|
69596
|
Aakriti Portfolio by @Ankit_7 | Stardance
|
Ankit_7
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T07:26:53Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have make a Portfolio webpage for a content creator of Nepal. I face a bug and in order to fix that it look me some time. I am proud that , I have been able to make this website , debug the errors. To test this I have provided you a link of webpage/demo url . Just click on the url and you will be able to see the webpage. Or simply paste this url : https://ankit-dev-7.github.io/Aakriti_Portfolio/", "repo": "https://github.com/Ankit-dev-7/Aakriti_Portfolio", "demo": "https://ankit-dev-7.github.io/Aakriti_Portfolio/"}]...
|
[{"post_id": 79727, "ts": "202 [{"post_id": 79727, "ts": "2026-10-15T07:18:14Z", "hours": 6.3222, "text": "A Portfolio for a content creator of Nepal"}]...
|
Title: Aakriti Portfolio by @Ankit_7 | Stardance
Title: Aakriti Portfolio by @Ankit_7 | Stardance
Devlogs:
A Portfolio for a content creator of Nepal
Ships:
I have make a Portfolio webpage for a content creator of Nepal. I face a bug and in order to fix that it look me some time. I am proud that , I have been able to make this website , debug the errors. To test this I have provided you a link of webpage/demo url . Just click on the url and you will be able to see the webpage. Or simply paste this url : https://ankit-dev-7.github.io/Aakriti_Portfolio/...
|
1793155844.8012671
|
1793242244.8012671
|
|
50610
|
Hackpad by @Pery | Stardance
|
Pery
|
0
|
6.64
|
0
|
[]
|
[{"post_id": 54770, "ts": "202 [{"post_id": 54770, "ts": "2026-08-25T21:33:07Z", "hours": 1.5136, "text": "devlog 5# Frimware finally done. if i forgot something i will RESTART EVERYTHING."}, {"post_id": 54140, "ts": "2026-08-24T23:33:52Z", "hours": 2.2694, "text": "devlog 4# Made the case by myself now. I NEED TO MAKE THE FRIMWARE AND I DONT KNOW HOW TO MAKE ONE AHHHHHHHHHHHHHHHHHH"}, {"post_id": 52313, "ts": "2026-08-22T13:01:22Z", "hours": 0.8131, "text": "devlog 3# With the help of AI. ive finally have a case for this."}, {"post_id": 49964, "ts": "2026-08-18T23:23:25Z", "hours": 1.3906, "text": "Devlog 2# Finally designed the PCB, i think it needs a display too, if it does MORE SUFFERING. anyway, ive connected the rows and columns to the micro controller AND IM GOING TO SLEEP CUZ ITS 2:22 AM. ITS ANNOYING (in fun way ngl)"}, {"post_id": 49808, "ts": "2026-08-18T19:09:15Z", "hours": 0.65, "text": "Devlog 1# First time doing hardware project. i was thinking that it will be easy. it took me 30 rewinds to a tutorial how to do this"}]...
|
Title: Hackpad by @Pery | Stardance
Devlogs:
Devl Title: Hackpad by @Pery | Stardance
Devlogs:
Devlog 1# First time doing hardware project. i was thinking that it will be easy. it took me 30 rewinds to a tutorial how to do this
Devlog 2# Finally designed the PCB, i think it needs a display too, if it does MORE SUFFERING. anyway, ive connected the rows and columns to the micro controller AND IM GOING TO SLEEP CUZ ITS 2:22 AM. ITS ANNOYING (in fun way ngl)
devlog 3# With the help of AI. ive finally have a case for this.
devlog 4# Made the case by myself now. I NEED TO MAKE THE FRIMWARE AND I DONT KNOW HOW TO MAKE ONE AHHHHHHHHHHHHHHHHHH
devlog 5# Frimware finally done. if i forgot something i will RESTART EVERYTHING....
|
1792637443.7705345
|
1793242243.7705345
|
|
68067
|
dropbin by @nishank | Stardance
|
nishank
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T17:03:42Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have made a small clipboard of sort where a person can paste their files and send it over the internet with the help of a code", "repo": "https://github.com/Devnish0/dropbin", "demo": "https://dropbin.vercel.app/"}]...
|
[{"post_id": 79355, "ts": "202 [{"post_id": 79355, "ts": "2026-10-13T16:49:59Z", "hours": 1.0842, "text": "completed the frontend"}, {"post_id": 79185, "ts": "2026-10-12T22:56:25Z", "hours": 5.5033, "text": "made the frontend"}, {"post_id": 77927, "ts": "2026-10-08T20:12:58Z", "hours": 4.3019, "text": "completed the drop route"}, {"post_id": 76988, "ts": "2026-10-05T08:22:49Z", "hours": 1.3953, "text": "initialised project with drizzle orm and postgresql"}]...
|
Title: dropbin by @nishank | Stardance
Devlogs:
i Title: dropbin by @nishank | Stardance
Devlogs:
initialised project with drizzle orm and postgresql
completed the drop route
made the frontend
completed the frontend
Ships:
i have made a small clipboard of sort where a person can paste their files and send it over the internet with the help of a code...
|
1793155843.0124943
|
1793242243.0124943
|
|
50609
|
3d printer by @driss | Stardance
|
driss
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3d printer by @driss | Stardance
|
1792637442.931513
|
1793242242.931513
|
|
50608
|
Super Interesting Macro Pad by @josephredman | Sta Super Interesting Macro Pad by @josephredman | Stardance...
|
josephredman
|
0
|
5.38
|
0
|
[]
|
[{"post_id": 61331, "ts": "202 [{"post_id": 61331, "ts": "2026-09-04T06:05:24Z", "hours": 2.6003, "text": "I have decided to redesign my macropad because I feel that the original design was becoming too complicated. Looking back, I think I fell into the issue of scope creep, where I kept adding more features without considering how this would affect the overall complexity of the product. The redesigned macropad will be powered by an ESP32-S3-WROOM-1, which I have chosen because it is easy to design around and provides enough capability for the features I want to include. The new design will have 9 buttons instead of 16, as I found that the 4×4 button layout was too large in the hand and required more thought about where to press. I believe that a 3×3 arrangement provides a better balance between the number of controls, size and usability, making the product more comfortable and intuitive to use. The macropad will also include an OLED display, which will be used to display useful information such as the current system volume, selected macro page or available system resources. A rotary encoder will allow the user to scroll through different pages of macros, allowing access to more functions without needing additional physical buttons. The slider will mainly be used to control system volume, providing a quick and intuitive way of adjusting it. I have also considered the manufacturing of the product. The new design has a smaller BOM, meaning there are fewer components to purchase, assemble and potentially replace. This should make the product easier to manufacture and update, as well as making it more suitable for mass production in the future. One of the main things I have learnt from developing the original design is that designing for manufacture is extremely important. A product can have lots of features, but if it is unnecessarily complicated to build, update or manufacture, the design is not as effective. This is something I will consider much more carefully throughout the development of this version. Overall, I am more confident in this new design and hope that I will be happier with the final product. I believe it is a more realistic and achievable design while still providing the functionality I want. My next step is to spend some time reviewing, completing and finalizing the schematics. Once I am happy with these, I will order the PCB and build the electronics. After testing the PCB and making sure everything works correctly, I will begin the CAD design for the case and continue developing the product through the design process."}, {"post_id": 49292, "ts": "2026-08-18T00:49:14Z", "hours": 2.7778, "text": "PCB design should be about done now. I am quite proud of how compact it all is relatively speaking. (super clever led placement if it works)"}]...
|
Title: Super Interesting Macro Pad by @josephredma Title: Super Interesting Macro Pad by @josephredman | Stardance
Devlogs:
PCB design should be about done now. I am quite proud of how compact it all is relatively speaking. (super clever led placement if it works)
I have decided to redesign my macropad because I feel that the original design was becoming too complicated. Looking back, I think I fell into the issue of scope creep, where I kept adding more features without considering how this would affect the overall complexity of the product. The redesigned macropad will be powered by an ESP32-S3-WROOM-1, which I have chosen because it is easy to design around and provides enough capability for the features I want to include. The new design will have 9 buttons instead of 16, as I found that the 4×4 button layout was too large in the hand and required more thought about where to press. I believe that a 3×3 arrangement provides a better balance between the number of controls, size and usability, making the product more comfortable and intuitive to use. The macropad will also include an OLED display, which will be used to display useful information such as the current system volume, selected macro page or available system resources. A rotary encoder will allow the user to scroll through different pages of macros, allowing access to more functions without needing additional physical buttons. The slider will mainly be used to control system volume, providing a quick and intuitive way of adjusting it. I have also considered the manufacturing of the product. The new design has a smaller BOM, meaning there are fewer components to purchase, assemble and potentially replace. This should make the product easier to manufacture and update, as well as making it more suitable for mass production in the future. One of the main things I have learnt from developing the original design is that designing for manufacture is extremely important. A product can have lots of features, but if it is unnecessarily complicated to build, update or manufacture, the design is not as effective. This is something I will consider much more carefully throughout the development of this version. Overall, I am more confident in this new design and hope that I will be happier with the final product. I believe it is a more realistic and achievable design while still providing the functionality I want. My next step is to spend some time reviewing, completing and finalizing the schematics. Once I am happy with these, I will order the PCB and build the electronics. After testing the PCB and making sure everything works correctly, I will begin the CAD design for the case and continue developing the product through the design process....
|
1792637442.072211
|
1793242242.072211
|
|
50606
|
My awesome macropad! by @PCGAMING | Stardance
|
PCGAMING
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @PCGAMING | Stardan Title: My awesome macropad! by @PCGAMING | Stardance...
|
1792637441.2260454
|
1793242241.2260454
|
|
68038
|
Solar System Explorer by @brlin888 | Stardance
|
brlin888
|
1
|
7.77
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:44:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!", "repo": "https://github.com/brlin888-create/SolarSystem", "demo": "https://brlin888-create.github.io/SolarSystem/"}]...
|
[{"post_id": 82162, "ts": "202 [{"post_id": 82162, "ts": "2026-10-24T04:41:01Z", "hours": 0.2786, "text": "Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!"}, {"post_id": 81154, "ts": "2026-10-20T04:02:11Z", "hours": 1.4944, "text": "Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!"}, {"post_id": 80570, "ts": "2026-10-18T05:38:57Z", "hours": 0.3333, "text": "Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!"}, {"post_id": 80474, "ts": "2026-10-17T19:33:40Z", "hours": 3.3383, "text": "Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!"}, {"post_id": 78461, "ts": "2026-10-10T20:58:48Z", "hours": 1.8503, "text": "Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation."}, {"post_id": 77216, "ts": "2026-10-06T04:00:25Z", "hours": 0.5456, "text": "Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual"}, {"post_id": 76940, "ts": "2026-10-05T04:36:39Z", "hours": 0.3092, "text": "Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation."}]...
|
Title: Solar System Explorer by @brlin888 | Starda Title: Solar System Explorer by @brlin888 | Stardance
Devlogs:
Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation.
Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual
Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation.
Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!
Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!
Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!
Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!
Ships:
Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!...
|
1793155840.9118247
|
1793242240.9118247
|
|
50605
|
My own site! by @Adele | Stardance
|
Adele
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Adele | Stardance
|
1792637440.1572826
|
1793242240.1572826
|
|
50604
|
Info stealer by @03Lc11 | Stardance
|
03Lc11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Info stealer by @03Lc11 | Stardance
|
1792637439.3229733
|
1793242239.3229733
|
|
67920
|
GitDpro's Amazing site by @GitDpro | Stardance
|
GitDpro
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T14:44:28Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website yay! The hardest part was learning some maths T_T I always wanted to create one so i finally made it! Things I learnt! I learnt Html, Css and JS framework ( Been like 3 years lol) How to use some cool maths to make some movement! How animation works I will continue to update it with more of my works in the future!", "repo": "https://github.com/GitDpro/portfolio", "demo": "https://gitdpro.github.io/portfolio/"}]...
|
[{"post_id": 79316, "ts": "202 [{"post_id": 79316, "ts": "2026-10-13T14:34:55Z", "hours": 2.7747, "text": "Devlog 2: Finally added interactive stars! I used a bunch of cool maths to simulate the movement of stars towards the pointer I added 4 sections To be added in future ( My other works)"}, {"post_id": 77582, "ts": "2026-10-07T15:23:31Z", "hours": 1.0492, "text": "Devlog 1: I started to make my own website! Added the core functionality - Header- Main- Footer Added basic navbar Added main parts and sections To be added soon are pictures, full skills, and projects."}]...
|
Title: GitDpro's Amazing site by @GitDpro | St Title: GitDpro's Amazing site by @GitDpro | Stardance
Devlogs:
Devlog 1: I started to make my own website! Added the core functionality - Header- Main- Footer Added basic navbar Added main parts and sections To be added soon are pictures, full skills, and projects.
Devlog 2: Finally added interactive stars! I used a bunch of cool maths to simulate the movement of stars towards the pointer I added 4 sections To be added in future ( My other works)
Ships:
I made my own personal website yay! The hardest part was learning some maths T_T I always wanted to create one so i finally made it! Things I learnt! I learnt Html, Css and JS framework ( Been like 3 years lol) How to use some cool maths to make some movement! How animation works I will continue to update it with more of my works in the future!...
|
1793155839.1317952
|
1793242239.1317952
|
|
67902
|
Refract by @mixidmb | Stardance
|
mixidmb
|
1
|
32.0
|
594
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T19:56:54Z", "hours": 32.0, "multiplier": 18.8, "payout": 594, "blessing": "neutral", "text": "Refract! Quest Games Translation Layer. Haii! I made a way to play Quest games like Batman, Iron Man VR and AC Nexus on PC, Or any PCVR headset. You can even play Resident Evil 4 now, which is one of the most requested one :P It runs on Windows or Linux. The Android Emulator on Windows is the most compatible one. Refract Native is also on Windows and runs the game’s ARM64 code directly on the CPU, so its faster but still experimental (While recording a demo i got a pink cube in AC nexus lol, but through android emulator works!). Linux uses waydroid that just shares kernel. It’s still experimental though, so not every game works yet. Here is a video of me yapping a ton about it, and showing some gameplay >_> https://youtu.be/OpW-374mX74", "repo": "https://github.com/MIXIDtheSilly/Refract", "demo": "https://github.com/MIXIDtheSilly/Refract/releases"}]...
|
[{"post_id": 81063, "ts": "202 [{"post_id": 81063, "ts": "2026-10-19T18:20:30Z", "hours": 6.1647, "text": "Bug fixes and compatibility Okay let’s start with the big things. Iron Man VR works and runs at 140+ fps. And one of the most requested games, Resident Evil 4, runs too! It’s at around 160+ fps. It uses the old VrApi, which now works (still experimental, and 32-bit games aren’t supported). Controller haptics, the Linux Android build tools fix (game imports work now), and viewer crash reporting also work. Crashes go to viewer.err with el reason."}, {"post_id": 80654, "ts": "2026-10-18T12:31:32Z", "hours": 8.0708, "text": "Its even faster now Since last devlog, I swapped default translation layer on linux to my optimized Digitalis, and from dynarmic to Digitalis on Refract Native (windows). AND DAMNN, no one can tell me dynarmic is faster lol, from 200 fps in one of the games to 300+. Batman also runs at 120+ Linux has a working launcher now, and windows got texture compression improvements (RIP Vram) Then there are a bunch of other fixes, like Meta audio SDK working on Linux, or /sdcard storage path now resolving properly. Oh and almost forgot, FINALLY OPTIMIZED THE MAIN THREAD! It can hit 100% now because of lighter code also being JIT. This was probably the last bottleneck."}, {"post_id": 79125, "ts": "2026-10-12T19:11:22Z", "hours": 9.4442, "text": "Refract without an emulator now hai again, so over the past week I worked on Linux support and Refract Native , now you can run Quest games directly (well, translation layer) on the CPU without using QEMU. Funny JIT floating point error lol, broke my friend’s rig apart. What about Linux progress? The games run great! I tried it on North Star and it’s hitting 80 fps, cuz as you probably know we also don’t have to emulate the kernel there as Linux and Android are basically the same thing. also I hit 12 issues on GitHub (help)"}, {"post_id": 77853, "ts": "2026-10-08T15:22:14Z", "hours": 7.9314, "text": "Haii! So some of you know i got banned for a while but i’m back! New Project Refract! (You can now play Meta Quest titles on PC & PCVR) Refract runs Quest games on a Windows PC (Linux support soon! ), and in a PC VR headset through SteamVR. The APK runs in Android on your machine, Refract gives it fake Quest calls, and the eye frames come back out to your headset. Refract is for games you own! credit required if you use the code :P It started as a fork of AXRB by Feline Reintgen (But now its using my code so ig we are superior lol), and the launcher’s Meta sign-in comes from RiftLift. Translator is Digitalis. Oh forgot to mention that i already worked on it for a while, but wasn’t able to track time because of the suspension. And here is my playing batman on it."}]...
|
Title: Refract by @mixidmb | Stardance
Devlogs:
H Title: Refract by @mixidmb | Stardance
Devlogs:
Haii! So some of you know i got banned for a while but i’m back! New Project Refract! (You can now play Meta Quest titles on PC & PCVR) Refract runs Quest games on a Windows PC (Linux support soon! ), and in a PC VR headset through SteamVR. The APK runs in Android on your machine, Refract gives it fake Quest calls, and the eye frames come back out to your headset. Refract is for games you own! credit required if you use the code :P It started as a fork of AXRB by Feline Reintgen (But now its using my code so ig we are superior lol), and the launcher’s Meta sign-in comes from RiftLift. Translator is Digitalis. Oh forgot to mention that i already worked on it for a while, but wasn’t able to track time because of the suspension. And here is my playing batman on it.
Refract without an emulator now hai again, so over the past week I worked on Linux support and Refract Native , now you can run Quest games directly (well, translation layer) on the CPU without using QEMU. Funny JIT floating point error lol, broke my friend’s rig apart. What about Linux progress? The games run great! I tried it on North Star and it’s hitting 80 fps, cuz as you probably know we also don’t have to emulate the kernel there as Linux and Android are basically the same thing. also I hit 12 issues on GitHub (help)
Its even faster now Since last devlog, I swapped default translation layer on linux to my optimized Digitalis, and from dynarmic to Digitalis on Refract Native (windows). AND DAMNN, no one can tell me dynarmic is faster lol, from 200 fps in one of the games to 300+. Batman also runs at 120+ Linux has a working launcher now, and windows got texture compression improvements (RIP Vram) Then there are a bunch of other fixes, like Meta audio SDK working on Linux, or /sdcard storage path now resolving properly. Oh and almost forgot, FINALLY OPTIMIZED THE MAIN THREAD! It can hit 100% now because of lighter code also being JIT. This was probably the last bottleneck.
Bug fixes and compatibility Okay let’s start with the big things. Iron Man VR works and runs at 140+ fps. And one of the most requested games, Resident Evil 4, runs too! It’s at around 160+ fps. It uses the old VrApi, which now works (still experimental, and 32-bit games aren’t supported). Controller haptics, the Linux Android build tools fix (game imports work now), and viewer crash reporting also work. Crashes go to viewer.err with el reason.
Ships:
Refract! Quest Games Translation Layer. Haii! I made a way to play Quest games like Batman, Iron Man VR and AC Nexus on PC, Or any PCVR headset. You can even play Resident Evil 4 now, which is one of the most requested one :P It runs on Windows or Linux. The Android Emulator on Windows is the most compatible one. Refract Native is also on Windows and runs the game’s ARM64 code directly on the CPU, so its faster but still experimental (While recording a demo i got a pink cube in AC nexus lol, but through android emulator works!). Linux uses waydroid that just shares kernel. It’s still experimental though, so not every game works yet. Here is a video of me yapping a ton about it, and showing some gameplay >_> https://youtu.be/OpW-374mX74...
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1793155836.2462945
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1793242236.2462945
|
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67724
|
DQM by @tanzeemrockz | Stardance
|
tanzeemrockz
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T20:30:25Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "DQM (Deterministic Query Model) A lightweight, trie-based lookup engine that traverses pre-built JSON “brains”. What is DQM? Instead of using power and resource-hungry, slow LLMs, We can now clear doubts using this lookup engine that walks through a pre-built “brain” ( .tqm format). Try it out: Official Page Overview Why does DQM exist? You may ask, why does DQM exist? The short answer is, accuracy and speed. I was tired of seeing people using AI for the most trivial things — “How hot is the sun? How deep is the sea?”, these are in fact very simple questions and there should’ve been a better alternative. Sure, search engines exist for a reason but many people have stopped using them and moved over to AI — Search engines themselves are starting to implement AI heavily into them. I was tired of it providing wrong answers and making-up stuff that are simply – not real. So now, we have DQM . Our guarantees We guarantee zero-hallucinations, fully predictable, and absolute offline capability. But any community-made brains are not guarenteed these qualities — as they will turn out to be the brain developers’ fault. How it works Step 1 — Normalisation : Lowercases, expands slang/contractions, removes repeated characters that serve no purpose, strips punctuation, and normalises delimiters. Step 2 — Trie Traversal : Splits the normalised queries into tokens and walks through the dictionary nodes. Step 3 — Resolution : Returns the string leaf, picks randomly if the leaf is an array, or throws clear status messages ( Path not found... or Incomplete query... ) The .tqm brain schema Nothing fancy, just good ole JSON Example: { \"brain_id\" : \"custom_core\" , \"version\" : \"1.0.0\" , \"author\" : \"John Doe\" , \"info\" : \"Rocket science, quantum physics, etc...\" , \"description\" : \"Custom brain for Rocket Science and Quantum Physics\" , \"licence\" : \"CC-BY-NC-SA-4.0\" , \"compatibility\" : \">=2.1.0\" , \"routes\" : { ... } } CLI Commands: Interactive brain selector on startup, cls/clear clears the screen, and exit/quit to quit.", "repo": "https://github.com/tanzeemrockz/DQM", "demo": "https://dqm.cyberslayercorpz.dev/"}]...
|
[{"post_id": 80238, "ts": "202 [{"post_id": 80238, "ts": "2026-10-16T20:26:19Z", "hours": 0.9581, "text": "Hey people! I just wrote the README and now, I’m ready to ship. Wish me luck!"}, {"post_id": 80196, "ts": "2026-10-16T17:37:07Z", "hours": 1.1003, "text": "GUYS! I just added a web-demo using python, js, and html using vercel beta python runtime! please do check it out at https://dqm.cyberslayercorpz.dev/"}, {"post_id": 79782, "ts": "2026-10-15T11:59:04Z", "hours": 1.2731, "text": "guys, i just built a web page (html + css + tailwind) for DQM it’s still in localhost but I’m deploying it in a bit (be sure to visit “dqm.cyberslayercorpz.dev”!)"}, {"post_id": 79327, "ts": "2026-10-13T15:20:11Z", "hours": 1.5156, "text": "heyya! I just added more features and bug-fixes. wanna see? :D Changelog (v2.1.0) Added support for external brains (brains to be placed inside /brains directory) Added standard metadata for every .tqm brain Added more aliases Improved the main.tqm brain Added a brain selector (runs on startup) Added a compatibility checker so newer brains don’t break inside an older engine Added a licence checker (cuz why not) Added a startup greeting function (not exactly but it greets you now) Fixed a few syntax issues and bugs I think that’s it! I’m looking forward to making this drastically better and maybe add a webUI or create a webpage so we’ll see! :D"}, {"post_id": 79083, "ts": "2026-10-12T16:21:36Z", "hours": 1.04, "text": "guys, i just fixed a few bugs now. wanna see what i did? :D Changelog (v2.0.1): Fixed punctuation engine in nodes.py Added more aliases Fixed a few things so each leaf has more than one response and use random.choice() to pick one Expanded main.tqm drastically (that was done in the last commit itself but i didn’t write a devlog lol) Resolved issue where if you were outside the project directory, the brain won’t load but now it will. Added more attention to detail and now it shows you info about the brain, etc… I guess that’s it! :D"}, {"post_id": 78331, "ts": "2026-10-10T13:54:28Z", "hours": 0.7672, "text": "guys so i just added a punctuation system that translates “who’s” to “who is” and so on and added a few responses to every tree so if you say “hi” first time it’ll give you a response and the next time, it’ll give you another response by importing random. I have also made the “brain” (main.tqm) HUGE with a LOT of data (the brain was written by gemini so shout out flash 3.8!) and that’s it for now!"}, {"post_id": 78110, "ts": "2026-10-09T16:16:38Z", "hours": 1.5, "text": "Sup folks! So this is the first devlog for this project. This is DQM otherwise known as Deterministic Query Model. So basically this is an old technique where you split a prompt into words and compare against a tree file (.tqm but it’s just a json file lol) and goes thru. E.g. “who is max verstappen” goes thru “who” > “is” > “max” > “verstappen” then finds the answer inside and tells you it. This is all hardcoded and you can change the stuff inside these so-called “brains”. This project is made in python (i’m a newbie and i’m learning along the way) and I used google gemini to write all the “brains” because it’s way too much work for my “potato brain” lol. So python was really sweet and looking forward to adding more features. Cya!"}]...
|
Title: DQM by @tanzeemrockz | Stardance
Devlogs:
Title: DQM by @tanzeemrockz | Stardance
Devlogs:
Sup folks! So this is the first devlog for this project. This is DQM otherwise known as Deterministic Query Model. So basically this is an old technique where you split a prompt into words and compare against a tree file (.tqm but it’s just a json file lol) and goes thru. E.g. “who is max verstappen” goes thru “who” > “is” > “max” > “verstappen” then finds the answer inside and tells you it. This is all hardcoded and you can change the stuff inside these so-called “brains”. This project is made in python (i’m a newbie and i’m learning along the way) and I used google gemini to write all the “brains” because it’s way too much work for my “potato brain” lol. So python was really sweet and looking forward to adding more features. Cya!
guys so i just added a punctuation system that translates “who’s” to “who is” and so on and added a few responses to every tree so if you say “hi” first time it’ll give you a response and the next time, it’ll give you another response by importing random. I have also made the “brain” (main.tqm) HUGE with a LOT of data (the brain was written by gemini so shout out flash 3.8!) and that’s it for now!
guys, i just fixed a few bugs now. wanna see what i did? :D Changelog (v2.0.1): Fixed punctuation engine in nodes.py Added more aliases Fixed a few things so each leaf has more than one response and use random.choice() to pick one Expanded main.tqm drastically (that was done in the last commit itself but i didn’t write a devlog lol) Resolved issue where if you were outside the project directory, the brain won’t load but now it will. Added more attention to detail and now it shows you info about the brain, etc… I guess that’s it! :D
heyya! I just added more features and bug-fixes. wanna see? :D Changelog (v2.1.0) Added support for external brains (brains to be placed inside /brains directory) Added standard metadata for every .tqm brain Added more aliases Improved the main.tqm brain Added a brain selector (runs on startup) Added a compatibility checker so newer brains don’t break inside an older engine Added a licence checker (cuz why not) Added a startup greeting function (not exactly but it greets you now) Fixed a few syntax issues and bugs I think that’s it! I’m looking forward to making this drastically better and maybe add a webUI or create a webpage so we’ll see! :D
guys, i just built a web page (html + css + tailwind) for DQM it’s still in localhost but I’m deploying it in a bit (be sure to visit “dqm.cyberslayercorpz.dev”!)
GUYS! I just added a web-demo using python, js, and html using vercel beta python runtime! please do check it out at https://dqm.cyberslayercorpz.dev/
Hey people! I just wrote the README and now, I’m ready to ship. Wish me luck!
Ships:
DQM (Deterministic Query Model) A lightweight, trie-based lookup engine that traverses pre-built JSON “brains”. What is DQM? Instead of using power and resource-hungry, slow LLMs, We can now clear doubts using this lookup engine that walks through a pre-built “brain” ( .tqm format). Try it out: Official Page Overview Why does DQM exist? You may ask, why does DQM exist? The short answer is, accuracy and speed. I was tired of seeing people using AI for the most trivial things — “How hot is the sun? How deep is the sea?”, these are in fact very simple questions and there should’ve been a better alternative. Sure, search engines exist for a reason but many people have stopped using them and moved over to AI — Search engines themselves are starting to implement AI heavily into them. I was tired of it providing wrong answers and making-up stuff that are simply – not real. So now, we have DQM . Our guarantees We guarantee zero-hallucinations, fully predictable, and absolute offline capability. But any community-made brains are not guarenteed these qualities — as they will turn out to be the brain developers’ fault. How it works Step 1 — Normalisation : Lowercases, expands slang/contractions, removes repeated characters that serve no purpose, strips punctuation, and normalises delimiters. Step 2 — Trie Traversal : Splits the normalised queries into tokens and walks through the dictionary nodes. Step 3 — Resolution : Returns the string leaf, picks randomly if the leaf is an array, or throws clear status messages ( Path not found... or Incomplete query... ) The .tqm brain schema Nothing fancy, just good ole JSON Example: { "brain_id" : "custom_core" , "version" : "1.0.0" , "author" : "John Doe" , "info" : "Rocket science, quantum physics, etc..." , "description" : "Custom brain for Rocket Science and Quantum Physics" , "licence" : "CC-BY-NC-SA-4.0" , "compatibility" : ">=2.1.0" , "routes" : { ... } } CLI Commands: Interactive brain selector on startup, cls/clear clears the screen, and exit/quit to quit....
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1793155834.1089678
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1793242234.1089678
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50603
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LearnAIOS by @Suren | Stardance
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Suren
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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: LearnAIOS by @Suren | Stardance
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1792637433.6031559
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1793242233.6031559
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50602
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My awesome macropad! by @ART3M1S | Stardance
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ART3M1S
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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 @ART3M1S | Stardanc Title: My awesome macropad! by @ART3M1S | Stardance...
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1792637432.7584212
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1793242232.7584212
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50601
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My own site! by @Ar1k | Stardance
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Ar1k
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Ar1k | Stardance
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1792637431.8483343
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1793242231.8483343
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50600
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Iguana by @benj | Stardance
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benj
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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: Iguana by @benj | Stardance
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1792637430.9232059
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1793242230.9232059
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67649
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CharliePet by @CharlieCatMeow | Stardance
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CharlieCatMeow
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1
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5.0
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28
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T09:10:12Z", "hours": 5.0, "multiplier": 6.22, "payout": 28, "blessing": "neutral", "text": "CharliePet A cat that lives inside your computer. It can follow your cursor, stretch, look around and if you don’t move your mouse for 8 seconds it goes to sleep. All art is drawn by me, it’s meant to resemble my cat Charlie. (Look at my profile picture) (This only works on Windows so if you don’t use Windows please skip)", "repo": "https://github.com/CharlieTheCatMeow/CharliePet", "demo": "https://charliecatmeow.itch.io/charliepet"}]...
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[{"post_id": 80112, "ts": "202 [{"post_id": 80112, "ts": "2026-10-16T08:37:23Z", "hours": 1.0853, "text": "CharliePet Devlog #4 Basically finished now! I made it stay in one place if you click it. It also meows. The cat now has a wake up animation (just the going to sleep animation but reversed) The README and demo is done now. Also fixed a couple of small bugs"}, {"post_id": 79038, "ts": "2026-10-12T13:47:20Z", "hours": 1.0478, "text": "Charlie Pet Devlog #3 Animations and stuff! The el gato now follows your cursor. If it gets close it may play a short animation. If you don’t move for too long it will get tired and go to sleep. Uh yeah"}, {"post_id": 78779, "ts": "2026-10-11T16:14:45Z", "hours": 1.4336, "text": "Charlie Pet Devlog #2 Charlie! This is what I drew in 1.5 hours. It is supposed to resemble the cat seen in my profile picture. I added a couple animations that Charlie does. This is also my first time using Aseprite so it took me a while to figure out."}, {"post_id": 78699, "ts": "2026-10-11T10:48:35Z", "hours": 0.9836, "text": "Charlie Pet It works? I just used the Crow Assets for now. I followed the guide and it works now. It bounces like a DVD logo, though it is a bit broken."}]...
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Title: CharliePet by @CharlieCatMeow | Stardance
Title: CharliePet by @CharlieCatMeow | Stardance
Devlogs:
Charlie Pet It works? I just used the Crow Assets for now. I followed the guide and it works now. It bounces like a DVD logo, though it is a bit broken.
Charlie Pet Devlog #2 Charlie! This is what I drew in 1.5 hours. It is supposed to resemble the cat seen in my profile picture. I added a couple animations that Charlie does. This is also my first time using Aseprite so it took me a while to figure out.
Charlie Pet Devlog #3 Animations and stuff! The el gato now follows your cursor. If it gets close it may play a short animation. If you don’t move for too long it will get tired and go to sleep. Uh yeah
CharliePet Devlog #4 Basically finished now! I made it stay in one place if you click it. It also meows. The cat now has a wake up animation (just the going to sleep animation but reversed) The README and demo is done now. Also fixed a couple of small bugs
Ships:
CharliePet A cat that lives inside your computer. It can follow your cursor, stretch, look around and if you don’t move your mouse for 8 seconds it goes to sleep. All art is drawn by me, it’s meant to resemble my cat Charlie. (Look at my profile picture) (This only works on Windows so if you don’t use Windows please skip)...
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1793155830.606136
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1793242230.606136
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20989
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My awesome macropad! by @FroGou | Stardance
|
FroGou
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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 @FroGou | Stardance
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1792637430.0641565
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1793242230.0641565
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45798
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Sip by @shahmeerkhan | Stardance
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shahmeerkhan
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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: Sip by @shahmeerkhan | Stardance
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1792637429.225089
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1793242229.225089
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45797
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dg-cosmic by @iamdeathgod | Stardance
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iamdeathgod
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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: dg-cosmic by @iamdeathgod | Stardance
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1792637428.3713963
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1793242228.3713963
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67542
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Edith by @Midhunesh | Stardance
|
Midhunesh
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T12:20:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a language translator which translates some languages while travelling around the world. You can use this app while travelling in India, France, Germany, Spain and some other European countries. My main challenge was to convert one language to another but I managed it well because I knew python before doing this project. I feel proud that after launching this app, many tourists will be able to explore more places and can use this app to make conversations with the people in that country. People should accept this project because this will enhance tourism and help tourists.", "repo": "https://github.com/midhuneshbraj123/Edith", "demo": "https://midhuneshbraj123.github.io/Edith/"}]...
|
[{"post_id": 79765, "ts": "202 [{"post_id": 79765, "ts": "2026-10-15T09:46:38Z", "hours": 0.4669, "text": "Devlog Number 7: I have finally completed making the project. I have made some modifications like adding new languages which is used in India. The app is successfully working and I am excited to ship my project"}, {"post_id": 78961, "ts": "2026-10-12T06:19:38Z", "hours": 0.3722, "text": "Devlog Number 6: I have almost completed. There are few works left to do like writing Readme and some modifications in the code. I tested my translator app by translating various languages and it translated them successfully!"}, {"post_id": 78943, "ts": "2026-10-12T03:33:30Z", "hours": 0.2803, "text": "Devlog Number 5: I have almost finished the coding and now I am testing my translator app with various languages. It is working but I think it is bit slow. I am trying to fix that problem too."}, {"post_id": 78686, "ts": "2026-10-11T09:19:53Z", "hours": 0.4064, "text": "Devlog Number 4: I have decided to control my translator into few languages because translating many languages might be a burden for coding. So I decided to translate only German, French, Hindi, Dutch, Spanish and English."}, {"post_id": 78388, "ts": "2026-10-10T16:58:35Z", "hours": 0.3056, "text": "Devlog Number 3: I am continuing with coding works and the app has a problem with translating languages. I am trying to fix it along with writing the code."}, {"post_id": 77858, "ts": "2026-10-08T15:46:07Z", "hours": 0.2506, "text": "Devlog Number 2: I am giving my translator the right coding to translate any language to English. This app features to translate only to English due to its limitations. I am excited to execute it after coding. I think this will be a best app for travel around the world"}, {"post_id": 77603, "ts": "2026-10-07T16:29:57Z", "hours": 0.4936, "text": "Devlog Number 1: I am creating a translator app which makes life better and smoother while we are on a travel or trip. It translates any language into English. I was facing a problem with Hackatime because it didn’t record the time. So, I fixed that problem and continued to start coding."}]...
|
Title: Edith by @Midhunesh | Stardance
Devlogs:
D Title: Edith by @Midhunesh | Stardance
Devlogs:
Devlog Number 1: I am creating a translator app which makes life better and smoother while we are on a travel or trip. It translates any language into English. I was facing a problem with Hackatime because it didn’t record the time. So, I fixed that problem and continued to start coding.
Devlog Number 2: I am giving my translator the right coding to translate any language to English. This app features to translate only to English due to its limitations. I am excited to execute it after coding. I think this will be a best app for travel around the world
Devlog Number 3: I am continuing with coding works and the app has a problem with translating languages. I am trying to fix it along with writing the code.
Devlog Number 4: I have decided to control my translator into few languages because translating many languages might be a burden for coding. So I decided to translate only German, French, Hindi, Dutch, Spanish and English.
Devlog Number 5: I have almost finished the coding and now I am testing my translator app with various languages. It is working but I think it is bit slow. I am trying to fix that problem too.
Devlog Number 6: I have almost completed. There are few works left to do like writing Readme and some modifications in the code. I tested my translator app by translating various languages and it translated them successfully!
Devlog Number 7: I have finally completed making the project. I have made some modifications like adding new languages which is used in India. The app is successfully working and I am excited to ship my project
Ships:
I have made a language translator which translates some languages while travelling around the world. You can use this app while travelling in India, France, Germany, Spain and some other European countries. My main challenge was to convert one language to another but I managed it well because I knew python before doing this project. I feel proud that after launching this app, many tourists will be able to explore more places and can use this app to make conversations with the people in that country. People should accept this project because this will enhance tourism and help tourists....
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1793155827.7126193
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1793242227.7126193
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45796
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My awesome macropad! by @aaravm_0605 | Stardance
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aaravm_0605
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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 @aaravm_0605 | Star Title: My awesome macropad! by @aaravm_0605 | Stardance...
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1792637427.5169759
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1793242227.5169759
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45795
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Coil Gun by @codergage | Stardance
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codergage
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0
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0.74
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0
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[]
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[{"post_id": 44007, "ts": "202 [{"post_id": 44007, "ts": "2026-08-09T14:35:08Z", "hours": 0.7381, "text": "I found this project guide on how to build a coil gun. It seemed interesting so now I’m researching how to build it and how it works. To start, I read through the entire guide since I only skimmed over it before picking it. After, I created my own parts list that aligned with the parts listed in the guide. Then, I looked up the parts online and found the correct products and prices for each part that I needed to get. Since everything else that I need I can get for free and not online, I think that the next step is funding approval so I can get the parts and start building."}]...
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Title: Coil Gun by @codergage | Stardance
Devlogs Title: Coil Gun by @codergage | Stardance
Devlogs:
I found this project guide on how to build a coil gun. It seemed interesting so now I’m researching how to build it and how it works. To start, I read through the entire guide since I only skimmed over it before picking it. After, I created my own parts list that aligned with the parts listed in the guide. Then, I looked up the parts online and found the correct products and prices for each part that I needed to get. Since everything else that I need I can get for free and not online, I think that the next step is funding approval so I can get the parts and start building....
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1792637426.6728358
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1793242226.6728358
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45793
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circle by @mepsht | Stardance
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mepsht
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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: circle by @mepsht | Stardance
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1792637425.8519194
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1793242225.8519194
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45791
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My awesome macropad! by @blaisebarbossa | Stardanc My awesome macropad! by @blaisebarbossa | Stardance...
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blaisebarbossa
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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 @blaisebarbossa | S Title: My awesome macropad! by @blaisebarbossa | Stardance...
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1792637425.0035834
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1793242225.0035834
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45789
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Potato Potato by @therealpedcrec456 | Stardance
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therealpedcrec456
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0
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1.57
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0
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[]
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[{"post_id": 44005, "ts": "202 [{"post_id": 44005, "ts": "2026-08-09T14:29:43Z", "hours": 0.8167, "text": "Finished working on the comics side, still working on the typing what you want part Future Plans: Add typing what you want Add downloading the first chapter of the manga/comic"}, {"post_id": 43663, "ts": "2026-08-09T01:51:45Z", "hours": 0.75, "text": "Started a project about a manga app, right now it can only give you the cover of the manga, still im excited about it. Future Plans: Add comics typing what you want"}]...
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Title: Potato Potato by @therealpedcrec456 | Stard Title: Potato Potato by @therealpedcrec456 | Stardance
Devlogs:
Started a project about a manga app, right now it can only give you the cover of the manga, still im excited about it. Future Plans: Add comics typing what you want
Finished working on the comics side, still working on the typing what you want part Future Plans: Add typing what you want Add downloading the first chapter of the manga/comic...
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1792637424.1693425
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1793242224.1693425
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45787
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My awesome macropad! by @ashon_zhang | Stardance
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ashon_zhang
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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 @ashon_zhang | Star Title: My awesome macropad! by @ashon_zhang | Stardance...
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1792637423.328296
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1793242223.328296
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67437
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verxxor.V2 by @wnxvra011 | Stardance
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wnxvra011
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1
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20.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T18:24:33Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yea tuff game i thought i would come easy but some how took 20+hrs and now I can feel like a gamedev, crazyyyy!!", "repo": "https://github.com/spyx011/VREXXOR", "demo": "https://wnxvra.itch.io/verxxor"}]...
|
[{"post_id": 78794, "ts": "202 [{"post_id": 78794, "ts": "2026-10-11T16:55:57Z", "hours": 2.4319, "text": "yea guy’s!! today I add my game to github and add a demo link so you guy’s try my game …"}, {"post_id": 78379, "ts": "2026-10-10T16:35:53Z", "hours": 7.6614, "text": "Finally, VREXXOR is complete! 🔥VREXXOR is a 2D platformer game inspired by classic Mario-style games, built using Godot Engine and GDScript.🛠️ What I built🎮 Main menu with Start Game, Options, and Exit buttons🗺️ Four playable levels: game, game2, game3, and game4🦠 Enemies, kill zones, and player death mechanics🏆 Winner screen with a Next Level button🔄 Level progression from one stage to the next🎨 Game visuals, animations, and sound effects💻 Uploaded the project to GitHub💡 What I learnedDuring this project, I learned more about GDScript, scene management, signals, collision layers, game logic, and connecting different scenes together. I also learned how to use Git and GitHub to publish my code.There were bugs along the way, but I kept debugging and improving the game until everything worked!🚀 What’s next?This is a big milestone in my game-development journey. I’m proud to have completed my project and excited to build even better games in the future. Project: VREXXOR Engine: GodotLanguage: GDScriptStatus: ✅ Completed Thanks for following my journey! 🎉"}, {"post_id": 77357, "ts": "2026-10-06T17:22:12Z", "hours": 1.7553, "text": "yea!! guy’s today i fixed all the errors and made some slime and I also added jump animations also for run,some more coin’s and some sound’s which make’s it crazy!!!"}, {"post_id": 77058, "ts": "2026-10-05T14:50:27Z", "hours": 5.2172, "text": "guy’s today I made a player,and the ground and add some GD.code and it looks up nice"}, {"post_id": 76464, "ts": "2026-10-03T16:34:29Z", "hours": 2.8994, "text": "hii!! guy’s today I made the starting screen for my game which looks crazy and i will change the botton’s and I also made the game a bit but for now I am good with my game"}]...
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Title: verxxor.V2 by @wnxvra011 | Stardance
Devlo Title: verxxor.V2 by @wnxvra011 | Stardance
Devlogs:
hii!! guy’s today I made the starting screen for my game which looks crazy and i will change the botton’s and I also made the game a bit but for now I am good with my game
guy’s today I made a player,and the ground and add some GD.code and it looks up nice
yea!! guy’s today i fixed all the errors and made some slime and I also added jump animations also for run,some more coin’s and some sound’s which make’s it crazy!!!
Finally, VREXXOR is complete! 🔥VREXXOR is a 2D platformer game inspired by classic Mario-style games, built using Godot Engine and GDScript.🛠️ What I built🎮 Main menu with Start Game, Options, and Exit buttons🗺️ Four playable levels: game, game2, game3, and game4🦠 Enemies, kill zones, and player death mechanics🏆 Winner screen with a Next Level button🔄 Level progression from one stage to the next🎨 Game visuals, animations, and sound effects💻 Uploaded the project to GitHub💡 What I learnedDuring this project, I learned more about GDScript, scene management, signals, collision layers, game logic, and connecting different scenes together. I also learned how to use Git and GitHub to publish my code.There were bugs along the way, but I kept debugging and improving the game until everything worked!🚀 What’s next?This is a big milestone in my game-development journey. I’m proud to have completed my project and excited to build even better games in the future. Project: VREXXOR Engine: GodotLanguage: GDScriptStatus: ✅ Completed Thanks for following my journey! 🎉
yea guy’s!! today I add my game to github and add a demo link so you guy’s try my game …
Ships:
yea tuff game i thought i would come easy but some how took 20+hrs and now I can feel like a gamedev, crazyyyy!!...
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1793155823.0719216
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1793242223.0719216
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45786
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Atom simulation by @brijeshkumar724282 | Stardance
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brijeshkumar724282
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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: Atom simulation by @brijeshkumar724282 | St Title: Atom simulation by @brijeshkumar724282 | Stardance...
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1792637422.4945307
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1793242222.4945307
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45785
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PhillySRC by @Jamie555 | Stardance
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Jamie555
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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: PhillySRC by @Jamie555 | Stardance
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1792637421.648339
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1793242221.648339
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45784
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Frictionless by @Yogurts | Stardance
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Yogurts
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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 @Yogurts | Stardance
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1792637420.8021162
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1793242220.8021162
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45783
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Smart Card by @dac63701 | Stardance
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dac63701
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0
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12.02
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0
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[]
|
[{"post_id": 54817, "ts": "202 [{"post_id": 54817, "ts": "2026-08-25T23:27:42Z", "hours": 8.75, "text": "This was a large amount of development in this log. I completed the routing of the board, confirmed the schematics again, and made some final decisions. The process was straightforward thanks to the work that I did earlier. After completing the routing, I exported some project data for a review on the Printed Circuit Board community on Reddit. Once the review is complete, I will make the required changes and ensure everything is good. Then I will create a readme and submit for funding."}, {"post_id": 49137, "ts": "2026-08-17T19:27:53Z", "hours": 3.27, "text": "I did a few things in this devlog. First, I finalized the schematic of this project that I was working on. The Smart Card will be a credit card sized Bluetooth tracker with a wireless rechargeable battery. I had already done the initial schematic in June before I learned about Stardance then I decided to continue it now with the program. After finishing the schematic, I placed the components and did a little routing. However, I soon realized that it would be impossible to route the wireless charger IC without using VIP and .15mm vias which would have been prohibitively expensive, so I pivoted to another TI chip with the exact same functionality in a different QFN package. After making these changes I saved the board and got ready for routing round two."}]...
|
Title: Smart Card by @dac63701 | Stardance
Devlog Title: Smart Card by @dac63701 | Stardance
Devlogs:
I did a few things in this devlog. First, I finalized the schematic of this project that I was working on. The Smart Card will be a credit card sized Bluetooth tracker with a wireless rechargeable battery. I had already done the initial schematic in June before I learned about Stardance then I decided to continue it now with the program. After finishing the schematic, I placed the components and did a little routing. However, I soon realized that it would be impossible to route the wireless charger IC without using VIP and .15mm vias which would have been prohibitively expensive, so I pivoted to another TI chip with the exact same functionality in a different QFN package. After making these changes I saved the board and got ready for routing round two.
This was a large amount of development in this log. I completed the routing of the board, confirmed the schematics again, and made some final decisions. The process was straightforward thanks to the work that I did earlier. After completing the routing, I exported some project data for a review on the Printed Circuit Board community on Reddit. Once the review is complete, I will make the required changes and ensure everything is good. Then I will create a readme and submit for funding....
|
1792637419.9415698
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1793242219.9415698
|
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45782
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rangemax by @THE_J_strong | Stardance
|
THE_J_strong
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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: rangemax by @THE_J_strong | Stardance
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1792637419.1068316
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1793242219.1068316
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67318
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unique by @vashi_21 | Stardance
|
vashi_21
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T18:02:20Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built XIAO-MAO, an interactive desktop cat pet developed in Godot! Getting the input handling right was the trickiest part. Initially dragging the pet or dropping her would accidentally trigger her to open my website. Adding right clicks (website link) using precise input logic took some debugging. Also the main issue I ran into while working on this project was getting the sizes of the window correct but i eventually figured it out. I am really proud of making a complete, functional desktop pet from scratch and getting my very first virtual pet project published! Her working behavior turned out super clean. Download: cat_pet.exe from my itch.io page. Controls: 1. Right click to open my custom website. 2. Click & Drag to move her anywhere across the screen. OS: Windows PC.", "repo": "https://github.com/wizard21-sudo/meow", "demo": "https://wookwink.itch.io/xiao-mao"}]...
|
[{"post_id": 79361, "ts": "202 [{"post_id": 79361, "ts": "2026-10-13T17:10:33Z", "hours": 1.1278, "text": "Today I worked on refining my desktop cat’s movements and interactions. I fixed the landing behavior so the cat rests cleanly right above the Windows taskbar when dropped . I also fixed the code so my cat will open my website only when right clicked . Lastly I updated the export setup and published the final standalone build on itch.io <3"}, {"post_id": 79049, "ts": "2026-10-12T14:19:54Z", "hours": 0.9861, "text": "I scaled up my desktop pet cat sprite and updated the collision shape to restore smooth drag-and-drop functioning. Also fixed the idle animation freeze by adding timer countdown logic and correcting a variable name typo. Added a cool feature for my pet from the given guide , I think it is really thoughtful that they included how to add more interesting features to the desktop pet in the guide so we all can level up our project !"}, {"post_id": 78813, "ts": "2026-10-11T17:51:21Z", "hours": 2.0822, "text": "Added boundary movements and drag controls. Resolved node hierarchy paths by just dragging it onto the main node, mismatched animation name from the guide (silly me) by just inserting my name in the code , and runtime errors. Fixed active debugger pauses and successfully got up to point 6 in the guide lets see if I can ship it before playground ends. lol !!"}, {"post_id": 78126, "ts": "2026-10-09T17:09:46Z", "hours": 0.8847, "text": "Just finished up to point 3 in the guide “Art and Script” and my Cat sprite setup is complete now the next step remains to make my sprite move. I also want to credit julesleech.itch.io for this free to use cute cat sprite animation <3"}]...
|
Title: unique by @vashi_21 | Stardance
Devlogs:
J Title: unique by @vashi_21 | Stardance
Devlogs:
Just finished up to point 3 in the guide “Art and Script” and my Cat sprite setup is complete now the next step remains to make my sprite move. I also want to credit julesleech.itch.io for this free to use cute cat sprite animation <3
Added boundary movements and drag controls. Resolved node hierarchy paths by just dragging it onto the main node, mismatched animation name from the guide (silly me) by just inserting my name in the code , and runtime errors. Fixed active debugger pauses and successfully got up to point 6 in the guide lets see if I can ship it before playground ends. lol !!
I scaled up my desktop pet cat sprite and updated the collision shape to restore smooth drag-and-drop functioning. Also fixed the idle animation freeze by adding timer countdown logic and correcting a variable name typo. Added a cool feature for my pet from the given guide , I think it is really thoughtful that they included how to add more interesting features to the desktop pet in the guide so we all can level up our project !
Today I worked on refining my desktop cat’s movements and interactions. I fixed the landing behavior so the cat rests cleanly right above the Windows taskbar when dropped . I also fixed the code so my cat will open my website only when right clicked . Lastly I updated the export setup and published the final standalone build on itch.io <3
Ships:
I built XIAO-MAO, an interactive desktop cat pet developed in Godot! Getting the input handling right was the trickiest part. Initially dragging the pet or dropping her would accidentally trigger her to open my website. Adding right clicks (website link) using precise input logic took some debugging. Also the main issue I ran into while working on this project was getting the sizes of the window correct but i eventually figured it out. I am really proud of making a complete, functional desktop pet from scratch and getting my very first virtual pet project published! Her working behavior turned out super clean. Download: cat_pet.exe from my itch.io page. Controls: 1. Right click to open my custom website. 2. Click & Drag to move her anywhere across the screen. OS: Windows PC....
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1793155818.5213726
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1793242218.5213726
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45780
|
Rock paper scissors inspired from Big Bang theory Rock paper scissors inspired from Big Bang theory by @SarimXD | Stardance...
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SarimXD
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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: Rock paper scissors inspired from Big Bang Title: Rock paper scissors inspired from Big Bang theory by @SarimXD | Stardance...
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1792637418.2714257
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1793242218.2714257
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45779
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My own site! by @dsachdev14 | Stardance
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dsachdev14
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @dsachdev14 | Stardance
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1792637417.4234457
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1793242217.4234457
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45778
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TrackBot by @shreyD | Stardance
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shreyD
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0
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9.56
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0
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[]
|
[{"post_id": 45538, "ts": "202 [{"post_id": 45538, "ts": "2026-08-12T02:58:18Z", "hours": 1.7975, "text": "In this session, I set up the Raspberry Pi OS and enabled SSH for remote code edits. Unfortunately, my Pi Camera doesn’t work anymore, so I’ll have to figure out something else. Next Steps: I may step away from a Raspberry Pi as the complexity and time isn’t worth it…"}, {"post_id": 45361, "ts": "2026-08-11T19:22:16Z", "hours": 1.2333, "text": "In this session, I completed the 2 servo prototype and tuned PID values for accurate and smooth movement. I found out that with my current system, the camera and the distance to/from the yellow object causes parallax since the camera is stationary. Next Steps: In the next session, I want to step away from my laptops CPU and transfer everything to a Raspberry Pi 3B paired with a Pi Camera V2.1 for more portability."}, {"post_id": 44971, "ts": "2026-08-11T02:38:08Z", "hours": 1.7456, "text": "In this session, I designed and 3D printed my first prototype to test my X and Y servo movement! One of my two prints had incorrect dimensions, so it will have to be done again. What I want to do next: Complete programming my Y-axis movement Reprint the second part Assemble the prototype and test!"}, {"post_id": 44906, "ts": "2026-08-10T23:30:23Z", "hours": 1.7367, "text": "VisionTrack Turret — Devlog. I started building an auto-tracking turret using Python, OpenCV, Arduino, and a servo. I first set up the camera and used HSV color detection to identify yellow objects. I then used OpenCV contours to find the object’s center and send its X position to the Arduino through serial communication. The servo was mapped across the camera’s full 0–640 pixel range to control 0–180°.After that, I added PID control to make the servo movement smoother. I also added position smoothing, a dead zone, and a maximum movement step to reduce jitter. I widened the HSV range so the yellow object can be detected under different lighting conditions. Next Steps: Improve PID tuning and reduce remaining jitter. Add a second servo for the Y-axis. Build the 2-axis turret mechanism. Improve target detection and trackingAdd a target-lock system"}, {"post_id": 44758, "ts": "2026-08-10T19:07:16Z", "hours": 0.9, "text": "Completed PID Controller"}, {"post_id": 44740, "ts": "2026-08-10T18:11:03Z", "hours": 0.9, "text": "Built around half of my new PID Positioning Controller."}, {"post_id": 44177, "ts": "2026-08-09T19:25:03Z", "hours": 0.4669, "text": "Devlog #2 — Connecting Computer Vision to a Servo Today I continued working on the software for my automatic tracking turret. After getting OpenCV to detect yellow objects and find their position, I started working on using that information to control a servo. I set up serial communication between Python and my Arduino so that Python could send the detected object’s X coordinate to the Arduino. The Arduino then uses this value to determine whether the object is to the left or right of the camera’s center. I added a small center area where the servo stays still when the object is already close to the middle. This helps prevent the servo from constantly moving back and forth because of small changes in the detected position. The basic tracking system is now working: OpenCV detects the yellow object, finds its X position, and sends that information to the Arduino to control the servo. Next, I want to improve the movement so the servo moves faster when the object is far from the center and slower when it gets closer."}, {"post_id": 43662, "ts": "2026-08-09T01:51:00Z", "hours": 0.7833, "text": "VisionTrack Turret - Day 1: Getting Eyes on the Project Today I started building my VisionTrack Turret! I began by connecting a webcam and using Python + OpenCV to detect objects. I had some issues getting the camera window to stay open, but I learned that testing each part separately makes debugging much easier. I got OpenCV to detect yellow objects, draw a box around them, and calculate their X and Y coordinates. These coordinates will eventually tell the turret which direction to move. Next, I want to connect the vision system to the turret and get it moving based on what the camera sees!"}]...
|
Title: TrackBot by @shreyD | Stardance
Devlogs:
V Title: TrackBot by @shreyD | Stardance
Devlogs:
VisionTrack Turret - Day 1: Getting Eyes on the Project Today I started building my VisionTrack Turret! I began by connecting a webcam and using Python + OpenCV to detect objects. I had some issues getting the camera window to stay open, but I learned that testing each part separately makes debugging much easier. I got OpenCV to detect yellow objects, draw a box around them, and calculate their X and Y coordinates. These coordinates will eventually tell the turret which direction to move. Next, I want to connect the vision system to the turret and get it moving based on what the camera sees!
Devlog #2 — Connecting Computer Vision to a Servo Today I continued working on the software for my automatic tracking turret. After getting OpenCV to detect yellow objects and find their position, I started working on using that information to control a servo. I set up serial communication between Python and my Arduino so that Python could send the detected object’s X coordinate to the Arduino. The Arduino then uses this value to determine whether the object is to the left or right of the camera’s center. I added a small center area where the servo stays still when the object is already close to the middle. This helps prevent the servo from constantly moving back and forth because of small changes in the detected position. The basic tracking system is now working: OpenCV detects the yellow object, finds its X position, and sends that information to the Arduino to control the servo. Next, I want to improve the movement so the servo moves faster when the object is far from the center and slower when it gets closer.
Built around half of my new PID Positioning Controller.
Completed PID Controller
VisionTrack Turret — Devlog. I started building an auto-tracking turret using Python, OpenCV, Arduino, and a servo. I first set up the camera and used HSV color detection to identify yellow objects. I then used OpenCV contours to find the object’s center and send its X position to the Arduino through serial communication. The servo was mapped across the camera’s full 0–640 pixel range to control 0–180°.After that, I added PID control to make the servo movement smoother. I also added position smoothing, a dead zone, and a maximum movement step to reduce jitter. I widened the HSV range so the yellow object can be detected under different lighting conditions. Next Steps: Improve PID tuning and reduce remaining jitter. Add a second servo for the Y-axis. Build the 2-axis turret mechanism. Improve target detection and trackingAdd a target-lock system
In this session, I designed and 3D printed my first prototype to test my X and Y servo movement! One of my two prints had incorrect dimensions, so it will have to be done again. What I want to do next: Complete programming my Y-axis movement Reprint the second part Assemble the prototype and test!
In this session, I completed the 2 servo prototype and tuned PID values for accurate and smooth movement. I found out that with my current system, the camera and the distance to/from the yellow object causes parallax since the camera is stationary. Next Steps: In the next session, I want to step away from my laptops CPU and transfer everything to a Raspberry Pi 3B paired with a Pi Camera V2.1 for more portability.
In this session, I set up the Raspberry Pi OS and enabled SSH for remote code edits. Unfortunately, my Pi Camera doesn’t work anymore, so I’ll have to figure out something else. Next Steps: I may step away from a Raspberry Pi as the complexity and time isn’t worth it…...
|
1792637416.2729394
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1793242216.2729394
|
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45776
|
bigdawg by @bonobo | Stardance
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bonobo
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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: bigdawg by @bonobo | Stardance
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1792637415.4301372
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1793242215.4301372
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67102
|
Heiwa by @Mayankkkksss | Stardance
|
Mayankkkksss
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T14:25:05Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This open-world game based on Japan is fully built with AI, so the player can move and drive around and interact with people.", "repo": "https://github.com/mayankkkksss/Heiwa", "demo": "https://heiwa-henna.vercel.app/"}]...
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[{"post_id": 75673, "ts": "202 [{"post_id": 75673, "ts": "2026-09-30T18:16:26Z", "hours": 7.4078, "text": "This project is not finished yet, which we will making it better day by day"}]...
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Title: Heiwa by @Mayankkkksss | Stardance
Devlogs Title: Heiwa by @Mayankkkksss | Stardance
Devlogs:
This project is not finished yet, which we will making it better day by day
Ships:
This open-world game based on Japan is fully built with AI, so the player can move and drive around and interact with people....
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1793155814.7317548
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1793242214.7317548
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45774
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Connect 4 by @cluelesstalk | Stardance
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cluelesstalk
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0
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0.71
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0
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[]
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[{"post_id": 43678, "ts": "202 [{"post_id": 43678, "ts": "2026-08-09T02:33:22Z", "hours": 0.7139, "text": "After many years I’ve finally turned my pygame of connect 4 into a ‘easy to run’ exe file."}]...
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Title: Connect 4 by @cluelesstalk | Stardance
Dev Title: Connect 4 by @cluelesstalk | Stardance
Devlogs:
After many years I’ve finally turned my pygame of connect 4 into a ‘easy to run’ exe file....
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1792637414.586556
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1793242214.586556
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45773
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Easy recovery weather balloon by @avprojects | Sta Easy recovery weather balloon by @avprojects | Stardance...
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avprojects
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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: Easy recovery weather balloon by @avproject Title: Easy recovery weather balloon by @avprojects | Stardance...
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1792637413.7396865
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1793242213.7396865
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45771
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interactive radar by @heathjerrymtb | Stardance
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heathjerrymtb
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0
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1.31
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0
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[]
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[{"post_id": 43769, "ts": "202 [{"post_id": 43769, "ts": "2026-08-09T06:08:29Z", "hours": 1.3086, "text": "i am working a radar that spins back and forth 180 degrees using a ldr on a servo"}]...
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Title: interactive radar by @heathjerrymtb | Stard Title: interactive radar by @heathjerrymtb | Stardance
Devlogs:
i am working a radar that spins back and forth 180 degrees using a ldr on a servo...
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1792637412.8812597
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1793242212.8812597
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66665
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ShareList by @Huseyin | Stardance
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Huseyin
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1
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23.0
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222
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T22:42:16Z", "hours": 23.0, "multiplier": 9.69, "payout": 222, "blessing": "neutral", "text": "ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others.", "repo": "https://github.com/krambo345/ShareList", "demo": "https://sharelist.krambo.space"}]...
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[{"post_id": 80828, "ts": "202 [{"post_id": 80828, "ts": "2026-10-18T22:29:08Z", "hours": 0.9003, "text": "Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it"}, {"post_id": 79863, "ts": "2026-10-15T17:26:08Z", "hours": 6.7394, "text": "RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…"}, {"post_id": 79513, "ts": "2026-10-14T12:12:06Z", "hours": 3.3314, "text": "UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able."}, {"post_id": 76941, "ts": "2026-10-05T04:41:38Z", "hours": 7.0897, "text": "Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!"}, {"post_id": 75068, "ts": "2026-09-29T01:44:46Z", "hours": 4.8722, "text": "ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!"}]...
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Title: ShareList by @Huseyin | Stardance
Devlogs: Title: ShareList by @Huseyin | Stardance
Devlogs:
ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!
Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!
UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able.
RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…
Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it
Ships:
ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others....
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1793155812.680188
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1793242212.680188
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45770
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Automatically hydroponic liquid controllet by @Mis Automatically hydroponic liquid controllet by @Mishania | Stardance...
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Mishania
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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: Automatically hydroponic liquid controllet Title: Automatically hydroponic liquid controllet by @Mishania | Stardance...
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1792637412.0405135
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1793242212.0405135
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45769
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Micropad by @Marinho | Stardance
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Marinho
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0
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0.52
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0
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[]
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[{"post_id": 43645, "ts": "202 [{"post_id": 43645, "ts": "2026-08-09T01:02:31Z", "hours": 0.5167, "text": "I didn’t record but I already desing the PCB and 3D parts and now Im done with the firmware, the plan is to make a way to change what each key does by turning the knob to “change mode”"}]...
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Title: Micropad by @Marinho | Stardance
Devlogs:
Title: Micropad by @Marinho | Stardance
Devlogs:
I didn’t record but I already desing the PCB and 3D parts and now Im done with the firmware, the plan is to make a way to change what each key does by turning the knob to “change mode”...
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1792637411.1582031
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1793242211.1582031
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45768
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My own site! by @PB606 | Stardance
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PB606
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @PB606 | Stardance
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1792637410.324976
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1793242210.324976
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66648
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One Tiny Delivery by @RobbieMa | Stardance
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RobbieMa
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1
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51.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:10:10Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!", "repo": "https://github.com/lamp-dude/One-Tiny-Delivery1/", "demo": "https://lamp-dude.itch.io/one-tiny-delivery"}]...
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[{"post_id": 80063, "ts": "202 [{"post_id": 80063, "ts": "2026-10-16T03:47:25Z", "hours": 1.0853, "text": "BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!"}, {"post_id": 80032, "ts": "2026-10-16T01:07:06Z", "hours": 3.4142, "text": "FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)"}, {"post_id": 79982, "ts": "2026-10-15T18:46:10Z", "hours": 1.2328, "text": "Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public"}, {"post_id": 79723, "ts": "2026-10-15T07:01:25Z", "hours": 0.3736, "text": "Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning"}, {"post_id": 79719, "ts": "2026-10-15T06:36:22Z", "hours": 2.58, "text": "Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!"}, {"post_id": 79679, "ts": "2026-10-15T01:27:49Z", "hours": 1.2225, "text": "Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!"}, {"post_id": 79662, "ts": "2026-10-14T23:46:04Z", "hours": 2.3153, "text": "Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game."}, {"post_id": 79644, "ts": "2026-10-14T20:18:39Z", "hours": 1.1378, "text": "Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!"}, {"post_id": 79622, "ts": "2026-10-14T18:54:44Z", "hours": 2.1094, "text": "Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!"}, {"post_id": 79538, "ts": "2026-10-14T14:44:50Z", "hours": 0.435, "text": "Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped."}, {"post_id": 79465, "ts": "2026-10-14T04:40:49Z", "hours": 1.9589, "text": "Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!"}, {"post_id": 79442, "ts": "2026-10-14T00:41:19Z", "hours": 0.3667, "text": "Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad."}, {"post_id": 79438, "ts": "2026-10-14T00:00:13Z", "hours": 1.1219, "text": "Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more"}, {"post_id": 79388, "ts": "2026-10-13T19:28:22Z", "hours": 0.3861, "text": "Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care."}, {"post_id": 79350, "ts": "2026-10-13T16:30:07Z", "hours": 1.9183, "text": "Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story."}, {"post_id": 79228, "ts": "2026-10-13T03:40:04Z", "hours": 0.7667, "text": "devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!"}, {"post_id": 79221, "ts": "2026-10-13T02:35:52Z", "hours": 2.1008, "text": "Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat."}, {"post_id": 79164, "ts": "2026-10-12T21:02:54Z", "hours": 1.2075, "text": "Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!"}, {"post_id": 78944, "ts": "2026-10-12T03:35:02Z", "hours": 2.6322, "text": "Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost."}, {"post_id": 78890, "ts": "2026-10-11T21:47:58Z", "hours": 1.7333, "text": "Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed."}, {"post_id": 78780, "ts": "2026-10-11T16:15:18Z", "hours": 0.3667, "text": "Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles."}, {"post_id": 78519, "ts": "2026-10-11T02:16:52Z", "hours": 1.5433, "text": "Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!"}, {"post_id": 78481, "ts": "2026-10-10T22:25:22Z", "hours": 1.2, "text": "Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time."}, {"post_id": 77733, "ts": "2026-10-08T03:53:57Z", "hours": 2.755, "text": "Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!"}, {"post_id": 77423, "ts": "2026-10-06T22:30:18Z", "hours": 1.3033, "text": "Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,"}, {"post_id": 77181, "ts": "2026-10-05T23:27:51Z", "hours": 2.0072, "text": "Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!"}, {"post_id": 76928, "ts": "2026-10-05T03:20:44Z", "hours": 0.7667, "text": "MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it."}, {"post_id": 76885, "ts": "2026-10-04T22:43:39Z", "hours": 2.2297, "text": "Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest"}, {"post_id": 76638, "ts": "2026-10-04T07:28:36Z", "hours": 1.1333, "text": "Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination"}, {"post_id": 76586, "ts": "2026-10-04T02:03:52Z", "hours": 0.9333, "text": "Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)"}, {"post_id": 76571, "ts": "2026-10-04T00:28:38Z", "hours": 1.2333, "text": "Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls."}, {"post_id": 76047, "ts": "2026-10-02T05:28:06Z", "hours": 0.4, "text": "Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!"}, {"post_id": 76038, "ts": "2026-10-02T04:41:26Z", "hours": 0.4667, "text": "trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now.."}, {"post_id": 75756, "ts": "2026-09-30T23:52:20Z", "hours": 0.49, "text": "Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally."}, {"post_id": 75465, "ts": "2026-09-30T05:26:11Z", "hours": 1.1458, "text": "Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!"}, {"post_id": 75414, "ts": "2026-09-30T01:00:07Z", "hours": 0.4, "text": "Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…"}, {"post_id": 75408, "ts": "2026-09-30T00:21:06Z", "hours": 0.2667, "text": "Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster"}, {"post_id": 75404, "ts": "2026-09-29T23:37:53Z", "hours": 0.5006, "text": "Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees."}, {"post_id": 75082, "ts": "2026-09-29T02:56:41Z", "hours": 1.2917, "text": "Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!"}, {"post_id": 75033, "ts": "2026-09-28T22:40:52Z", "hours": 0.3667, "text": "Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!"}]...
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Title: One Tiny Delivery by @RobbieMa | Stardance
Title: One Tiny Delivery by @RobbieMa | Stardance
Devlogs:
Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!
Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!
Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees.
Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster
Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…
Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!
Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally.
trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now..
Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!
Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls.
Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)
Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination
Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest
MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it.
Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!
Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,
Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!
Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time.
Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!
Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles.
Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed.
Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost.
Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!
Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat.
devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!
Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story.
Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care.
Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more
Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad.
Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!
Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped.
Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!
Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!
Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game.
Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!
Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!
Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning
Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public
FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)
BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!
Ships:
This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!...
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Art by @Umamusume | Stardance
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Title: Art by @Umamusume | Stardance
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Panda Shop by @Username | Stardance
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Title: Panda Shop by @Username | Stardance
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Untitled project by @ragichocos | Stardance
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Title: Untitled project by @ragichocos | Stardance
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