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72741
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A cyberdeck by @sheltonwright499 | Stardance
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sheltonwright499
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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: A cyberdeck by @sheltonwright499 | Stardanc Title: A cyberdeck by @sheltonwright499 | Stardance...
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1793627246.9369411
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1794232046.9369411
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59792
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Rose by @shellings | Stardance
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shellings
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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: Rose by @shellings | Stardance
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1793638347.5880702
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1794243147.5880702
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57955
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RL Simulation in games by @sheikhabdullahamjadoffi RL Simulation in games by @sheikhabdullahamjadofficial | Stardance...
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sheikhabdullahamjadofficial
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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: RL Simulation in games by @sheikhabdullaham Title: RL Simulation in games by @sheikhabdullahamjadofficial | Stardance...
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1793465475.8231115
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1794070275.8231115
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44871
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My own site! by @sheikhaayanahmed | Stardance
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sheikhaayanahmed
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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 @sheikhaayanahmed | Stardan Title: My own site! by @sheikhaayanahmed | Stardance...
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1794038123.827342
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1794642923.827342
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4021
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My awesome macropad! by @sheikh_sadiya | Stardance
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sheikh_sadiya
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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 @sheikh_sadiya | St Title: My awesome macropad! by @sheikh_sadiya | Stardance...
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1793638084.8080127
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1794242884.8080127
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36983
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my APOD site by @sheikh_abd_hadi | Stardance
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sheikh_abd_hadi
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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 APOD site by @sheikh_abd_hadi | Stardanc Title: my APOD site by @sheikh_abd_hadi | Stardance...
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1793980190.5935955
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1794584990.5935955
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9014
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My awesome macropad! by @shehram | Stardance
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shehram
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0
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1.23
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0
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[]
|
[{"post_id": 11749, "ts": "202 [{"post_id": 11749, "ts": "2026-06-19T04:11:39Z", "hours": 0.7531, "text": "Today I made a lot of progress on my Hackpad PCB. I started with a simple 3-key layout, but then decided I wanted to make the project bigger and more useful, so I changed the design to a 12-key macropad with a 3×4 key matrix, one rotary encoder, and an OLED connector. A lot of the time went into figuring out how the matrix was supposed to work. At first I was wiring the switches like they were chained together, but that was wrong, so I rebuilt it using rows and columns. I added 12 diodes, one for each switch, so the keyboard can avoid ghosting when multiple keys are pressed. I kept the diodes on the top side of the PCB because they fit fine and I think it will be easier to solder that way. After finishing the schematic, I assigned all the footprints, including the Cherry MX switch footprints, 1N4148 diode footprints, the XIAO footprint, the EC11 rotary encoder footprint, and a 1x4 pin header for the OLED. Then I moved everything into the PCB editor and spent a while arranging the layout. I wanted it to look kind of like a clean macropad with the keys on the left and the knob/OLED area on the right. Routing was definitely the most annoying part. I had a bunch of overlapping traces at first, and my first DRC run had a lot of errors, including shorts, clearance issues, and traces going too close to the board edge. I had to delete and reroute some traces, use both copper layers, and make sure the rows, columns, encoder, OLED, power, and ground were all connected correctly. Eventually I got the PCB to pass DRC with 0 errors and 0 unconnected items. The only warnings left were silkscreen warnings, which are not a big deal."}, {"post_id": 8543, "ts": "2026-06-14T06:26:25Z", "hours": 0.4814, "text": "Most of my time today went into setup and troubleshooting. I linked my KiCad project to Hackatime using kicad-wakatime, got the project showing up on Hackatime, and confirmed that heartbeats are being sent when I save my KiCad files. I also ran into an issue where KiCad’s .history folder created duplicate schematic files, which confused kicad-wakatime, so I adjusted the backup settings and switched to saving manually while I work. I also started adding the required Hackpad KiCad libraries and worked on assigning footprints for the parts, including the switches and XIAO microcontroller footprint. My next step is to finish the schematic, make sure all footprints are correctly assigned, and then move on to PCB layout/routing."}]...
|
Title: My awesome macropad! by @shehram | Stardanc Title: My awesome macropad! by @shehram | Stardance
Devlogs:
Most of my time today went into setup and troubleshooting. I linked my KiCad project to Hackatime using kicad-wakatime, got the project showing up on Hackatime, and confirmed that heartbeats are being sent when I save my KiCad files. I also ran into an issue where KiCad’s .history folder created duplicate schematic files, which confused kicad-wakatime, so I adjusted the backup settings and switched to saving manually while I work. I also started adding the required Hackpad KiCad libraries and worked on assigning footprints for the parts, including the switches and XIAO microcontroller footprint. My next step is to finish the schematic, make sure all footprints are correctly assigned, and then move on to PCB layout/routing.
Today I made a lot of progress on my Hackpad PCB. I started with a simple 3-key layout, but then decided I wanted to make the project bigger and more useful, so I changed the design to a 12-key macropad with a 3×4 key matrix, one rotary encoder, and an OLED connector. A lot of the time went into figuring out how the matrix was supposed to work. At first I was wiring the switches like they were chained together, but that was wrong, so I rebuilt it using rows and columns. I added 12 diodes, one for each switch, so the keyboard can avoid ghosting when multiple keys are pressed. I kept the diodes on the top side of the PCB because they fit fine and I think it will be easier to solder that way. After finishing the schematic, I assigned all the footprints, including the Cherry MX switch footprints, 1N4148 diode footprints, the XIAO footprint, the EC11 rotary encoder footprint, and a 1x4 pin header for the OLED. Then I moved everything into the PCB editor and spent a while arranging the layout. I wanted it to look kind of like a clean macropad with the keys on the left and the knob/OLED area on the right. Routing was definitely the most annoying part. I had a bunch of overlapping traces at first, and my first DRC run had a lot of errors, including shorts, clearance issues, and traces going too close to the board edge. I had to delete and reroute some traces, use both copper layers, and make sure the rows, columns, encoder, OLED, power, and ground were all connected correctly. Eventually I got the PCB to pass DRC with 0 errors and 0 unconnected items. The only warnings left were silkscreen warnings, which are not a big deal....
|
1793497656.5193808
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1794102456.5193808
|
|
9020
|
My first slack bot! by @shehram | Stardance
|
shehram
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My first slack bot! by @shehram | Stardance
|
1793447500.4216971
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1794052300.4216971
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40806
|
My awesome macropad! by @sheherzade | Stardance
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sheherzade
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @sheherzade | Stard Title: My awesome macropad! by @sheherzade | Stardance...
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1793811220.2803514
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1794675220.2803514
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40810
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my APOD site by @sheherzade | Stardance
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sheherzade
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0
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0.0
|
0
|
[]
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[]
|
Title: my APOD site by @sheherzade | Stardance
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1793811222.033245
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1794675222.033245
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46129
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Cute Chemistry by @sheherzade | Stardance
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sheherzade
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0
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0.0
|
0
|
[]
|
[]
|
Title: Cute Chemistry by @sheherzade | Stardance
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1793368519.164579
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1793973319.164579
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46174
|
DuckRun by @sheherzade | Stardance
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sheherzade
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0
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0.0
|
0
|
[]
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[]
|
Title: DuckRun by @sheherzade | Stardance
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1793371814.67808
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1793976614.67808
|
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46879
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EcoPoints by @sheetal_dubey | Stardance
|
sheetal_dubey
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0
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0.0
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0
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[]
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[]
|
Title: EcoPoints by @sheetal_dubey | Stardance
|
1793810916.1239293
|
1794415716.1239293
|
|
20492
|
My first slack bot! by @sheetal_ | Stardance
|
sheetal_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sheetal_ | Stardanc Title: My first slack bot! by @sheetal_ | Stardance...
|
1794041318.5727072
|
1794646118.5727072
|
|
3284
|
My awesome macropad! by @sheeps668 | Stardance
|
sheeps668
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sheeps668 | Starda Title: My awesome macropad! by @sheeps668 | Stardance...
|
1793940550.5006561
|
1794804550.5006561
|
|
27864
|
My first slack bot! by @sheeps668 | Stardance
|
sheeps668
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sheeps668 | Stardan Title: My first slack bot! by @sheeps668 | Stardance...
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1793782100.0146527
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1794646100.0146527
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27008
|
Cascade by @sheepex_ | Stardance
|
sheepex_
|
3
|
50.0
|
312
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T19:13:23Z", "hours": 23.0, "multiplier": 18.99, "payout": 201, "blessing": "neutral", "text": "It’s been a pretty busy couple of weeks working on Cascade, so here’s a recap of what’s changed. One of the biggest additions has been the social system. Cascade now has proper user profiles with osu! stats, badges, beatmaps and mapping activity. You can search for other mappers, add friends, see who’s online and send private messages. I’ve also added replies, reactions, GIFs, notifications and privacy settings. Another thing I’ve been working on is mapping statistics. Cascade now tracks how much time you actually spend mapping, including individual maps and difficulties, playtesting, and other editing activity. There’s also an activity calendar on your profile. More recently, I’ve been focusing on making Cascade feel more like a proper desktop application. The main menu has been redesigned around osu!lazer, including new animations, a new logo, intro/outro sequences and improved scaling. There’s also a new Graphics tab with fullscreen, borderless and windowed modes, as well as FPS limiting. The editor has received some improvements too: A floating map overview inspired by Malody A dedicated playtest button Better audio time-stretching when slowing down songs Customizable export locations Settings search and shortcut conflict detection Various UI improvements and fixes I’ve also spent quite a bit of time on performance and stability, especially with larger map libraries, collaborative editing and the desktop app. There’s still a lot I want to improve, but I’m pretty happy with how Cascade has been progressing lately. Thanks to everyone who’s been trying it out and giving feedback!", "repo": "https://github.com/sheepexx/cascade", "demo": "https://cascade.sheepex.net/"}, {"ship_num": 2, "ts": "2026-09-28T11:54:50Z", "hours": 2.0, "multiplier": 12.33, "payout": 25, "blessing": "neutral", "text": "This update is all about making Cascade feel more polished and consistent. I unified every dropdown across the app, added new settings for original map metadata, hold-to-confirm timing and background parallax, and improved the HUD editor with a timeline scrubber and more reliable previews. The desktop app also now asks before closing.", "repo": "https://github.com/sheepexx/cascade", "demo": "https://cascade.sheepex.net/"}, {"ship_num": 3, "ts": "2026-09-26T18:42:10Z", "hours": 25.0, "multiplier": 8.56, "payout": 86, "blessing": "neutral", "text": "This update is mostly about making playtesting feel like the real game and making it easier to share your maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock, timing and offsets now behave the way they do in osu!. On top of that there’s a new HUD editor: your map plays on autoplay while you click and drag anything on screen to move or resize it. Scroll speed and audio offset moved in there too, so the playtest settings are a lot less cluttered now. I also added Map Cards. With one click you get a clean image of your map with its MSD, skillsets, BPM, length and note stats, ready to post on Discord or anywhere else. There’s also a skillset graph under the timeline now that shows which skillset makes each part of the song hard, so you can see where a map spikes without playing it. There are a bunch of smaller changes too: Malody charts can be opened and exported, hitsounds can be copied onto every difficulty at once, there’s a colourblind-friendly lane colour option, keybinds work like osu!stable so you just type your keys in order, and the whole editor is now translated into German, Russian, Portuguese and Chinese. You can try it here: https://cascade.sheepex.net", "repo": "https://github.com/sheepexx/cascade", "demo": "https://cascade.sheepex.net/"}]...
|
[{"post_id": 82756, "ts": "202 [{"post_id": 82756, "ts": "2026-10-25T19:02:32Z", "hours": 9.1194, "text": "Been working on quite a few things lately, especially the overall look and feel of Cascade. The main menu has been reworked to feel more like osu!lazer, with new animations, an intro/outro and a new logo. I’ve also added fullscreen support for dekstop versions, graphics settings and customizable export locations. The editor now has a better map overview, a playtest button and improved audio stretching. There’s also a settings search, better messaging with GIFs and reactions, and a bunch of performance improvements and bug fixes. Still plenty more to work on!"}, {"post_id": 79533, "ts": "2026-10-14T14:21:22Z", "hours": 2.03, "text": "I changed the design language, to a more professional, simpler one. It using less system resources and its better for lower end devices."}, {"post_id": 79371, "ts": "2026-10-13T18:05:26Z", "hours": 12.2481, "text": "I worked on making new Social features, like profiles a messaging system and friend system."}, {"post_id": 74822, "ts": "2026-09-28T11:41:53Z", "hours": 1.9969, "text": "This update is mostly about polishing the interface and giving you more control over how Cascade looks and feels. One of the bigger changes is that every dropdown in Cascade now uses the same custom menu instead of mixing Cascade’s UI with native operating system selects. This affected quite a few places: dan ladders and keymodes, skins, Discord presence, collaborator roles, pack creation, batch timing, audio output, shared map difficulties and even the admin sorting menus. The dropdown component itself also got more capable. Menus can now have grouped sections, which is used to separate built-in playtest skin presets from your saved skins, and options can be shown as unavailable without completely hiding them. For example, an unsupported exclusive audio mode can still be displayed so you know the option exists, just without being able to select it. Dropdowns also behave better inside panels now. Some menus, especially ones opened from the HUD editor, could previously end up rendering underneath the panel they belonged to and look like an empty menu. They now use the proper UI layer, so menus always appear above panels while still staying underneath things like the command palette. There are three new interface settings as well. You can now tell Cascade to prefer a map’s original title and artist instead of the romanised metadata. If an osu! map contains both versions, Cascade will use the original script in the editor header, project list, now playing card and Discord Rich Presence. Maps that only have one version of their metadata behave exactly as before, and this doesn’t change anything stored in or exported with the map. The hold-to-confirm duration is customizable now too. Destructive actions previously always required holding for 750ms; you can now choose anything from 200ms up to 3 seconds depending on how quickly or carefully you want those controls to react. There’s also a new parallax strength setting for Cascade’s backgrounds. 100% gives you the movement Cascade had before, while 0% keeps the background completely still. You can also choose anything in between if you like the effect but want it to be more subtle. The HUD editor got another small usability upgrade with a proper timeline scrubber. You can drag through the song and quickly preview the HUD at any point in the map instead of having to wait for the autoplay to reach it. Seeking also keeps the full chart context intact, so things like the density graph and note count don’t suddenly change just because you’ve jumped further into the song. The HUD preview itself is more predictable now as well. Its autoplay always runs perfectly regardless of your normal humanized autoplay settings, impossible autoplay situations are ignored instead of being counted as misses, and combo and accuracy stop changing while you’re actively moving HUD elements around. And finally, the desktop app now asks before closing. Both the Exit button on the start screen and the Exit action in the command palette show the same confirmation dialog Cascade already uses for other destructive actions. Confirming still uses the normal fade-out and menu music transition, but an accidental click can’t immediately close the app anymore. You can try it here: https://cascade.sheepex.net"}, {"post_id": 74124, "ts": "2026-09-26T18:33:33Z", "hours": 24.71, "text": "Hello! I worked on Cascade a lot, mostly on playtesting and on sharing maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock and timing now behave like in the real game. I also added a HUD editor: the map plays on autoplay and you click and drag anything on screen to move or resize it. Scroll speed and offsets live there now too, which cleaned up the settings a lot. I also made “Map Cards”. You get an image of your map with its MSD, skillsets, BPM and other stats that you can post anywhere. There’s also a skillset graph under the timeline now, so you can see which skillset makes each part of the song hard. Smaller stuff: Malody charts can be opened and exported hitsounds can be copied onto every difficulty at once a colourblind-friendly lane colour option keybinds work like osu!stable, so you just type your keys in order the whole editor is translated into German, Russian, Portuguese and Chinese Try it here: https://cascade.sheepex.net"}]...
|
Title: Cascade by @sheepex_ | Stardance
Devlogs:
Title: Cascade by @sheepex_ | Stardance
Devlogs:
Hello! I worked on Cascade a lot, mostly on playtesting and on sharing maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock and timing now behave like in the real game. I also added a HUD editor: the map plays on autoplay and you click and drag anything on screen to move or resize it. Scroll speed and offsets live there now too, which cleaned up the settings a lot. I also made “Map Cards”. You get an image of your map with its MSD, skillsets, BPM and other stats that you can post anywhere. There’s also a skillset graph under the timeline now, so you can see which skillset makes each part of the song hard. Smaller stuff: Malody charts can be opened and exported hitsounds can be copied onto every difficulty at once a colourblind-friendly lane colour option keybinds work like osu!stable, so you just type your keys in order the whole editor is translated into German, Russian, Portuguese and Chinese Try it here: https://cascade.sheepex.net
This update is mostly about polishing the interface and giving you more control over how Cascade looks and feels. One of the bigger changes is that every dropdown in Cascade now uses the same custom menu instead of mixing Cascade’s UI with native operating system selects. This affected quite a few places: dan ladders and keymodes, skins, Discord presence, collaborator roles, pack creation, batch timing, audio output, shared map difficulties and even the admin sorting menus. The dropdown component itself also got more capable. Menus can now have grouped sections, which is used to separate built-in playtest skin presets from your saved skins, and options can be shown as unavailable without completely hiding them. For example, an unsupported exclusive audio mode can still be displayed so you know the option exists, just without being able to select it. Dropdowns also behave better inside panels now. Some menus, especially ones opened from the HUD editor, could previously end up rendering underneath the panel they belonged to and look like an empty menu. They now use the proper UI layer, so menus always appear above panels while still staying underneath things like the command palette. There are three new interface settings as well. You can now tell Cascade to prefer a map’s original title and artist instead of the romanised metadata. If an osu! map contains both versions, Cascade will use the original script in the editor header, project list, now playing card and Discord Rich Presence. Maps that only have one version of their metadata behave exactly as before, and this doesn’t change anything stored in or exported with the map. The hold-to-confirm duration is customizable now too. Destructive actions previously always required holding for 750ms; you can now choose anything from 200ms up to 3 seconds depending on how quickly or carefully you want those controls to react. There’s also a new parallax strength setting for Cascade’s backgrounds. 100% gives you the movement Cascade had before, while 0% keeps the background completely still. You can also choose anything in between if you like the effect but want it to be more subtle. The HUD editor got another small usability upgrade with a proper timeline scrubber. You can drag through the song and quickly preview the HUD at any point in the map instead of having to wait for the autoplay to reach it. Seeking also keeps the full chart context intact, so things like the density graph and note count don’t suddenly change just because you’ve jumped further into the song. The HUD preview itself is more predictable now as well. Its autoplay always runs perfectly regardless of your normal humanized autoplay settings, impossible autoplay situations are ignored instead of being counted as misses, and combo and accuracy stop changing while you’re actively moving HUD elements around. And finally, the desktop app now asks before closing. Both the Exit button on the start screen and the Exit action in the command palette show the same confirmation dialog Cascade already uses for other destructive actions. Confirming still uses the normal fade-out and menu music transition, but an accidental click can’t immediately close the app anymore. You can try it here: https://cascade.sheepex.net
I worked on making new Social features, like profiles a messaging system and friend system.
I changed the design language, to a more professional, simpler one. It using less system resources and its better for lower end devices.
Been working on quite a few things lately, especially the overall look and feel of Cascade. The main menu has been reworked to feel more like osu!lazer, with new animations, an intro/outro and a new logo. I’ve also added fullscreen support for dekstop versions, graphics settings and customizable export locations. The editor now has a better map overview, a playtest button and improved audio stretching. There’s also a settings search, better messaging with GIFs and reactions, and a bunch of performance improvements and bug fixes. Still plenty more to work on!
Ships:
This update is mostly about making playtesting feel like the real game and making it easier to share your maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock, timing and offsets now behave the way they do in osu!. On top of that there’s a new HUD editor: your map plays on autoplay while you click and drag anything on screen to move or resize it. Scroll speed and audio offset moved in there too, so the playtest settings are a lot less cluttered now. I also added Map Cards. With one click you get a clean image of your map with its MSD, skillsets, BPM, length and note stats, ready to post on Discord or anywhere else. There’s also a skillset graph under the timeline now that shows which skillset makes each part of the song hard, so you can see where a map spikes without playing it. There are a bunch of smaller changes too: Malody charts can be opened and exported, hitsounds can be copied onto every difficulty at once, there’s a colourblind-friendly lane colour option, keybinds work like osu!stable so you just type your keys in order, and the whole editor is now translated into German, Russian, Portuguese and Chinese. You can try it here: https://cascade.sheepex.net
This update is all about making Cascade feel more polished and consistent. I unified every dropdown across the app, added new settings for original map metadata, hold-to-confirm timing and background parallax, and improved the HUD editor with a timeline scrubber and more reliable previews. The desktop app also now asks before closing.
It’s been a pretty busy couple of weeks working on Cascade, so here’s a recap of what’s changed. One of the biggest additions has been the social system. Cascade now has proper user profiles with osu! stats, badges, beatmaps and mapping activity. You can search for other mappers, add friends, see who’s online and send private messages. I’ve also added replies, reactions, GIFs, notifications and privacy settings. Another thing I’ve been working on is mapping statistics. Cascade now tracks how much time you actually spend mapping, including individual maps and difficulties, playtesting, and other editing activity. There’s also an activity calendar on your profile. More recently, I’ve been focusing on making Cascade feel more like a proper desktop application. The main menu has been redesigned around osu!lazer, including new animations, a new logo, intro/outro sequences and improved scaling. There’s also a new Graphics tab with fullscreen, borderless and windowed modes, as well as FPS limiting. The editor has received some improvements too: A floating map overview inspired by Malody A dedicated playtest button Better audio time-stretching when slowing down songs Customizable export locations Settings search and shortcut conflict detection Various UI improvements and fixes I’ve also spent quite a bit of time on performance and stability, especially with larger map libraries, collaborative editing and the desktop app. There’s still a lot I want to improve, but I’m pretty happy with how Cascade has been progressing lately. Thanks to everyone who’s been trying it out and giving feedback!...
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1794027052.5622623
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1794113452.5622623
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27018
|
macOS by @sheepex_ | Stardance
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sheepex_
|
0
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0.0
|
0
|
[]
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[]
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Title: macOS by @sheepex_ | Stardance
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1793389788.384675
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1793994588.384675
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20488
|
My awesome macropad! by @sheep_boy17 | Stardance
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sheep_boy17
|
0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @sheep_boy17 | Star Title: My awesome macropad! by @sheep_boy17 | Stardance...
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1793324862.1680167
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1793929662.1680167
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26562
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WarioWare Game by @sheep_boy17 | Stardance
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sheep_boy17
|
0
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0.0
|
0
|
[]
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[]
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Title: WarioWare Game by @sheep_boy17 | Stardance
|
1793533702.875578
|
1794138502.875578
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30052
|
My first slack bot! by @sheep_boy17 | Stardance
|
sheep_boy17
|
0
|
0.0
|
0
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[]
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[]
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Title: My first slack bot! by @sheep_boy17 | Stard Title: My first slack bot! by @sheep_boy17 | Stardance...
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1793350052.8983676
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1793954852.8983676
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30061
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sheep's awesome werbsite by @sheep_boy17 | Sta sheep's awesome werbsite by @sheep_boy17 | Stardance...
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sheep_boy17
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0
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0.98
|
0
|
[]
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[{"post_id": 29228, "ts": "202 [{"post_id": 29228, "ts": "2026-07-16T00:25:35Z", "hours": 0.9756, "text": "first pass at the structure/layout of the website! plus my first foray into CSS beyond formatting added 3 basic sections (about me, projects, and a “to-do” list) + a “footend” animation at the bottom of the website (featuring my lovely adorable OC) Most of my time spent coding the animation in was: learning how CSS animation worked through the w3 documentation tweaking how the image moved across the screen to make it look more like flying and fighting github for not loading the image i put into the files hoping to add more advanced css elements to the website as i get familiar with it! (ignore the bandicam logo, its the only reliable program I found that allows you to record a partial section of your screen T_T)"}]...
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Title: sheep's awesome werbsite by @sheep_boy1 Title: sheep's awesome werbsite by @sheep_boy17 | Stardance
Devlogs:
first pass at the structure/layout of the website! plus my first foray into CSS beyond formatting added 3 basic sections (about me, projects, and a “to-do” list) + a “footend” animation at the bottom of the website (featuring my lovely adorable OC) Most of my time spent coding the animation in was: learning how CSS animation worked through the w3 documentation tweaking how the image moved across the screen to make it look more like flying and fighting github for not loading the image i put into the files hoping to add more advanced css elements to the website as i get familiar with it! (ignore the bandicam logo, its the only reliable program I found that allows you to record a partial section of your screen T_T)...
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1793983941.2179081
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My awesome macropad! by @sheel_s_mehta | Stardance
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sheel_s_mehta
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Title: My awesome macropad! by @sheel_s_mehta | St Title: My awesome macropad! by @sheel_s_mehta | Stardance...
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1793400618.05724
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1794005418.05724
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My awesome macropad! by @sheebasiddiquee123 | Star My awesome macropad! by @sheebasiddiquee123 | Stardance...
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Title: My awesome macropad! by @sheebasiddiquee123 Title: My awesome macropad! by @sheebasiddiquee123 | Stardance...
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1793447658.814598
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1794052458.814598
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My awesome macropad! by @shedrackmary | Stardance
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shedrackmary
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Title: My awesome macropad! by @shedrackmary | Sta Title: My awesome macropad! by @shedrackmary | Stardance...
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My awesome macropad! by @shealteile | Stardance
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Title: My awesome macropad! by @shealteile | Stard Title: My awesome macropad! by @shealteile | Stardance...
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Project Muniris by @shbebeek | Stardance
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shbebeek
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T05:31:47Z", "hours": 119.0, "multiplier": 8.54, "payout": 1013, "blessing": "neutral", "text": "This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!", "repo": "https://github.com/shbebeek/Muniris", "demo": "https://gamejolt.com/games/muniris-online/1100476"}]...
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[{"post_id": 72059, "ts": "202 [{"post_id": 72059, "ts": "2026-09-22T03:03:44Z", "hours": 1.2, "text": "Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!"}, {"post_id": 69953, "ts": "2026-09-18T03:55:04Z", "hours": 5.1333, "text": "Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!"}, {"post_id": 68963, "ts": "2026-09-16T03:50:51Z", "hours": 9.4, "text": "Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!"}, {"post_id": 67858, "ts": "2026-09-14T04:19:41Z", "hours": 6.0667, "text": "Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here."}, {"post_id": 67111, "ts": "2026-09-13T05:25:35Z", "hours": 8.3, "text": "Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!"}, {"post_id": 65758, "ts": "2026-09-11T03:24:26Z", "hours": 5.7667, "text": "Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore."}, {"post_id": 64589, "ts": "2026-09-09T03:06:19Z", "hours": 3.2667, "text": "Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!"}, {"post_id": 63978, "ts": "2026-09-08T02:19:27Z", "hours": 8.8, "text": "Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!"}, {"post_id": 62548, "ts": "2026-09-06T00:11:13Z", "hours": 8.6, "text": "Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!"}, {"post_id": 58491, "ts": "2026-08-30T22:13:10Z", "hours": 6.2667, "text": "Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!"}, {"post_id": 53431, "ts": "2026-08-23T23:40:01Z", "hours": 3.7667, "text": "Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!"}, {"post_id": 51974, "ts": "2026-08-21T23:36:52Z", "hours": 3.3, "text": "Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!"}, {"post_id": 51426, "ts": "2026-08-21T03:53:02Z", "hours": 8.7333, "text": "Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!"}, {"post_id": 47900, "ts": "2026-08-16T05:25:50Z", "hours": 4.7, "text": "What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!"}, {"post_id": 46897, "ts": "2026-08-14T13:19:17Z", "hours": 5.1, "text": "Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well."}, {"post_id": 45235, "ts": "2026-08-11T16:04:46Z", "hours": 8.5333, "text": "Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!"}, {"post_id": 42060, "ts": "2026-08-06T16:50:40Z", "hours": 4.0333, "text": "Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along."}, {"post_id": 37917, "ts": "2026-07-30T22:28:39Z", "hours": 3.8667, "text": "At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning."}, {"post_id": 36110, "ts": "2026-07-28T00:09:04Z", "hours": 2.5, "text": "Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens."}, {"post_id": 33509, "ts": "2026-07-23T14:54:08Z", "hours": 1.5667, "text": "I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!"}, {"post_id": 32678, "ts": "2026-07-22T00:03:43Z", "hours": 2.8, "text": "I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing."}, {"post_id": 31768, "ts": "2026-07-20T12:38:29Z", "hours": 4.4667, "text": "I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally."}, {"post_id": 23766, "ts": "2026-07-06T21:56:29Z", "hours": 3.5333, "text": "Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side."}]...
|
Title: Project Muniris by @shbebeek | Stardance
D Title: Project Muniris by @shbebeek | Stardance
Devlogs:
Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side.
I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally.
I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing.
I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!
Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens.
At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning.
Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along.
Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!
Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well.
What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!
Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!
Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!
Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!
Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!
Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!
Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!
Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!
Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore.
Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!
Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here.
Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!
Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!
Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!
Ships:
This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!...
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1794027135.0343556
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1794113535.0343556
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26011
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Coding Tutorials For FRC by @shbebeek | Stardance
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shbebeek
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0
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3.39
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0
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[]
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[{"post_id": 70961, "ts": "202 [{"post_id": 70961, "ts": "2026-09-20T03:30:51Z", "hours": 0.4628, "text": "Fixed up some errors in the hotel class, for example where I accidentally output the same thing whether the system is given 2 or 3. These weren’t too big of issues but just wanted to document them here."}, {"post_id": 23764, "ts": "2026-07-06T21:54:08Z", "hours": 2.9228, "text": "Just finished the Intro To Java video to introduce new robotics kids to java programming in FRC."}]...
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Title: Coding Tutorials For FRC by @shbebeek | Sta Title: Coding Tutorials For FRC by @shbebeek | Stardance
Devlogs:
Just finished the Intro To Java video to introduce new robotics kids to java programming in FRC.
Fixed up some errors in the hotel class, for example where I accidentally output the same thing whether the system is given 2 or 3. These weren’t too big of issues but just wanted to document them here....
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1793930039.1693156
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1794534839.1693156
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27928
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My very own WebOS by @shbebeek | Stardance
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shbebeek
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0
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9.53
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0
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[]
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[{"post_id": 38908, "ts": "202 [{"post_id": 38908, "ts": "2026-08-01T14:26:03Z", "hours": 2.6908, "text": "I am working on making it easier to add content in java and adding a second app."}, {"post_id": 35372, "ts": "2026-07-26T18:32:09Z", "hours": 2.1075, "text": "I am working on making an app for my OS about recipes!!"}, {"post_id": 24192, "ts": "2026-07-07T16:27:43Z", "hours": 0.9353, "text": "I am working on adding an app!"}, {"post_id": 23688, "ts": "2026-07-06T19:57:11Z", "hours": 2.2494, "text": "I am working on making my window move, open and close! I am also using classes to make styling easier."}, {"post_id": 23595, "ts": "2026-07-06T17:26:11Z", "hours": 1.5425, "text": "I am working on an OS about Harp Seals that has paragraphs on why they are my favorite animal and their traits."}]...
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Title: My very own WebOS by @shbebeek | Stardance
Title: My very own WebOS by @shbebeek | Stardance
Devlogs:
I am working on an OS about Harp Seals that has paragraphs on why they are my favorite animal and their traits.
I am working on making my window move, open and close! I am also using classes to make styling easier.
I am working on adding an app!
I am working on making an app for my OS about recipes!!
I am working on making it easier to add content in java and adding a second app....
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1793454836.4300876
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1794059636.4300876
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34830
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My own site! by @shazin | Stardance
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shazin
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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 @shazin | Stardance
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1793458093.808347
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1794062893.808347
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49705
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The Automail by @shazeenferoz | Stardance
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shazeenferoz
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0
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0.0
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0
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[]
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[]
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Title: The Automail by @shazeenferoz | Stardance
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1794038144.8744442
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1794642944.8744442
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54214
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My awesome macropad! by @shazan | Stardance
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shazan
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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 @shazan | Stardance
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1793526988.1031206
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1794131788.1031206
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62335
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PC Part-picker. by @shazainali0210 | Stardance
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shazainali0210
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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: PC Part-picker. by @shazainali0210 | Starda Title: PC Part-picker. by @shazainali0210 | Stardance...
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1793656037.2050822
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1794260837.2050822
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16065
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Frictionless by @shazain20 | Stardance
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shazain20
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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 @shazain20 | Stardance
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1793886871.3785057
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1794491671.3785057
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51330
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weather station by @shayne | Stardance
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shayne
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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: weather station by @shayne | Stardance
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1793778628.858954
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1794642628.858954
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55520
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Custom Raspberry PC by @shayne | Stardance
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shayne
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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: Custom Raspberry PC by @shayne | Stardance
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1793829256.181886
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1794434056.181886
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57044
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Orion by @shayne | Stardance
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shayne
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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: Orion by @shayne | Stardance
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1793411718.8822486
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1794016518.8822486
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71755
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text talky by @shayne | Stardance
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shayne
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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: text talky by @shayne | Stardance
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1793908473.5685902
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1794513273.5685902
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65132
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BunnyOS by @shayen | Stardance
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shayen
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:56:35Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an web OS called Bunny OS that is based on bunnies because it is my favourite animal. Features: Music player: lets you import MP3 files from your device along with cover art with the same name as the mp3 file, it has a animation style inspired by an ipod where if you hover over the cover art, it has a nice effect. The player has functions such as skip forward/backward and the option to shuffle or repeat music. Bunny Gallery: Lets you view pre-set images of bunnies and when you click on an image it changes the image on the background to it. Mini website: When you open the mini website, it opens the daily dose of bunny site where you can see a new picture of a bunny daily (I did not make that website i just linked it to my OS, the official site is: https://dailybunny.org/ ) Settings: Lets you change the background gradient of the OS, lets you toggle between light and dark mode, lets you change the font of the build in clock, lets you toggle the top bar on/off Draggable windows: Lets you drag open app windows anywhere on the screen You can open this link to run it: https://bunnyos.netlify.app Disclamer: I did use AI (Google Gemini) for any errors/spelling mistakes I faced. I originally tried using youtube to play music but I could not figure out how to get it to work so I also used ai for the code to import local files but that is all. I will work on this to add more features etc, I am still learning so it will take time.", "repo": "https://github.com/shayensx/BunnyOS", "demo": "https://bunnyos.netlify.app"}]...
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[{"post_id": 74020, "ts": "202 [{"post_id": 74020, "ts": "2026-09-26T15:22:34Z", "hours": 5.3258, "text": "Today I made some huge improvements to my OS, i added a clock, 4 apps: An app that opens daily dose of bunny site, a music app, a gallery app that lets you change the image in the centre, a settings app with options to turn on/off the top bar, change the background and font and change from light to dark mode. The only issue I have is I cant figure out how to play music from online so i did it so i upload the music mp3 file and cover art to be able to play the music."}, {"post_id": 73212, "ts": "2026-09-24T16:44:24Z", "hours": 1.0844, "text": "Today I improved my website design, I focused on trying to add a gif as my main image, I also added a background image and I did not want to stretch the image so i made a tile effect where it repeats the same image. I also changed the background colour behind each text writing and added a border effect."}, {"post_id": 72753, "ts": "2026-09-23T17:36:40Z", "hours": 0.8214, "text": "I made my first ever website, I have never coded before and this was my first attempt. I made a bunny website where you can see my favourite image of a bunny eating some grapes. I also added a link under the image which redirects you to a website where you can see a new image of a bunny every day. I changed the font so it looks nice and made the background green to try match the image."}]...
|
Title: BunnyOS by @shayen | Stardance
Devlogs:
I Title: BunnyOS by @shayen | Stardance
Devlogs:
I made my first ever website, I have never coded before and this was my first attempt. I made a bunny website where you can see my favourite image of a bunny eating some grapes. I also added a link under the image which redirects you to a website where you can see a new image of a bunny every day. I changed the font so it looks nice and made the background green to try match the image.
Today I improved my website design, I focused on trying to add a gif as my main image, I also added a background image and I did not want to stretch the image so i made a tile effect where it repeats the same image. I also changed the background colour behind each text writing and added a border effect.
Today I made some huge improvements to my OS, i added a clock, 4 apps: An app that opens daily dose of bunny site, a music app, a gallery app that lets you change the image in the centre, a settings app with options to turn on/off the top bar, change the background and font and change from light to dark mode. The only issue I have is I cant figure out how to play music from online so i did it so i upload the music mp3 file and cover art to be able to play the music.
Ships:
I made an web OS called Bunny OS that is based on bunnies because it is my favourite animal. Features: Music player: lets you import MP3 files from your device along with cover art with the same name as the mp3 file, it has a animation style inspired by an ipod where if you hover over the cover art, it has a nice effect. The player has functions such as skip forward/backward and the option to shuffle or repeat music. Bunny Gallery: Lets you view pre-set images of bunnies and when you click on an image it changes the image on the background to it. Mini website: When you open the mini website, it opens the daily dose of bunny site where you can see a new picture of a bunny daily (I did not make that website i just linked it to my OS, the official site is: https://dailybunny.org/ ) Settings: Lets you change the background gradient of the OS, lets you toggle between light and dark mode, lets you change the font of the build in clock, lets you toggle the top bar on/off Draggable windows: Lets you drag open app windows anywhere on the screen You can open this link to run it: https://bunnyos.netlify.app Disclamer: I did use AI (Google Gemini) for any errors/spelling mistakes I faced. I originally tried using youtube to play music but I could not figure out how to get it to work so I also used ai for the code to import local files but that is all. I will work on this to add more features etc, I am still learning so it will take time....
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1794055877.1936686
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1794142277.1936686
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68554
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My own site! by @shaye | Stardance
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shaye
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0
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0.0
|
0
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[]
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[]
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Title: My own site! by @shaye | Stardance
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1793742874.8663726
|
1794347674.8663726
|
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68557
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Shaziki by @shaye | Stardance
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shaye
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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: Shaziki by @shaye | Stardance
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1793742876.60918
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1794347676.60918
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25864
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My very own WebOS by @shayder | Stardance
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shayder
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0
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0.0
|
0
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[]
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[]
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Title: My very own WebOS by @shayder | Stardance
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1793886877.269028
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1794491677.269028
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25903
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Compressor by @shayder | Stardance
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shayder
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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: Compressor by @shayder | Stardance
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1793782044.382308
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1794386844.382308
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69213
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ENC28J60 Driver by @shaydenseymour | Stardance
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shaydenseymour
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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: ENC28J60 Driver by @shaydenseymour | Starda Title: ENC28J60 Driver by @shaydenseymour | Stardance...
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1793760898.0686452
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1794365698.0686452
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26654
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Gateway Navigator by @shayanyk | Stardance
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shayanyk
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0
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12.74
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0
|
[]
|
[{"post_id": 64871, "ts": "202 [{"post_id": 64871, "ts": "2026-09-09T15:52:26Z", "hours": 11.5442, "text": "After getting the basic propagator working, I moved on to the next thing I needed for Gateway Navigator: the State Transition Matrix (STM). At first I thought this would be fairly straightforward. The idea seemed simple enough — propagate the spacecraft state and also keep track of how small changes in the initial state affect the state later on. In practice, it was a lot more annoying than I expected. I started by going through the CR3BP equations again and deriving the Jacobian of the dynamics. The main problem was keeping track of all the partial derivatives without making a sign mistake. Since the rotating-frame equations already contain the Coriolis terms, it was surprisingly easy to convince myself that an incorrect expression was correct. I implemented the variational equations and augmented the spacecraft state with the 36 STM elements. The first propagation technically ran, but the STM results were clearly wrong. Some elements were growing far too quickly and the numerical behaviour didn’t make physical sense."}, {"post_id": 17856, "ts": "2026-06-28T19:58:34Z", "hours": 1.1919, "text": "DEVLOG — SESSION 1 Date: June 28, 2026 Session: M1 Propagation Engine — Setup & Validation Set up the full Gateway Navigator project structure from scratch — all 7 module files, core utilities, tests, data and figures directories. Wrote m1_propagator.py containing the CR3BP equations of motion, Jacobi constant function, and a propagate() wrapper around scipy.solve_ivp using the DOP853 integrator. Wrote tests/test_m1_validation.py to verify two gate conditions: position return error under 1 km after one orbital period, and Jacobi drift under 1e-10. WHAT I LEARNED: The CR3BP equations model Gateway’s motion in a rotating frame co-moving with the Earth-Moon system. In this frame both primaries are stationary and the spacecraft experiences Coriolis and centrifugal forces alongside gravity. The Jacobi constant is a conserved quantity along any uncontrolled trajectory — if it drifts, the integrator is losing energy, which means the physics is wrong. DOP853 is an 8th-order Runge-Kutta method that conserves energy far better than lower-order integrators. WHAT BROKE / SURPRISED ME: Initial conditions copied from blueprint literature failed the position return gate badly — 3415 km error on the first attempt, 362 km on the second. The Jacobi drift was perfect both times (below 1e-13), meaning the integrator itself was working correctly. The problem was that NRHO initial conditions are extraordinarily sensitive.FINAL VALIDATED ICs: x0 = 1.0170375034517611 z0 = -0.1784174365278452 yd0 = -0.0921378916511874 T = 1.4451252712711455"}]...
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Title: Gateway Navigator by @shayanyk | Stardance
Title: Gateway Navigator by @shayanyk | Stardance
Devlogs:
DEVLOG — SESSION 1 Date: June 28, 2026 Session: M1 Propagation Engine — Setup & Validation Set up the full Gateway Navigator project structure from scratch — all 7 module files, core utilities, tests, data and figures directories. Wrote m1_propagator.py containing the CR3BP equations of motion, Jacobi constant function, and a propagate() wrapper around scipy.solve_ivp using the DOP853 integrator. Wrote tests/test_m1_validation.py to verify two gate conditions: position return error under 1 km after one orbital period, and Jacobi drift under 1e-10. WHAT I LEARNED: The CR3BP equations model Gateway’s motion in a rotating frame co-moving with the Earth-Moon system. In this frame both primaries are stationary and the spacecraft experiences Coriolis and centrifugal forces alongside gravity. The Jacobi constant is a conserved quantity along any uncontrolled trajectory — if it drifts, the integrator is losing energy, which means the physics is wrong. DOP853 is an 8th-order Runge-Kutta method that conserves energy far better than lower-order integrators. WHAT BROKE / SURPRISED ME: Initial conditions copied from blueprint literature failed the position return gate badly — 3415 km error on the first attempt, 362 km on the second. The Jacobi drift was perfect both times (below 1e-13), meaning the integrator itself was working correctly. The problem was that NRHO initial conditions are extraordinarily sensitive.FINAL VALIDATED ICs: x0 = 1.0170375034517611 z0 = -0.1784174365278452 yd0 = -0.0921378916511874 T = 1.4451252712711455
After getting the basic propagator working, I moved on to the next thing I needed for Gateway Navigator: the State Transition Matrix (STM). At first I thought this would be fairly straightforward. The idea seemed simple enough — propagate the spacecraft state and also keep track of how small changes in the initial state affect the state later on. In practice, it was a lot more annoying than I expected. I started by going through the CR3BP equations again and deriving the Jacobian of the dynamics. The main problem was keeping track of all the partial derivatives without making a sign mistake. Since the rotating-frame equations already contain the Coriolis terms, it was surprisingly easy to convince myself that an incorrect expression was correct. I implemented the variational equations and augmented the spacecraft state with the 36 STM elements. The first propagation technically ran, but the STM results were clearly wrong. Some elements were growing far too quickly and the numerical behaviour didn’t make physical sense....
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My awesome macropad! by @shayanam | Stardance
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Title: My awesome macropad! by @shayanam | Stardan Title: My awesome macropad! by @shayanam | Stardance...
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My awesome macropad! by @shayan_27309 | Stardance
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Title: My awesome macropad! by @shayan_27309 | Sta Title: My awesome macropad! by @shayan_27309 | Stardance...
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My very own WebOS by @shayan1 | Stardance
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shayan1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T13:05:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a os that runs in browser and named it Avenix os.", "repo": "https://github.com/shayan155/shayanos", "demo": "https://shayanos.netlify.app/"}, {"ship_num": 2, "ts": "2026-06-22T02:30:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am creating a webos, The most challenging part is making the base, most of its app is demo", "repo": "https://github.com/shayan155/shayanos", "demo": "https://shayanos.netlify.app/"}]...
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[{"post_id": 13676, "ts": "202 [{"post_id": 13676, "ts": "2026-06-22T13:04:24Z", "hours": 0.7253, "text": "i am working on a browser based os called Avenixos"}, {"post_id": 13480, "ts": "2026-06-22T02:22:15Z", "hours": 0.6161, "text": "I am working on Webos project"}]...
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Title: My very own WebOS by @shayan1 | Stardance
Title: My very own WebOS by @shayan1 | Stardance
Devlogs:
I am working on Webos project
i am working on a browser based os called Avenixos
Ships:
I am creating a webos, The most challenging part is making the base, most of its app is demo
i made a os that runs in browser and named it Avenix os....
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Shayan os by @shayan1 | Stardance
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shayan1
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Title: Shayan os by @shayan1 | Stardance
Devlogs: Title: Shayan os by @shayan1 | Stardance
Devlogs:
i am working on a web os...
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Untitled by @shayan1 | Stardance
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Title: Untitled by @shayan1 | Stardance
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