 0.73, "text": "REMASTERED DEVLOG #2 Hullo! Was really confused today so that’s fun -> Finished a leaving loop (image below) -> I was trying for hella long to try and make a game cycle like this without lots of nested loops but idk how to do it still unfortunately (ai was really confusing) -> Added the actions page & finished the first part of the tutorial -> Get the official backstory lol (yes lore got added!) -> added ascii art for the deli! very fun looking mushroom building :) that’s it for today"}, {"post_id": 49153, "ts": "2026-08-17T19:40:58Z", "hours": 1.7786, "text": "REMASTERED DEVLOG #1 Hello! This is my first devlog for my new Deli Simulator! My original game was my first python project ever so I really wanted to remake it after learning a bit more about OOP -> In this devlog, I added a player class and added actions for them. This removes the like 30 nested loops I had in my previous code making it more efficient -> I added a player name & inventory -> You can check your balance -> You can buy things -> You can add items into your inventory"}, {"post_id": 26613, "ts": "2026-07-11T15:22:29Z", "hours": 0.5872, "text": "pyinstaller !!"}, {"post_id": 26572, "ts": "2026-07-11T14:10:17Z", "hours": 2.58, "text": "deli has been opened and you can get customers"}, {"post_id": 25457, "ts": "2026-07-09T18:49:16Z", "hours": 3.6611, "text": "Adding the ability to setup the deli now!"}]...
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Title: DElI SIMULATOR by @sklebi | Stardance
Devl Title: DElI SIMULATOR by @sklebi | Stardance
Devlogs:
Adding the ability to setup the deli now!
deli has been opened and you can get customers
pyinstaller !!
REMASTERED DEVLOG #1 Hello! This is my first devlog for my new Deli Simulator! My original game was my first python project ever so I really wanted to remake it after learning a bit more about OOP -> In this devlog, I added a player class and added actions for them. This removes the like 30 nested loops I had in my previous code making it more efficient -> I added a player name & inventory -> You can check your balance -> You can buy things -> You can add items into your inventory
REMASTERED DEVLOG #2 Hullo! Was really confused today so that’s fun -> Finished a leaving loop (image below) -> I was trying for hella long to try and make a game cycle like this without lots of nested loops but idk how to do it still unfortunately (ai was really confusing) -> Added the actions page & finished the first part of the tutorial -> Get the official backstory lol (yes lore got added!) -> added ascii art for the deli! very fun looking mushroom building :) that’s it for today
Ships:
I made a deli simulator based off of a friend’s suggestion. You run a deli and buy employees and stock up on food and things. Have fun playing :) (p.s if you have any name suggestions i should add to the customer base, feel free to dm me)!!...
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1793667274.6827252
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1793753674.6827252
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34939
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cubepilot by @ziadzohdy | Stardance
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ziadzohdy
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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: cubepilot by @ziadzohdy | Stardance
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1793148874.5075932
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1793753674.5075932
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20338
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TesSaRes by @Kyurei | Stardance
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Kyurei
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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: TesSaRes by @Kyurei | Stardance
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1793148873.6156864
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1793753673.6156864
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33798
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SplitTrip by @Rez_ | Stardance
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Rez_
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T15:00:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an easy to use and open-source trip planner that allows easy trip planning for multi-day backpacking journeys. SplitTrip integrates Leaflet maps for an easy to use UI, along side with trip planning with multiple modes of transport, and even allows the user to export the entire trip as a PDF with a map, for on the go usage, even without the comfort of Wi-Fi and a computer.", "repo": "https://github.com/Reziqs/SplitTrip", "demo": "https://reziqs.github.io/SplitTrip/"}]...
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[{"post_id": 27181, "ts": "202 [{"post_id": 27181, "ts": "2026-07-12T14:44:47Z", "hours": 1.3481, "text": "Added OpenSourceMaps Leaflet Route Integration, so for Car and Bus routes, it shows the shortest path down to the road."}, {"post_id": 26873, "ts": "2026-07-11T22:06:07Z", "hours": 1.8431, "text": "Basically finished! SplitTrip is a tool to help Interrailers and Backpackers plan weeks worth of trips across multiple modes of transport, from walking, to cars, and beyond. Currently I am using Leaflet Maps, and React with JSX. SplitTrip now supports PDF exporting, so you can print out your entire trip for easy access out in the wilderness. I hope to expand SplitTrip to help make journies easier for young people like myself looking to start travelling the world!"}, {"post_id": 26714, "ts": "2026-07-11T17:44:16Z", "hours": 0.2975, "text": "There has to be an easier way to compile train stations, this is mind numbing haha."}]...
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Title: SplitTrip by @Rez_ | Stardance
Devlogs:
Th Title: SplitTrip by @Rez_ | Stardance
Devlogs:
There has to be an easier way to compile train stations, this is mind numbing haha.
Basically finished! SplitTrip is a tool to help Interrailers and Backpackers plan weeks worth of trips across multiple modes of transport, from walking, to cars, and beyond. Currently I am using Leaflet Maps, and React with JSX. SplitTrip now supports PDF exporting, so you can print out your entire trip for easy access out in the wilderness. I hope to expand SplitTrip to help make journies easier for young people like myself looking to start travelling the world!
Added OpenSourceMaps Leaflet Route Integration, so for Car and Bus routes, it shows the shortest path down to the road.
Ships:
I made an easy to use and open-source trip planner that allows easy trip planning for multi-day backpacking journeys. SplitTrip integrates Leaflet maps for an easy to use UI, along side with trip planning with multiple modes of transport, and even allows the user to export the entire trip as a PDF with a map, for on the go usage, even without the comfort of Wi-Fi and a computer....
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1793667273.5071557
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1793753673.5071557
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17607
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My awesome macropad! by @sathvika | Stardance
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sathvika
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sathvika | Stardan Title: My awesome macropad! by @sathvika | Stardance...
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1793148872.7454429
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1793753672.7454429
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23651
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60% layout keyboard tester by @jahnavi1 | Stardanc 60% layout keyboard tester by @jahnavi1 | Stardance...
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jahnavi1
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T17:44:43Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i created an 60% layout keyboard tester using html and css and javascript,it is mainly created for 60%layout keyboard,the challenging part was fixing the errors on my own-_-", "repo": "https://github.com/jahnavi19212/keyboard-tester", "demo": "https://jahnavi19212.github.io/keyboard-tester/"}]...
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[{"post_id": 13827, "ts": "202 [{"post_id": 13827, "ts": "2026-06-22T17:33:22Z", "hours": 2.8911, "text": "i created a 60% layout keyboard tester using html,css,js"}]...
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Title: 60% layout keyboard tester by @jahnavi1 | S Title: 60% layout keyboard tester by @jahnavi1 | Stardance
Devlogs:
i created a 60% layout keyboard tester using html,css,js
Ships:
i created an 60% layout keyboard tester using html and css and javascript,it is mainly created for 60%layout keyboard,the challenging part was fixing the errors on my own-_-...
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1793667272.6037881
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1793753672.6037881
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8856
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The Ares Horizon by @alomnsh | Stardance
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alomnsh
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2
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48.73
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322
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T03:08:53Z", "hours": 19.0, "multiplier": 11.4, "payout": 217, "blessing": "neutral", "text": "What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}, {"ship_num": 2, "ts": "2026-06-20T17:02:20Z", "hours": 12.0, "multiplier": 9.08, "payout": 105, "blessing": "neutral", "text": "I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}]...
|
[{"post_id": 68726, "ts": "202 [{"post_id": 68726, "ts": "2026-09-15T17:01:15Z", "hours": 2.5175, "text": "Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??"}, {"post_id": 53416, "ts": "2026-08-23T23:10:43Z", "hours": 8.8311, "text": "Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more"}, {"post_id": 40503, "ts": "2026-08-04T02:29:20Z", "hours": 6.3825, "text": "Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik"}, {"post_id": 31582, "ts": "2026-07-20T02:55:39Z", "hours": 2.7858, "text": "Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)"}, {"post_id": 29177, "ts": "2026-07-15T22:03:47Z", "hours": 2.2292, "text": "Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)"}, {"post_id": 26902, "ts": "2026-07-11T23:05:32Z", "hours": 1.5653, "text": "Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization."}, {"post_id": 26133, "ts": "2026-07-10T19:03:00Z", "hours": 2.0886, "text": "My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship."}, {"post_id": 20472, "ts": "2026-07-02T02:15:56Z", "hours": 0.4544, "text": "Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened"}, {"post_id": 20339, "ts": "2026-07-01T22:18:29Z", "hours": 6.5228, "text": "v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up"}, {"post_id": 16038, "ts": "2026-06-26T01:44:55Z", "hours": 1.09, "text": "I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later."}, {"post_id": 14716, "ts": "2026-06-23T22:26:53Z", "hours": 2.4447, "text": "v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo"}, {"post_id": 12589, "ts": "2026-06-20T15:41:49Z", "hours": 1.0719, "text": "Finished my README and fixed crash bug with typewriter when the window is closed while it is typing"}, {"post_id": 11662, "ts": "2026-06-19T00:21:39Z", "hours": 1.5231, "text": "Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug"}, {"post_id": 10267, "ts": "2026-06-16T22:16:48Z", "hours": 4.3747, "text": "Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points."}, {"post_id": 8857, "ts": "2026-06-14T18:59:46Z", "hours": 3.4211, "text": "Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva"}, {"post_id": 7134, "ts": "2026-06-11T22:21:25Z", "hours": 1.2161, "text": "Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch"}]...
|
Title: The Ares Horizon by @alomnsh | Stardance
D Title: The Ares Horizon by @alomnsh | Stardance
Devlogs:
Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch
Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva
Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points.
Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug
Finished my README and fixed crash bug with typewriter when the window is closed while it is typing
v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo
I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later.
v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up
Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened
My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship.
Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization.
Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)
Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)
Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik
Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more
Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??
Ships:
I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.
What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud....
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1793667271.2931132
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1793753671.2931132
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18419
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My awesome macropad! by @Mykull | Stardance
|
Mykull
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0
|
0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Mykull | Stardance
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1793148870.6356943
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1793753670.6356943
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36100
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Mathemactor by @UmarFarooq | Stardance
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UmarFarooq
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2
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T17:35:09Z", "hours": 3.0, "multiplier": 2.36, "payout": 4, "blessing": "neutral", "text": "I updated my project. Added graphs using function-plot library with highlighted roots for linear, quadratic and simultaneous linear equations. Imaginary roots are also supported now.", "repo": "https://github.com/Umar-Farooq-5757/mathemactor", "demo": "https://mathemactor.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-16T19:02:30Z", "hours": 1.0, "multiplier": 2.85, "payout": 4, "blessing": "neutral", "text": "I created a mathematics equation solver webapp. The equation solution handling part was a bit tricky, but I managed to do it. This app is for users who know even basic maths.", "repo": "https://github.com/Umar-Farooq-5757/mathemactor", "demo": "https://mathemactor.netlify.app/"}]...
|
[{"post_id": 33595, "ts": "202 [{"post_id": 33595, "ts": "2026-07-23T17:21:37Z", "hours": 0.4375, "text": "Now, mathemactor also supports imaginary roots for quadratic equations. But, graph is not available for equations with complex/imaginary roots."}, {"post_id": 33434, "ts": "2026-07-23T11:41:46Z", "hours": 1.3472, "text": "Integrated function-plot library for showing graphs of equations with highlighted roots. You can zoom in or out and see the roots."}, {"post_id": 33317, "ts": "2026-07-23T03:51:12Z", "hours": 1.6347, "text": "Implemented step by step solution for quadratic equations. Now, you can see each step of quadratic equation getting solved. Separate solutions are available for both roots."}, {"post_id": 29661, "ts": "2026-07-16T18:43:05Z", "hours": 1.3489, "text": "I started working on a mathematics equation solver webapp last year. And after creating its most basic version, I moved forward. But now, I thought I need to add some more features i it. Here is a feature that I have added: Showing step-by-step solution of Linear equation. See the equation going towards solution at each step. What’s next? Looking forward to add the same feature for quadratic equations"}]...
|
Title: Mathemactor by @UmarFarooq | Stardance
Dev Title: Mathemactor by @UmarFarooq | Stardance
Devlogs:
I started working on a mathematics equation solver webapp last year. And after creating its most basic version, I moved forward. But now, I thought I need to add some more features i it. Here is a feature that I have added: Showing step-by-step solution of Linear equation. See the equation going towards solution at each step. What’s next? Looking forward to add the same feature for quadratic equations
Implemented step by step solution for quadratic equations. Now, you can see each step of quadratic equation getting solved. Separate solutions are available for both roots.
Integrated function-plot library for showing graphs of equations with highlighted roots. You can zoom in or out and see the roots.
Now, mathemactor also supports imaginary roots for quadratic equations. But, graph is not available for equations with complex/imaginary roots.
Ships:
I created a mathematics equation solver webapp. The equation solution handling part was a bit tricky, but I managed to do it. This app is for users who know even basic maths.
I updated my project. Added graphs using function-plot library with highlighted roots for linear, quadratic and simultaneous linear equations. Imaginary roots are also supported now....
|
1793667270.1525953
|
1793753670.1525953
|
|
2670
|
Star Sign Project Hub by @JM | Stardance
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JM
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1
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6.0
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T22:18:42Z", "hours": 6.0, "multiplier": 6.2, "payout": 39, "blessing": "neutral", "text": "I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice.", "repo": "https://github.com/Not-JM/Star-Sign-Project-Hub", "demo": "https://star-sign-project-hub.vercel.app/"}]...
|
[{"post_id": 4559, "ts": "2026 [{"post_id": 4559, "ts": "2026-06-07T22:04:24Z", "hours": 3.3678, "text": "Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!"}, {"post_id": 2988, "ts": "2026-06-05T22:19:52Z", "hours": 1.9583, "text": "Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!"}, {"post_id": 2572, "ts": "2026-06-05T04:26:46Z", "hours": 0.9611, "text": "Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner"}]...
|
Title: Star Sign Project Hub by @JM | Stardance
D Title: Star Sign Project Hub by @JM | Stardance
Devlogs:
Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner
Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!
Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!
Ships:
I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice....
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1793667268.97629
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1793753668.97629
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33546
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My own site! by @Ibrohimbek | Stardance
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Ibrohimbek
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0
|
0.0
|
0
|
[]
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[]
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Title: My own site! by @Ibrohimbek | Stardance
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1793148868.5922396
|
1793753668.5922396
|
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21615
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Frictionless by @Kre0ns | Stardance
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Kre0ns
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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: Frictionless by @Kre0ns | Stardance
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1793148867.7222188
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1793753667.7222188
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4064
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Scripture Finder by @jamesh | Stardance
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jamesh
|
0
|
0.0
|
0
|
[]
|
[]
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Title: Scripture Finder by @jamesh | Stardance
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1793148865.6453896
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1793753665.6453896
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|
23608
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My first slack bot! by @ravshan | Stardance
|
ravshan
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1
|
0.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T14:02:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an ai based chat that responds to you and can make warm conversations if needed. It is also excellent replacement for boring chats. The thing was hard about it was that hard to detect your mistakes, but at least I came over it, and now finally can launch my first project.", "repo": "https://github.com/rasatov69-debug/quizzi", "demo": "https://slack.com"}]...
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[{"post_id": 16798, "ts": "202 [{"post_id": 16798, "ts": "2026-06-27T08:43:10Z", "hours": 0.2844, "text": "on bot that responds to you immediately and works 24/7."}, {"post_id": 14314, "ts": "2026-06-23T12:22:20Z", "hours": 0.29, "text": "So, currently I’m getting one step close to finish one of my first project that I completed with coding experience. I’m feeling incredible to make something by my own."}]...
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Title: My first slack bot! by @ravshan | Stardance Title: My first slack bot! by @ravshan | Stardance
Devlogs:
So, currently I’m getting one step close to finish one of my first project that I completed with coding experience. I’m feeling incredible to make something by my own.
on bot that responds to you immediately and works 24/7.
Ships:
I made an ai based chat that responds to you and can make warm conversations if needed. It is also excellent replacement for boring chats. The thing was hard about it was that hard to detect your mistakes, but at least I came over it, and now finally can launch my first project....
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1793667265.331816
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1793753665.331816
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24723
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Nidofy v2 by @NiDo | Stardance
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NiDo
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2
|
10.0
|
97
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T16:24:01Z", "hours": 0.0, "multiplier": 3.14, "payout": 1, "blessing": "neutral", "text": "I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;) Hint for the easter egg- Check the routes in App.jsx", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-vite", "demo": "https://nido.dino.icu:3031/"}, {"ship_num": 2, "ts": "2026-06-28T16:59:58Z", "hours": 10.0, "multiplier": 9.45, "payout": 96, "blessing": "neutral", "text": "I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;)", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-vite", "demo": "https://nido.dino.icu:3031/"}]...
|
[{"post_id": 22230, "ts": "202 [{"post_id": 22230, "ts": "2026-07-04T16:21:41Z", "hours": 0.4025, "text": "So as the suggestions said, I made the cards dark. While I was at it, I also added a footer."}, {"post_id": 17699, "ts": "2026-06-28T16:48:24Z", "hours": 0.6333, "text": "I added an easter egg! I won’t reveal the link. It’s a challenge for y’all to find but ya. I’ll ship it now."}, {"post_id": 17606, "ts": "2026-06-28T14:04:34Z", "hours": 0.6261, "text": "So copy works! I was planning to have a copy all poems buttons but currently the backend doesn’t implement a proper get all poems with content endpoint, so the frontend would have to loop through how many ever poems are there (currently 48) requesting the content for each one… that’s definatly not a good idea unless the goal is to make the backend cry. Anyways, I’ll just deploy it to my self-hosted server and ship it!"}, {"post_id": 17490, "ts": "2026-06-28T09:17:36Z", "hours": 0.3719, "text": "I’ve finished implementing the poem skeleton! I’ll just add a copy button like the old version of the site had and with that I can ship this project!!"}, {"post_id": 17425, "ts": "2026-06-28T06:21:06Z", "hours": 2.2181, "text": "I’m almost done, I’ve finished the my poems page and the poem page. I think I’m going to skip the projects and admin page of my old site for now as I’m fine with the old admin dashboard and I’m not really adding stuff to the projects pages anyways. So for now, I’ll just add the skeleton UI for the poem page (the other pages already have their own skeleton UIs) and I’ll push it to my server. Self-hosted btw The current version of it is already live. I’m still thinking of what next should I add. But before all of that, I should probably push everything to a github repo."}, {"post_id": 14486, "ts": "2026-06-23T16:58:40Z", "hours": 6.3414, "text": "Okie so I’m currently working on the home page. I’m using React with MIUI, Framer Motion, SwiperJS, React Icons and also Tailwind CSS. It’s coming together pretty well not gonna lie"}]...
|
Title: Nidofy v2 by @NiDo | Stardance
Devlogs:
Ok Title: Nidofy v2 by @NiDo | Stardance
Devlogs:
Okie so I’m currently working on the home page. I’m using React with MIUI, Framer Motion, SwiperJS, React Icons and also Tailwind CSS. It’s coming together pretty well not gonna lie
I’m almost done, I’ve finished the my poems page and the poem page. I think I’m going to skip the projects and admin page of my old site for now as I’m fine with the old admin dashboard and I’m not really adding stuff to the projects pages anyways. So for now, I’ll just add the skeleton UI for the poem page (the other pages already have their own skeleton UIs) and I’ll push it to my server. Self-hosted btw The current version of it is already live. I’m still thinking of what next should I add. But before all of that, I should probably push everything to a github repo.
I’ve finished implementing the poem skeleton! I’ll just add a copy button like the old version of the site had and with that I can ship this project!!
So copy works! I was planning to have a copy all poems buttons but currently the backend doesn’t implement a proper get all poems with content endpoint, so the frontend would have to loop through how many ever poems are there (currently 48) requesting the content for each one… that’s definatly not a good idea unless the goal is to make the backend cry. Anyways, I’ll just deploy it to my self-hosted server and ship it!
I added an easter egg! I won’t reveal the link. It’s a challenge for y’all to find but ya. I’ll ship it now.
So as the suggestions said, I made the cards dark. While I was at it, I also added a footer.
Ships:
I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;)
I rewrote my portfolio in React, while also learning React! The website serves both as my portfolio as well as a place where I can upload poems I wrote. The website is self hosted and live. It also hides an easter egg I encourage people to hunt for ;) Hint for the easter egg- Check the routes in App.jsx...
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1793667264.1307979
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1793753664.1307979
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29088
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Grippy The Robotic Hand by @cloveroverload | Stard Grippy The Robotic Hand by @cloveroverload | Stardance...
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cloveroverload
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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: Grippy The Robotic Hand by @cloveroverload Title: Grippy The Robotic Hand by @cloveroverload | Stardance...
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1793148863.6527019
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1793753663.6527019
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31360
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About me - Choc0latesauce :3 by @Choc0latesauce | About me - Choc0latesauce :3 by @Choc0latesauce | Stardance...
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Choc0latesauce
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1
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6.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T15:08:07Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic html based about me page which is dedicated to introducing myself and my interests. It is my first time ever coding in html, using vs code and deploying a project on github, so I’m very proud of what I’ve been able to achieve! I hope it’s decent enough to be shippable and I can’t wait to improve :3", "repo": "https://github.com/Choc0latesauce/About-Choc0latesauce", "demo": "https://choc0latesauce.github.io/About-Choc0latesauce/main.html"}]...
|
[{"post_id": 32996, "ts": "202 [{"post_id": 32996, "ts": "2026-07-22T14:54:47Z", "hours": 1.4458, "text": "My final version! Fixed YouTube links, replaced the placeholder image, further expanded the content and improved formatting. I’m still not amazing at this, but I had lots of fun, and am looking forward to learning more!"}, {"post_id": 31030, "ts": "2026-07-19T02:45:49Z", "hours": 0.4192, "text": "Tried the handle moving windows thing and absolutely failed lol, Might just stick to python"}, {"post_id": 31011, "ts": "2026-07-19T02:08:30Z", "hours": 2.5642, "text": "I am starting to get a grasp of more complex features such as styles and js integration, though I do need to work on my formatting a little bit more, I am excited to continue with my project even more!"}, {"post_id": 30316, "ts": "2026-07-17T19:28:17Z", "hours": 1.2719, "text": "It’s been a very long time since I last used HTML so I am loosely following the tutorial and am practicing my writing + coding skills by talking about my projects and passion for computer hardware, while also trying to remember the various html codes again lol"}]...
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Title: About me - Choc0latesauce :3 by @Choc0lates Title: About me - Choc0latesauce :3 by @Choc0latesauce | Stardance
Devlogs:
It’s been a very long time since I last used HTML so I am loosely following the tutorial and am practicing my writing + coding skills by talking about my projects and passion for computer hardware, while also trying to remember the various html codes again lol
I am starting to get a grasp of more complex features such as styles and js integration, though I do need to work on my formatting a little bit more, I am excited to continue with my project even more!
Tried the handle moving windows thing and absolutely failed lol, Might just stick to python
My final version! Fixed YouTube links, replaced the placeholder image, further expanded the content and improved formatting. I’m still not amazing at this, but I had lots of fun, and am looking forward to learning more!
Ships:
I made a basic html based about me page which is dedicated to introducing myself and my interests. It is my first time ever coding in html, using vs code and deploying a project on github, so I’m very proud of what I’ve been able to achieve! I hope it’s decent enough to be shippable and I can’t wait to improve :3...
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1793667262.973644
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1793753662.973644
|
|
3208
|
The tuffest slack bot by @reyansh | Stardance
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reyansh
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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: The tuffest slack bot by @reyansh | Stardan Title: The tuffest slack bot by @reyansh | Stardance...
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1793148861.8707476
|
1793753661.8707476
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32216
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My very own WebOS by @yayabskt | Stardance
|
yayabskt
|
2
|
34.08
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T12:39:38Z", "hours": 1.0, "multiplier": 10.26, "payout": 10, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}, {"ship_num": 2, "ts": "2026-07-12T01:26:25Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (\"GO BEYOND PLUS ULTRA\"💫✨ the little quote in the top bar is an \"my hero acadamy\" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}]...
|
[{"post_id": 65599, "ts": "202 [{"post_id": 65599, "ts": "2026-09-10T20:46:00Z", "hours": 5.0192, "text": "heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!"}, {"post_id": 27687, "ts": "2026-07-13T14:01:07Z", "hours": 4.0569, "text": "my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)"}, {"post_id": 27131, "ts": "2026-07-12T12:38:00Z", "hours": 0.5167, "text": "i’m making the note editable and deletable heheh"}, {"post_id": 26968, "ts": "2026-07-12T02:10:24Z", "hours": 0.4844, "text": "DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage"}, {"post_id": 26936, "ts": "2026-07-12T00:47:44Z", "hours": 2.0942, "text": "DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay"}, {"post_id": 26845, "ts": "2026-07-11T21:22:13Z", "hours": 1.6344, "text": "DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!"}, {"post_id": 26336, "ts": "2026-07-11T02:08:14Z", "hours": 4.1733, "text": "DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)"}, {"post_id": 25644, "ts": "2026-07-10T01:43:21Z", "hours": 4.0392, "text": "DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu"}, {"post_id": 25024, "ts": "2026-07-08T23:13:03Z", "hours": 3.2472, "text": "DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow"}, {"post_id": 24852, "ts": "2026-07-08T18:09:26Z", "hours": 2.3606, "text": "DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text"}, {"post_id": 24765, "ts": "2026-07-08T15:32:08Z", "hours": 2.7617, "text": "DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk"}, {"post_id": 24634, "ts": "2026-07-08T11:06:04Z", "hours": 1.6814, "text": "DEV LOG#03 i’m trying to make the vs code ide looks"}, {"post_id": 24402, "ts": "2026-07-07T22:45:06Z", "hours": 0.8692, "text": "DEV LOG#02 i’m trying to make it loo like code in vs code"}, {"post_id": 24295, "ts": "2026-07-07T19:30:32Z", "hours": 0.9594, "text": "DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)"}]...
|
Title: My very own WebOS by @yayabskt | Stardance
Title: My very own WebOS by @yayabskt | Stardance
Devlogs:
DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)
DEV LOG#02 i’m trying to make it loo like code in vs code
DEV LOG#03 i’m trying to make the vs code ide looks
DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk
DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text
DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow
DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu
DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)
DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!
DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay
DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage
i’m making the note editable and deletable heheh
my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)
heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!
Ships:
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! ("GO BEYOND PLUS ULTRA"💫✨ the little quote in the top bar is an "my hero acadamy" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )...
|
1793667261.7380893
|
1793753661.7380893
|
|
16753
|
Flower game by @Alafandri | Stardance
|
Alafandri
|
1
|
4.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:05:54Z", "hours": 4.0, "multiplier": 4.1, "payout": 17, "blessing": "neutral", "text": "I made a godot game to improve myself in using godot and getting more familiar with its programming language. Challenging was keeping the motivation. When you are hit with a problem suddnely out of nowhere then it can be so annoying tracking down the cause of the problem. I am proud of the art. I think i did very well with it. When people test out my project they should know that it’s not much but I still spent a lot of time trying my best to make it so I hope you enjoy!", "repo": "https://github.com/Alafandri/StardanceProject", "demo": "https://alafandri.itch.io/flower-game"}]...
|
[{"post_id": 11568, "ts": "202 [{"post_id": 11568, "ts": "2026-06-18T21:07:00Z", "hours": 0.7981, "text": "Devlog #4 Hello everyone, this is the fourth devlog! Everything new: Goal Timer Main menu A way to win Victory screen So basically the biggest thing I have added this time is that this game is now actually winnable. Obviously this isn’t and won’t be the final version for the game but the main core systems are in place now. That means that I can now start working on other things like adding some visual effects and polishing the game out even more. I feel like this isn’t enough for the game so I absolutely want to expand on this game. So next time you can hope for more polished version of the game. And I will also be starting to sort everything because stuff are pretty messy currently. That is it for today so see you next time!"}, {"post_id": 10936, "ts": "2026-06-17T22:31:10Z", "hours": 1.1256, "text": "Devlog #3 Hello everyone once again! Back here with the third devlog!!! This one adds quite a few things. Everything new: Gave everything an actual function(meaning that the tools can actually do something now) Lives End screen It’s a very simple game but I got big plans for it(which I will keep as a secret for now) and so far I have been having so much fun making it. Just making something yourself and feeling productive instead of rotting in bed all day watching youtube feels so nice. The people who have commented or like my posts thank you so much cause yall are so nice and just the best. I love the feeling when I have made some actual changes to the game and then I go to github desktop to push all the changes and I can see everything that is about to be committed to github it just feels so satisfying. This keeps me going and I really hope that this post might motivate someone to work on their project cause yall projects motivate me. You guys got so much passion and are just so talented that I just love so much. Anyways I got a little distracted so let’s continue talking about the changes to the game. So as you might have read from everything new then everything has a function now finally. There is finally some gameplay, yay. But yeah, I made the tools movable already in the last devlog so that’s been a thing in the game already but they actually didn’t do anything before but now I have made a little randomized system where the flower picks a random thing that it wants and displays it on the text label. If you give the correct thing then nothing happens but if you give the wrong thing then you lose a live. It’s a pretty simple system. And obviously if you run out of lives then everything will be turned invisible and the end screen appears. Planned next: a timer goal start screen make it more satisfying But that is it for this devlog! See you next time. Byeeee. :)"}, {"post_id": 10244, "ts": "2026-06-16T21:33:28Z", "hours": 1.0611, "text": "Devlog #2 Hey everyone! The second devlog for my godot game is finally here! I have done several new things: Drag and drop system Drawn some sprites Written some lore(I like my games with lore, it helps me guide) Basic gameplay loop idea Probably the biggest thing currently is the drag and drop system. Even though not complex at all then still very important feature for the game. The drag and drop system is important cause the whole game will be relying on it and I wanted for it to feel nice. I am definitely planning on expanding on it to make it feel more satisfying(I have some ideas). I think that it’s very important for your games to feel nice or i guess in other words ‘satisfying’ and obviously they should be fun. So my game idea to make something like the game Mr.TomatoS . I’ve always like the idea behind the game and especially the lore and I have always wanted to make something like this. This game is mostly for me to get better at development and just to have fun while making it. If the dev has fun making the game then the better the game will end up. Now I think we have talked enough about the drag and drop system so let’s talk about the sprites. To me is always very important to make a atmosphere for your game which tells you all you need to know about the game and I think it should give you a glimpse of whats about to happen without really telling you in words. So that’s why the sprites and visual effects are very important. Currently I have worked on at all on the visual side cause that I should work on more when I am polishing the game. But I still wanted to game to look better when testing cause I have gotten tired of staring these godot cubes. So that’s why I have some basic most important sprites in the game. Also I would like to say that these sprites are probably not final and they might be changed. Anyways enough of yapping and time to get back developing. Have a nice day!!! :)"}, {"post_id": 9872, "ts": "2026-06-16T10:26:58Z", "hours": 1.1692, "text": "Devlog #1 ㅤ I have created the godot game project and started developing my game. I already have some ideas for the game too which I won’t be talking too much about in this devlog but all you need to know is that it will be a pretty basic 2D game and that it won’t be a platformer. What I’m trying to achieve with this project is to get better in game development and by that I mean coding, game design and etc… All I’ve made currently is just a little textbox(which I will probably end up removing) where you can enter your name and move on to the actual game. I don’t have much anything else to talk about so see you soon in the next devlog!"}]...
|
Title: Flower game by @Alafandri | Stardance
Devl Title: Flower game by @Alafandri | Stardance
Devlogs:
Devlog #1 ㅤ I have created the godot game project and started developing my game. I already have some ideas for the game too which I won’t be talking too much about in this devlog but all you need to know is that it will be a pretty basic 2D game and that it won’t be a platformer. What I’m trying to achieve with this project is to get better in game development and by that I mean coding, game design and etc… All I’ve made currently is just a little textbox(which I will probably end up removing) where you can enter your name and move on to the actual game. I don’t have much anything else to talk about so see you soon in the next devlog!
Devlog #2 Hey everyone! The second devlog for my godot game is finally here! I have done several new things: Drag and drop system Drawn some sprites Written some lore(I like my games with lore, it helps me guide) Basic gameplay loop idea Probably the biggest thing currently is the drag and drop system. Even though not complex at all then still very important feature for the game. The drag and drop system is important cause the whole game will be relying on it and I wanted for it to feel nice. I am definitely planning on expanding on it to make it feel more satisfying(I have some ideas). I think that it’s very important for your games to feel nice or i guess in other words ‘satisfying’ and obviously they should be fun. So my game idea to make something like the game Mr.TomatoS . I’ve always like the idea behind the game and especially the lore and I have always wanted to make something like this. This game is mostly for me to get better at development and just to have fun while making it. If the dev has fun making the game then the better the game will end up. Now I think we have talked enough about the drag and drop system so let’s talk about the sprites. To me is always very important to make a atmosphere for your game which tells you all you need to know about the game and I think it should give you a glimpse of whats about to happen without really telling you in words. So that’s why the sprites and visual effects are very important. Currently I have worked on at all on the visual side cause that I should work on more when I am polishing the game. But I still wanted to game to look better when testing cause I have gotten tired of staring these godot cubes. So that’s why I have some basic most important sprites in the game. Also I would like to say that these sprites are probably not final and they might be changed. Anyways enough of yapping and time to get back developing. Have a nice day!!! :)
Devlog #3 Hello everyone once again! Back here with the third devlog!!! This one adds quite a few things. Everything new: Gave everything an actual function(meaning that the tools can actually do something now) Lives End screen It’s a very simple game but I got big plans for it(which I will keep as a secret for now) and so far I have been having so much fun making it. Just making something yourself and feeling productive instead of rotting in bed all day watching youtube feels so nice. The people who have commented or like my posts thank you so much cause yall are so nice and just the best. I love the feeling when I have made some actual changes to the game and then I go to github desktop to push all the changes and I can see everything that is about to be committed to github it just feels so satisfying. This keeps me going and I really hope that this post might motivate someone to work on their project cause yall projects motivate me. You guys got so much passion and are just so talented that I just love so much. Anyways I got a little distracted so let’s continue talking about the changes to the game. So as you might have read from everything new then everything has a function now finally. There is finally some gameplay, yay. But yeah, I made the tools movable already in the last devlog so that’s been a thing in the game already but they actually didn’t do anything before but now I have made a little randomized system where the flower picks a random thing that it wants and displays it on the text label. If you give the correct thing then nothing happens but if you give the wrong thing then you lose a live. It’s a pretty simple system. And obviously if you run out of lives then everything will be turned invisible and the end screen appears. Planned next: a timer goal start screen make it more satisfying But that is it for this devlog! See you next time. Byeeee. :)
Devlog #4 Hello everyone, this is the fourth devlog! Everything new: Goal Timer Main menu A way to win Victory screen So basically the biggest thing I have added this time is that this game is now actually winnable. Obviously this isn’t and won’t be the final version for the game but the main core systems are in place now. That means that I can now start working on other things like adding some visual effects and polishing the game out even more. I feel like this isn’t enough for the game so I absolutely want to expand on this game. So next time you can hope for more polished version of the game. And I will also be starting to sort everything because stuff are pretty messy currently. That is it for today so see you next time!
Ships:
I made a godot game to improve myself in using godot and getting more familiar with its programming language. Challenging was keeping the motivation. When you are hit with a problem suddnely out of nowhere then it can be so annoying tracking down the cause of the problem. I am proud of the art. I think i did very well with it. When people test out my project they should know that it’s not much but I still spent a lot of time trying my best to make it so I hope you enjoy!...
|
1793667260.6015797
|
1793753660.6015797
|
|
32473
|
My very own WebOS by @konduruakshara | Stardance
|
konduruakshara
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @konduruakshara | Star Title: My very own WebOS by @konduruakshara | Stardance...
|
1793148860.1167245
|
1793753660.1167245
|
|
30409
|
My own site! by @theskriptkid | Stardance
|
theskriptkid
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T18:01:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!", "repo": "https://github.com/TherealONE12/personal-webpage", "demo": "https://therealone12.github.io/personal-webpage/"}]...
|
[{"post_id": 27803, "ts": "202 [{"post_id": 27803, "ts": "2026-07-13T17:56:53Z", "hours": 1.7472, "text": "My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!"}, {"post_id": 21715, "ts": "2026-07-03T20:10:31Z", "hours": 1.3781, "text": "Made My first website draft!"}]...
|
Title: My own site! by @theskriptkid | Stardance
Title: My own site! by @theskriptkid | Stardance
Devlogs:
Made My first website draft!
My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!
Ships:
And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!...
|
1793667259.4161162
|
1793753659.4161162
|
|
42413
|
!script by @jackr4bbit | Stardance
|
jackr4bbit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: !script by @jackr4bbit | Stardance
|
1792889658.6379952
|
1793753658.6379952
|
|
34878
|
Click game by @Babimax13 | Stardance
|
Babimax13
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T19:32:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a click game. The challenging part was the JavaScript, and ChatGPT helped me with it. I am proud of making my first project.", "repo": "https://github.com/Babimax13/Click-game", "demo": "https://myclick-game.netlify.app"}]...
|
[{"post_id": 29087, "ts": "202 [{"post_id": 29087, "ts": "2026-07-15T19:02:00Z", "hours": 1.4861, "text": "I am working in a click game. You have 30 second to beat the world record: 395."}]...
|
Title: Click game by @Babimax13 | Stardance
Devlo Title: Click game by @Babimax13 | Stardance
Devlogs:
I am working in a click game. You have 30 second to beat the world record: 395.
Ships:
I made a click game. The challenging part was the JavaScript, and ChatGPT helped me with it. I am proud of making my first project....
|
1793667258.5065625
|
1793753658.5065625
|
|
16409
|
Space tide by @singhabhyuday180 | Stardance
|
singhabhyuday180
|
1
|
4.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T09:51:43Z", "hours": 4.0, "multiplier": 3.0, "payout": 12, "blessing": "neutral", "text": "So I’ve made Space-tide the official language for Stardance. Space-tide is a language with less grammar and easy word formation. Even a 5 year old can comprehend the rules of Space-tide and speak this beautiful language. Oh, it was a tough job (okay, maybe not that tough) and the toughest part being the dictionary which led to an unusual amount of time spent on JSON. Yeah, that’s it I guess.", "repo": "https://github.com/AbhyudayS-07/Space-tide", "demo": "https://gregarious-pothos-4d89e8.netlify.app/"}]...
|
[{"post_id": 25830, "ts": "202 [{"post_id": 25830, "ts": "2026-07-10T09:42:19Z", "hours": 0.9778, "text": "Hey Everyone, finally Space-tide is over. Yep I did cheat a little like I did not complete the AI translator but its alright and that’s for another day. SO all that I’ve included in Space-tide is: The dictionary The rules Made the webpage Hosted it on netlify Added the rules and dictionary on the website P.S.: The website ain’t that good for I’m a newbie here so forgive me for that. Check it out at - https://gregarious-pothos-4d89e8.netlify.app/"}, {"post_id": 11870, "ts": "2026-06-19T10:22:55Z", "hours": 1.9981, "text": "Phase 1: Done The translator is almost done. Everything I’ve made till now : i. Word dictionary (about 90 words) ii. Rules for word formation iii. A basic word-by-word translator that translates English to Space-tide Things that are to be added: i. A translator for translating phrases ii. Using AI to translate iii. Building a translator to convert space-tide to English iv. A space-tide word builder Hopefuly it would be complete by this sunday."}, {"post_id": 7383, "ts": "2026-06-12T09:47:31Z", "hours": 0.945, "text": "SO right now I’m building a completely new language- Space Tide with very specific purpose - Elegance and simplicity. Lets see how it looks like."}]...
|
Title: Space tide by @singhabhyuday180 | Stardance Title: Space tide by @singhabhyuday180 | Stardance
Devlogs:
SO right now I’m building a completely new language- Space Tide with very specific purpose - Elegance and simplicity. Lets see how it looks like.
Phase 1: Done The translator is almost done. Everything I’ve made till now : i. Word dictionary (about 90 words) ii. Rules for word formation iii. A basic word-by-word translator that translates English to Space-tide Things that are to be added: i. A translator for translating phrases ii. Using AI to translate iii. Building a translator to convert space-tide to English iv. A space-tide word builder Hopefuly it would be complete by this sunday.
Hey Everyone, finally Space-tide is over. Yep I did cheat a little like I did not complete the AI translator but its alright and that’s for another day. SO all that I’ve included in Space-tide is: The dictionary The rules Made the webpage Hosted it on netlify Added the rules and dictionary on the website P.S.: The website ain’t that good for I’m a newbie here so forgive me for that. Check it out at - https://gregarious-pothos-4d89e8.netlify.app/
Ships:
So I’ve made Space-tide the official language for Stardance. Space-tide is a language with less grammar and easy word formation. Even a 5 year old can comprehend the rules of Space-tide and speak this beautiful language. Oh, it was a tough job (okay, maybe not that tough) and the toughest part being the dictionary which led to an unusual amount of time spent on JSON. Yeah, that’s it I guess....
|
1793667257.3440378
|
1793753657.3440378
|
|
21308
|
NihonGo! by @Manenti | Stardance
|
Manenti
|
1
|
39.64
|
654
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T19:25:19Z", "hours": 39.0, "multiplier": 17.16, "payout": 654, "blessing": "neutral", "text": "NihonGo! I made NihonGo! , a full-stack Japanese learning platform for English speakers. It includes structured lessons, interactive exercises, progress tracking, authentication, and a flashcard system where users can create decks, add cards, and practice vocabulary or writing systems like hiragana, katakana, and kanji. The most challenging part was connecting all the pieces together into a real deployed app: the React frontend, Express backend, PostgreSQL database, migrations, seed data, authentication, CORS, rate limits, and Render deployment. I also had to think carefully about how learners move through the app, so it feels like a study tool instead of just a collection of pages. I’m proud that NihonGo! is not only a UI mockup, but a working full-stack project with user accounts, saved progress, lessons, exercises, and flashcards. I’m also proud of improving the project structure, documentation, deployment setup, and overall polish so it feels more complete and usable. To test the project, create a new account or log in, then explore the dashboard, modules, lessons, trainer, and flashcards pages. The app may take a few seconds to respond the first time because the backend is hosted on Render’s free tier and can spin down when inactive.", "repo": "https://github.com/noname697/NihonGo", "demo": "https://nihon-go-jp.vercel.app"}]...
|
[{"post_id": 27337, "ts": "202 [{"post_id": 27337, "ts": "2026-07-12T20:30:08Z", "hours": 0.64, "text": "Devlog: Fixing the Deployment After submitting NihonGo!, I found out that Render was not an accepted deployment option for this project. I also realized that Render’s free tier can put services to sleep after periods of inactivity, which is not ideal for a project that reviewers and users need to test reliably. To fix this, I migrated the deployment away from Render: Moved the frontend deployment to Vercel Moved the backend API deployment to Vercel Switched the production database to Neon PostgreSQL Updated the frontend environment variable to point to the new Vercel backend Updated the backend CORS settings to allow the new Vercel frontend URL Fixed the backend serverless deployment configuration for Vercel Added the PostgreSQL dialect module explicitly so Sequelize works correctly in Vercel’s serverless environment Re-ran the production migrations and seeders on the new database Tested account registration and the main app flow again after the migration The main reason for this change was reliability. Since Render can make free services inactive when there is no traffic for a while, the app could appear broken or slow when someone tries to test it later. Moving the app to Vercel and Neon makes the project easier to access, test, and review. The new deployment is now working correctly, with the frontend, backend, database, authentication, and CORS all connected again."}, {"post_id": 26768, "ts": "2026-07-11T19:17:43Z", "hours": 2.5694, "text": "Since the last devlog, I focused on preparing NihonGo! for a more complete public release. I expanded the learning content with new seeders for more hiragana, katakana, N5 kanji, and beginner lessons covering particles like を , に , の , questions with か , and polite ます verbs. I also added backend tests with Jest and Supertest to validate the API health check, protected dashboard routes, and unknown route handling. On the frontend, I repolished the landing page to better present the app as a full Japanese learning platform, with clearer calls to action, feature highlights, preview stats, and a stronger visual identity. I also added a custom favicon and included a preview GIF so the project feels more complete and presentable from the first visit. Finally, I prepared the project for deployment: I configured the backend for production PostgreSQL over SSL, added the proper start/test scripts and dependencies, consolidated the documentation into a full project README, and published the live demo on Render at nihongo-udug.onrender.com . With this, NihonGo! now has content, documentation, tests, production configuration, and a working public deployment."}, {"post_id": 26265, "ts": "2026-07-10T23:16:21Z", "hours": 4.7308, "text": "Since the last devlog, I focused on making the dashboard more complete and data-driven. On the backend, I refactored the dashboard service and presenter, expanded the statistics service to return quick stats, daily goal progress, and recent activity, adjusted progress handling, added a migration for renamed character progress columns, cleaned up unused code, and updated the API docs. On the frontend, I connected the new dashboard data to polished cards for Daily Goal, Recent Activity, Recommended Lessons, and Quick Stats. I also improved module/exercise UI details, cleaned up duplicated or unused components, fixed naming and lint issues, and made small page-level adjustments across the app. I also expanded the Flashcards feature into a fuller management flow: fetching deck details, editing and deleting decks, editing and deleting cards, refreshing due cards and progress after actions, and resolving warnings around the page state. This makes flashcards feel much closer to a complete study tool rather than just a basic review screen."}, {"post_id": 25079, "ts": "2026-07-09T01:35:53Z", "hours": 5.7917, "text": "Today I expanded NihonGo with new learning flows for practice and review. On the backend, I added the dashboard recommendation feature, connecting lesson progress, quick stats, and recommendations so users can continue unfinished lessons or start the next suggested lesson. On the frontend, I improved the Dashboard with modular cards for continuing learning, daily goals, recent activity, recommendations, and quick stats. I also built the Kana/Kanji Trainer page with filters, progress tracking, random practice, answer submission, and instant feedback. I also implemented the Flashcards experience, including deck creation, card creation, due-card review, answer reveal, and progress tracking. Finally, I cleaned up page exports/routes and fixed integration bugs across auth, exercises, module details, and flashcard behavior."}, {"post_id": 23838, "ts": "2026-07-07T00:42:42Z", "hours": 3.1194, "text": "Since the last update, I shifted the backend toward a clearer screen-driven architecture by introducing dedicated screen services and presenters. This included the first lesson screen flow, with a new lesson endpoint and controller designed to return lesson content in a frontend-friendly shape. I also prepared the presentation layer to merge lesson data with user progress details, setting up cleaner contracts between API and UI. I then expanded the dashboard API with a v2 response format focused on frontend consumption. The dashboard service now aggregates the user’s latest studied lesson plus quick stats in one place, and maps them into a structured payload for cards like Continue Learning, Lessons Completed, Exercise Accuracy, Characters Mastered, and Flashcards Reviewed. This makes the home experience more actionable and reduces data assembly work on the client side. To support this, I improved backend organization by separating domain services from screen services and updating controllers to use the new structure. I also added supporting progress/statistics functions to centralize calculations and keep business logic out of route handlers. Overall, this sprint was about making the backend more scalable, consistent, and aligned with the next frontend iterations."}, {"post_id": 21876, "ts": "2026-07-04T01:29:52Z", "hours": 2.8131, "text": "Since the last update, I pushed NihonGo! into the actual learning flow instead of just the dashboard. The modules page now pulls real progress data from the backend and presents each JLPT module as a clickable card, with loading, error, and empty states to make the experience feel complete and stable. I also added dedicated module and lesson detail pages. Module pages now show overall completion and the full list of lessons, while lesson pages display the explanation content together with exercise previews, making the study journey feel much more structured. To keep everything consistent, I introduced reusable UI pieces like page headers, badges, empty states, and lesson/exercise cards."}, {"post_id": 21666, "ts": "2026-07-03T19:03:29Z", "hours": 2.4261, "text": "I moved the front-end from setup mode into a real product experience by building the first complete dashboard screen for NihonGo! . The dashboard now loads live summary data from the API , greets the user, shows their current study progress, and highlights what they should continue next. I also added proper loading and error states so the page feels stable instead of empty. To support that, I created a small set of reusable UI pieces like cards , stat blocks , and a progress bar , which made the interface much easier to structure and keep consistent. With that in place, the front-end now feels like the beginning of a full learning platform instead of just a shell around the authentication flow."}, {"post_id": 20419, "ts": "2026-07-02T00:41:54Z", "hours": 3.1839, "text": "I started turning NihonGo! into a real frontend app by setting up the main routing structure and global providers for authentication and theme control. That gave the project a proper foundation, with protected routes for the learning area and a shared app layout that keeps navigation consistent across the site. From there, I built the first visible pieces of the interface: a landing page, a styled auth layout, and a functional login screen. I also added reusable form components, API error handling, and session logic so the frontend can talk to the backend, keep users logged in, and send them to the dashboard when authentication succeeds."}, {"post_id": 18824, "ts": "2026-06-30T00:57:08Z", "hours": 1.8339, "text": "Since the last update, I worked on the backend’s security and request-handling layer. I added validation schemas with Zod across the main routes, including auth, progress, trainer, and flashcards, so the API now validates params, query strings, and request bodies more consistently. I also improved the app structure with a rate limiter, a not-found middleware, and stronger error handling for validation and database issues. On top of that, I added CORS configuration and request logging with Morgan in development. This was also my first time using both Zod and Morgan , so this update was useful for learning how to structure validation and logging in a more organized way."}, {"post_id": 18589, "ts": "2026-06-29T19:39:02Z", "hours": 2.5708, "text": "Since the last update, I added a dashboard layer that brings together the main learning data in one place. The backend now exposes a dashboard summary route that aggregates progress across lessons, exercises, trainer characters, and flashcards, along with recent activity for each area. I also kept improving the flashcards flow by fixing the due-cards logic and adding example flashcard seed data. The app now includes the new dashboard routes, so the API is starting to feel more complete and connected across all study features."}, {"post_id": 17799, "ts": "2026-06-28T18:44:40Z", "hours": 2.0806, "text": "Since the last update, I implemented a complete Flashcards module end-to-end. This included new database migrations and models for decks, cards, and card reviews, plus the associations needed to connect users, decks, and review history. I also finished the full MVC flow for flashcards: Deck management ( create , list , view , update , delete ). Card management inside decks ( create , update , delete ). Review flow with due cards and answer submission. Review progress endpoint for tracking performance over time. On the logic side, I added mastery score calculation and a spaced-review style due-date strategy based on correct and wrong attempts. I also fixed integration issues from this cycle, including model naming, async promise handling, and boolean behavior in requests."}, {"post_id": 16609, "ts": "2026-06-27T00:43:37Z", "hours": 2.2261, "text": "Since the last devlog, I added the trainer system for study characters. The backend now supports listing characters, fetching random practice sets, submitting character answers, and tracking each user’s trainer progress . I also seeded the first batch of hiragana , katakana , and a few kanji so the trainer has real content to work with. On top of that, I wired the new trainer and progress routes into the app and fixed a few implementation issues around model names, async handling, and boolean values."}, {"post_id": 15208, "ts": "2026-06-24T18:32:51Z", "hours": 1.7694, "text": "Since the last devlog, I added the first version of the progress layer for users. The new service now tracks exercise submissions, lesson progress, and module progress, so the backend can calculate completion and score instead of only serving content. I also adjusted the models and associations to support that progress data, and fixed some import/export and naming issues along the way. The app is moving from content delivery to actual study tracking, which is the main step forward in this update."}, {"post_id": 13306, "ts": "2026-06-21T19:43:49Z", "hours": 1.1961, "text": "Since the last update, I finished the first full content layer of the backend. I added a content service that can fetch modules, individual modules with their lessons, lessons with their parent module, and lesson exercises with answer options. This turned the database schema into something the API can actually serve. I also created the content controller and routes, then mounted them in the main app under /api/content . At the same time, I added an initial content seeder to populate the database with JLPT module data, lessons, exercises, and multiple-choice options so the API has real content to work with right away. After that, I fixed a few integration issues, including import/export problems and some attribute name typos, so the content queries and models line up correctly. The backend is now in a much better state: authentication is in place, content endpoints are wired, and the database can be seeded with starter learning material."}, {"post_id": 12812, "ts": "2026-06-20T23:34:58Z", "hours": 0.7633, "text": "Since the last update, I expanded the backend schema beyond authentication and started modeling the learning content structure of NihonGo. I added the core Sequelize models for course modules, lessons, exercises, and exercise options, along with the relationships between them so the content can be loaded in a structured way. The project now supports a full content hierarchy: modules contain lessons, lessons contain exercises, and exercises can contain multiple answer options. I also kept the user model in place for authentication, with roles already prepared for future access control. On the database side, I created and ran the migrations needed to make these tables available in PostgreSQL. The schema is now in a usable state for starting content seeding and API endpoints for lessons and exercises."}, {"post_id": 12764, "ts": "2026-06-20T21:30:02Z", "hours": 0.8664, "text": "Since the last update, I focused on turning the backend into a real authentication API . I created the User model and its migration, then added the auth service layer to handle registration and login logic. I also built a token utility with JWT so authenticated users can receive access tokens after signing in. On top of that, I added an auth controller, auth routes, and a global error middleware to keep the API responses consistent. The main app was updated to use the new auth routes and the error handler, and the Sequelize setup was adjusted to load the shared config correctly."}, {"post_id": 12739, "ts": "2026-06-20T20:34:15Z", "hours": 1.0964, "text": "Set up the backend project and installed the dependencies. Added the main scripts for development, start, migrations, and seeders with sequelize-CLI. Built the Express app with cors , helmet , and JSON parsing enabled. Configured the server entry point to load environment variables and start the app on the chosen port. Created environment-based database configuration for development, test, and production. Adjusted Sequelize paths so the CLI can find the config, models, migrations, and seeders correctly."}]...
|
Title: NihonGo! by @Manenti | Stardance
Devlogs:
Title: NihonGo! by @Manenti | Stardance
Devlogs:
Set up the backend project and installed the dependencies. Added the main scripts for development, start, migrations, and seeders with sequelize-CLI. Built the Express app with cors , helmet , and JSON parsing enabled. Configured the server entry point to load environment variables and start the app on the chosen port. Created environment-based database configuration for development, test, and production. Adjusted Sequelize paths so the CLI can find the config, models, migrations, and seeders correctly.
Since the last update, I focused on turning the backend into a real authentication API . I created the User model and its migration, then added the auth service layer to handle registration and login logic. I also built a token utility with JWT so authenticated users can receive access tokens after signing in. On top of that, I added an auth controller, auth routes, and a global error middleware to keep the API responses consistent. The main app was updated to use the new auth routes and the error handler, and the Sequelize setup was adjusted to load the shared config correctly.
Since the last update, I expanded the backend schema beyond authentication and started modeling the learning content structure of NihonGo. I added the core Sequelize models for course modules, lessons, exercises, and exercise options, along with the relationships between them so the content can be loaded in a structured way. The project now supports a full content hierarchy: modules contain lessons, lessons contain exercises, and exercises can contain multiple answer options. I also kept the user model in place for authentication, with roles already prepared for future access control. On the database side, I created and ran the migrations needed to make these tables available in PostgreSQL. The schema is now in a usable state for starting content seeding and API endpoints for lessons and exercises.
Since the last update, I finished the first full content layer of the backend. I added a content service that can fetch modules, individual modules with their lessons, lessons with their parent module, and lesson exercises with answer options. This turned the database schema into something the API can actually serve. I also created the content controller and routes, then mounted them in the main app under /api/content . At the same time, I added an initial content seeder to populate the database with JLPT module data, lessons, exercises, and multiple-choice options so the API has real content to work with right away. After that, I fixed a few integration issues, including import/export problems and some attribute name typos, so the content queries and models line up correctly. The backend is now in a much better state: authentication is in place, content endpoints are wired, and the database can be seeded with starter learning material.
Since the last devlog, I added the first version of the progress layer for users. The new service now tracks exercise submissions, lesson progress, and module progress, so the backend can calculate completion and score instead of only serving content. I also adjusted the models and associations to support that progress data, and fixed some import/export and naming issues along the way. The app is moving from content delivery to actual study tracking, which is the main step forward in this update.
Since the last devlog, I added the trainer system for study characters. The backend now supports listing characters, fetching random practice sets, submitting character answers, and tracking each user’s trainer progress . I also seeded the first batch of hiragana , katakana , and a few kanji so the trainer has real content to work with. On top of that, I wired the new trainer and progress routes into the app and fixed a few implementation issues around model names, async handling, and boolean values.
Since the last update, I implemented a complete Flashcards module end-to-end. This included new database migrations and models for decks, cards, and card reviews, plus the associations needed to connect users, decks, and review history. I also finished the full MVC flow for flashcards: Deck management ( create , list , view , update , delete ). Card management inside decks ( create , update , delete ). Review flow with due cards and answer submission. Review progress endpoint for tracking performance over time. On the logic side, I added mastery score calculation and a spaced-review style due-date strategy based on correct and wrong attempts. I also fixed integration issues from this cycle, including model naming, async promise handling, and boolean behavior in requests.
Since the last update, I added a dashboard layer that brings together the main learning data in one place. The backend now exposes a dashboard summary route that aggregates progress across lessons, exercises, trainer characters, and flashcards, along with recent activity for each area. I also kept improving the flashcards flow by fixing the due-cards logic and adding example flashcard seed data. The app now includes the new dashboard routes, so the API is starting to feel more complete and connected across all study features.
Since the last update, I worked on the backend’s security and request-handling layer. I added validation schemas with Zod across the main routes, including auth, progress, trainer, and flashcards, so the API now validates params, query strings, and request bodies more consistently. I also improved the app structure with a rate limiter, a not-found middleware, and stronger error handling for validation and database issues. On top of that, I added CORS configuration and request logging with Morgan in development. This was also my first time using both Zod and Morgan , so this update was useful for learning how to structure validation and logging in a more organized way.
I started turning NihonGo! into a real frontend app by setting up the main routing structure and global providers for authentication and theme control. That gave the project a proper foundation, with protected routes for the learning area and a shared app layout that keeps navigation consistent across the site. From there, I built the first visible pieces of the interface: a landing page, a styled auth layout, and a functional login screen. I also added reusable form components, API error handling, and session logic so the frontend can talk to the backend, keep users logged in, and send them to the dashboard when authentication succeeds.
I moved the front-end from setup mode into a real product experience by building the first complete dashboard screen for NihonGo! . The dashboard now loads live summary data from the API , greets the user, shows their current study progress, and highlights what they should continue next. I also added proper loading and error states so the page feels stable instead of empty. To support that, I created a small set of reusable UI pieces like cards , stat blocks , and a progress bar , which made the interface much easier to structure and keep consistent. With that in place, the front-end now feels like the beginning of a full learning platform instead of just a shell around the authentication flow.
Since the last update, I pushed NihonGo! into the actual learning flow instead of just the dashboard. The modules page now pulls real progress data from the backend and presents each JLPT module as a clickable card, with loading, error, and empty states to make the experience feel complete and stable. I also added dedicated module and lesson detail pages. Module pages now show overall completion and the full list of lessons, while lesson pages display the explanation content together with exercise previews, making the study journey feel much more structured. To keep everything consistent, I introduced reusable UI pieces like page headers, badges, empty states, and lesson/exercise cards.
Since the last update, I shifted the backend toward a clearer screen-driven architecture by introducing dedicated screen services and presenters. This included the first lesson screen flow, with a new lesson endpoint and controller designed to return lesson content in a frontend-friendly shape. I also prepared the presentation layer to merge lesson data with user progress details, setting up cleaner contracts between API and UI. I then expanded the dashboard API with a v2 response format focused on frontend consumption. The dashboard service now aggregates the user’s latest studied lesson plus quick stats in one place, and maps them into a structured payload for cards like Continue Learning, Lessons Completed, Exercise Accuracy, Characters Mastered, and Flashcards Reviewed. This makes the home experience more actionable and reduces data assembly work on the client side. To support this, I improved backend organization by separating domain services from screen services and updating controllers to use the new structure. I also added supporting progress/statistics functions to centralize calculations and keep business logic out of route handlers. Overall, this sprint was about making the backend more scalable, consistent, and aligned with the next frontend iterations.
Today I expanded NihonGo with new learning flows for practice and review. On the backend, I added the dashboard recommendation feature, connecting lesson progress, quick stats, and recommendations so users can continue unfinished lessons or start the next suggested lesson. On the frontend, I improved the Dashboard with modular cards for continuing learning, daily goals, recent activity, recommendations, and quick stats. I also built the Kana/Kanji Trainer page with filters, progress tracking, random practice, answer submission, and instant feedback. I also implemented the Flashcards experience, including deck creation, card creation, due-card review, answer reveal, and progress tracking. Finally, I cleaned up page exports/routes and fixed integration bugs across auth, exercises, module details, and flashcard behavior.
Since the last devlog, I focused on making the dashboard more complete and data-driven. On the backend, I refactored the dashboard service and presenter, expanded the statistics service to return quick stats, daily goal progress, and recent activity, adjusted progress handling, added a migration for renamed character progress columns, cleaned up unused code, and updated the API docs. On the frontend, I connected the new dashboard data to polished cards for Daily Goal, Recent Activity, Recommended Lessons, and Quick Stats. I also improved module/exercise UI details, cleaned up duplicated or unused components, fixed naming and lint issues, and made small page-level adjustments across the app. I also expanded the Flashcards feature into a fuller management flow: fetching deck details, editing and deleting decks, editing and deleting cards, refreshing due cards and progress after actions, and resolving warnings around the page state. This makes flashcards feel much closer to a complete study tool rather than just a basic review screen.
Since the last devlog, I focused on preparing NihonGo! for a more complete public release. I expanded the learning content with new seeders for more hiragana, katakana, N5 kanji, and beginner lessons covering particles like を , に , の , questions with か , and polite ます verbs. I also added backend tests with Jest and Supertest to validate the API health check, protected dashboard routes, and unknown route handling. On the frontend, I repolished the landing page to better present the app as a full Japanese learning platform, with clearer calls to action, feature highlights, preview stats, and a stronger visual identity. I also added a custom favicon and included a preview GIF so the project feels more complete and presentable from the first visit. Finally, I prepared the project for deployment: I configured the backend for production PostgreSQL over SSL, added the proper start/test scripts and dependencies, consolidated the documentation into a full project README, and published the live demo on Render at nihongo-udug.onrender.com . With this, NihonGo! now has content, documentation, tests, production configuration, and a working public deployment.
Devlog: Fixing the Deployment After submitting NihonGo!, I found out that Render was not an accepted deployment option for this project. I also realized that Render’s free tier can put services to sleep after periods of inactivity, which is not ideal for a project that reviewers and users need to test reliably. To fix this, I migrated the deployment away from Render: Moved the frontend deployment to Vercel Moved the backend API deployment to Vercel Switched the production database to Neon PostgreSQL Updated the frontend environment variable to point to the new Vercel backend Updated the backend CORS settings to allow the new Vercel frontend URL Fixed the backend serverless deployment configuration for Vercel Added the PostgreSQL dialect module explicitly so Sequelize works correctly in Vercel’s serverless environment Re-ran the production migrations and seeders on the new database Tested account registration and the main app flow again after the migration The main reason for this change was reliability. Since Render can make free services inactive when there is no traffic for a while, the app could appear broken or slow when someone tries to test it later. Moving the app to Vercel and Neon makes the project easier to access, test, and review. The new deployment is now working correctly, with the frontend, backend, database, authentication, and CORS all connected again.
Ships:
NihonGo! I made NihonGo! , a full-stack Japanese learning platform for English speakers. It includes structured lessons, interactive exercises, progress tracking, authentication, and a flashcard system where users can create decks, add cards, and practice vocabulary or writing systems like hiragana, katakana, and kanji. The most challenging part was connecting all the pieces together into a real deployed app: the React frontend, Express backend, PostgreSQL database, migrations, seed data, authentication, CORS, rate limits, and Render deployment. I also had to think carefully about how learners move through the app, so it feels like a study tool instead of just a collection of pages. I’m proud that NihonGo! is not only a UI mockup, but a working full-stack project with user accounts, saved progress, lessons, exercises, and flashcards. I’m also proud of improving the project structure, documentation, deployment setup, and overall polish so it feels more complete and usable. To test the project, create a new account or log in, then explore the dashboard, modules, lessons, trainer, and flashcards pages. The app may take a few seconds to respond the first time because the backend is hosted on Render’s free tier and can spin down when inactive....
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1793667256.071612
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1793753656.071612
|
|
21264
|
Cheap Cinema Camera by @JOAJoel | Stardance
|
JOAJoel
|
0
|
1.88
|
0
|
[]
|
[{"post_id": 16651, "ts": "202 [{"post_id": 16651, "ts": "2026-06-27T02:24:35Z", "hours": 1.8828, "text": "What I did today: I made the user interface layout using Tkinter (python). I used boolean logic to flip the camera between recording or not recording. Next steps: Move code to Raspberry Pi(physical buttons) Get a touch screen(if possible), lens, buck converter, and battery. Remember to buy an adapter 🤦🏾♂️"}]...
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Title: Cheap Cinema Camera by @JOAJoel | Stardance Title: Cheap Cinema Camera by @JOAJoel | Stardance
Devlogs:
What I did today: I made the user interface layout using Tkinter (python). I used boolean logic to flip the camera between recording or not recording. Next steps: Move code to Raspberry Pi(physical buttons) Get a touch screen(if possible), lens, buck converter, and battery. Remember to buy an adapter 🤦🏾♂️...
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1793148855.9820113
|
1793753655.9820113
|
|
22367
|
Balance by @EggDogs | Stardance
|
EggDogs
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Balance by @EggDogs | Stardance
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1793148855.1128078
|
1793753655.1128078
|
|
2056
|
Castle Game by @Script | Stardance
|
Script
|
1
|
33.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T17:42:10Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first Godot game. Play as a “knight” and fight enemies, harvest resources, and forge tools and weapons. Doesn’t really have a gameplay loop. Kinda just what I’m making to learn Godot. After a couple weeks of working on the game, it’s finally done. All mechanics are fully functional, and there aren’t any huge bugs that I’ve noticed. Make sure to check out the README before you play or if you can’t figure out what’s going on.", "repo": "https://github.com/Zicawoomps/castle-game", "demo": "https://zicawoomps.itch.io/castle-game"}]...
|
[{"post_id": 24864, "ts": "202 [{"post_id": 24864, "ts": "2026-07-08T18:31:35Z", "hours": 1.5467, "text": "Item dropping, a death screen, and ysort have been added… not sure why they werent in the game to begin with"}, {"post_id": 21518, "ts": "2026-07-03T15:02:37Z", "hours": 4.9064, "text": "I added crafting ! I thought it would only take me an hour, maybe 2, but I ended up spending 5 hours implementing it and debugging it (debugging it took at least 2 hours) There was an issue where the menu wouldn’t place the text and buttons properly if you crafted an item, left the room, and came back and tried to craft another item. After nearly half an hour of trying to figure it out, I realized I only needed to move a single variable. Now I just need to ship the project"}, {"post_id": 20266, "ts": "2026-07-01T20:21:51Z", "hours": 4.2094, "text": "I finally added the enemy. I decided on a skeleton because it would be easy to make sprites for. It doesn’t have animations and I may or may not get around to adding them. Next I will be adding more inventory slots (9 instead of 5) and a crafting system, and that should put this project in a state where it can be shipped"}, {"post_id": 16354, "ts": "2026-06-26T16:37:44Z", "hours": 4.2681, "text": "The ladder in Room 2 finally goes somewhere! Introducing the cave, where you can mine iron and diamond ore. They will eventually be used to craft different items. It took me a hot minute to debug the door transitions. I originally had the room transitions using PackedScenes added through an export variable, but Godot said “nuh uh” when I wanted to make back and forth room transitions. I had to switch to using an export var that accepted scene file paths."}, {"post_id": 14754, "ts": "2026-06-23T23:34:17Z", "hours": 2.1889, "text": "I added the training dummy!!"}, {"post_id": 13919, "ts": "2026-06-22T20:31:29Z", "hours": 8.7997, "text": "Devlog 2 Even after making a note to myself to post devlogs more often, I managed to log an hour more here than in my previous devlog. I’ve added a hotbar, actual player sprites, and a toy sword (yes, the player has pizza on their head)"}, {"post_id": 7604, "ts": "2026-06-12T18:28:53Z", "hours": 7.6778, "text": "I know its not much (especially for nearly 8 hours of work, but I guess its nice for my first time using Godot), but I’m proud of what I’ve make so far. I have stand in player sprites and animations, a rudimentary tileset and room switching. The only room not fully shown is a long hallway that extends up, and I should specify that the image below is a compilation of screenshots, but you probably figured that out. I plan on adding enemies to the tall room, a cave down the ladder in the center room, and a crafting system which can be accessed in the room on the right."}]...
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Title: Castle Game by @Script | Stardance
Devlogs Title: Castle Game by @Script | Stardance
Devlogs:
I know its not much (especially for nearly 8 hours of work, but I guess its nice for my first time using Godot), but I’m proud of what I’ve make so far. I have stand in player sprites and animations, a rudimentary tileset and room switching. The only room not fully shown is a long hallway that extends up, and I should specify that the image below is a compilation of screenshots, but you probably figured that out. I plan on adding enemies to the tall room, a cave down the ladder in the center room, and a crafting system which can be accessed in the room on the right.
Devlog 2 Even after making a note to myself to post devlogs more often, I managed to log an hour more here than in my previous devlog. I’ve added a hotbar, actual player sprites, and a toy sword (yes, the player has pizza on their head)
I added the training dummy!!
The ladder in Room 2 finally goes somewhere! Introducing the cave, where you can mine iron and diamond ore. They will eventually be used to craft different items. It took me a hot minute to debug the door transitions. I originally had the room transitions using PackedScenes added through an export variable, but Godot said “nuh uh” when I wanted to make back and forth room transitions. I had to switch to using an export var that accepted scene file paths.
I finally added the enemy. I decided on a skeleton because it would be easy to make sprites for. It doesn’t have animations and I may or may not get around to adding them. Next I will be adding more inventory slots (9 instead of 5) and a crafting system, and that should put this project in a state where it can be shipped
I added crafting ! I thought it would only take me an hour, maybe 2, but I ended up spending 5 hours implementing it and debugging it (debugging it took at least 2 hours) There was an issue where the menu wouldn’t place the text and buttons properly if you crafted an item, left the room, and came back and tried to craft another item. After nearly half an hour of trying to figure it out, I realized I only needed to move a single variable. Now I just need to ship the project
Item dropping, a death screen, and ysort have been added… not sure why they werent in the game to begin with
Ships:
My first Godot game. Play as a “knight” and fight enemies, harvest resources, and forge tools and weapons. Doesn’t really have a gameplay loop. Kinda just what I’m making to learn Godot. After a couple weeks of working on the game, it’s finally done. All mechanics are fully functional, and there aren’t any huge bugs that I’ve noticed. Make sure to check out the README before you play or if you can’t figure out what’s going on....
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1793667254.059034
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1793753654.059034
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2914
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wireless keyboard by @Abhay | Stardance
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Abhay
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0
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0.0
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0
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[]
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Title: wireless keyboard by @Abhay | Stardance
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1793148851.356538
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1793753651.356538
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19487
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FRC Java Explained by @Talin | Stardance
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Talin
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T03:06:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!", "repo": "https://github.com/Talin-p/FRC-Java-Explained", "demo": "https://talin-p.github.io/FRC-Java-Explained/"}]...
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[{"post_id": 16668, "ts": "202 [{"post_id": 16668, "ts": "2026-06-27T03:01:46Z", "hours": 0.2792, "text": "Fixed the Quizzes!!!"}, {"post_id": 14515, "ts": "2026-06-23T17:36:43Z", "hours": 0.3114, "text": "Finally got the project uploaded :)"}]...
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Title: FRC Java Explained by @Talin | Stardance
D Title: FRC Java Explained by @Talin | Stardance
Devlogs:
Finally got the project uploaded :)
Fixed the Quizzes!!!
Ships:
Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!...
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1793667251.1142485
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1793753651.1142485
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