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9041
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Smart Speaker Display by @thestarviper | Stardance
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thestarviper
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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: Smart Speaker Display by @thestarviper | St Title: Smart Speaker Display by @thestarviper | Stardance...
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1793181334.1673396
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1793786134.1673396
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9316
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OMNI-Chess by @thestarviper | Stardance
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thestarviper
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2
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102.0
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1511
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T01:14:49Z", "hours": 63.0, "multiplier": 17.79, "payout": 873, "blessing": "neutral", "text": "I made a chess engine in raylib with puzzle functionality and a movelog with a nature theme. Migrating from pygame to raylib was a big challenge that took me a while to fix all the kinks. idk the leaves are hoverable for a cool fidget thing and have fun!", "repo": "https://github.com/TheStarViper/chess-eng", "demo": "https://thestarviper.itch.io/chess-engine"}, {"ship_num": 2, "ts": "2026-06-15T03:47:41Z", "hours": 39.0, "multiplier": 16.63, "payout": 638, "blessing": "neutral", "text": "I made a chess game where you locally 1v1 someone with a move log to see move history and all the special rules/draw conditions like 50 move rule, 3 fold, insufficient material, castling, enpessent. It was challenging doing the historical move rendering because you have to keep track of all the previous board positions and the checks and square highlights Im proud of the move log because its cool yall should know that it’s low res cuz it’s not that efficient and uses pygame and am working on a re-release utilizing raylib for more proformance", "repo": "https://github.com/TheStarViper/chess-eng", "demo": "https://thestarviper.itch.io/chess-engine"}]...
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[{"post_id": 20435, "ts": "202 [{"post_id": 20435, "ts": "2026-07-02T00:59:11Z", "hours": 4.7919, "text": "UPDATE #13 This is the last update before i ship So basically this was just the last update for this project cuz i decided i would start work on a different project, the changes i made this update are just to get ready to ship and complete the project: removed fps counter removed openings and play menu removed variants from selection as they arent polished enough removed misc debug features audio bug fixed on button hovers audio bug fixed on puzzle win"}, {"post_id": 17944, "ts": "2026-06-28T22:04:11Z", "hours": 17.1667, "text": "UPDATE #12 added features added variants support added giveaway chess added duckchess (kinda) added the start of a play screen, still working on it not much yet added easing functions to some visuals so they appear instead of popping in fixed bugs/cleanup (like 50% of this devlog) split code back into multiple files fixed that puzzle code was directly in frame update loop tons of crash fixes todo with variants and puzzles animation broke on variants draw legal moves didn’t work on custom pieces future ideas clock bots particle system effects screen shake randomize leaves menu transitions i was mainly struggling to fix crash bugs this devlog as there were multiple that i had to fix, most notably there was a crash bug when swapping between the game and puzzle menus, and loading a new ruleset for variants. My current plan now is to finish the create game screen, then work on fixing the last duckchess bugs, programming a bot then variants + polish. I may ship again if i get a chance before i finish this though. Screenshot here shots duckchess in action but I made the duck sprite using AI just so we’re clear about that because i am bad at art."}, {"post_id": 15352, "ts": "2026-06-24T23:25:28Z", "hours": 9.0172, "text": "Update #11 Added Features added puzzle side menu added puzzle streak counter skip retry hint puzzle buttons sucess rate puzzle counter sound effect for hovering button puzzles are basically done Fixed Bugs 3 fold occured in puzzle mode if you made the same wrong move 3 times same thing with 50 move rule as 3 fold puzzle would start with you instead of the computer swaps turn on failed move animations didn’t work in puzzles fixed you can select the opponent’s pieces in the puzzle during animation if you hit a frameperfect from the animation finishing on the puzzle screen and switch to the game screen it moves the piece in the game screen if there was a piece on the starting tile same bug with next puzzle button leaves sfx looped infinitely Smart Bool I added a new datatype to make my life easier called a smartbool, this is basically a boolean with a third state called NewTrue which is only true for the first cycle the boolean is updated to true. This boolean is useful for when you want to play a sound effect on hover but if you use a traditional boolean it will play every frame. you can use it like a normal boolean too like smartbool = true; or if (smartbool){} . But this new datatype makes the code easier to understand for me. struct smartbool { enum State { False, NewTrue, True }; State state = False; void operator=(bool value) {this->set(value);} operator bool() const {return state != False; } bool is_new_true() const { return state == NewTrue; } void set(bool value) { if (value) { if (state == False) state = NewTrue; } else { state = False; } } void update() { if (state == NewTrue) { state = True; } } }; Future Ideas clock bots variants more moving graphics/sfx randomize leaves on borders menu transitions (maybe) finish polishing puzzles (pretty much done)"}, {"post_id": 13961, "ts": "2026-06-22T22:21:46Z", "hours": 16.5194, "text": "UPDATE #10 added features/changes added a sidebar added a settings page with the ability to toggle 50 move counter,3 fold counter,board markings with more settings to come like high contrast and animation speed added a makefile to compile code to test instead of running a bunch of commands back to back added puzzles to the puzzle tab pulls random puzzle out of a csv things before next ship more sfx click and drag to move piece sfx plays infinitely on hovers randomize leaves placements menu transitions polish puzzles page and get rid of bugs general ideas theme switcher animation speed control move clock In this update i messed up my codebase so massively bad trying to refactor the code so alot of my time was fixing the nuke i dropped into my codebase. uhhh one of the big bugs i had to squash before this that took eternity was playing sound effects would just crash the game. It turned out the reason was i didnt add the compile flag to my makefile causing the audio mixer to crash the game. After that i added sound effects back in and then started to work on puzzles. for puzzles i took the lichess puzzle database of 6m puzzles and condensed it down to 100k for file space. I pull a random row from this file to create the puzzle and it kinda works but its still in progress."}, {"post_id": 11768, "ts": "2026-06-19T04:42:16Z", "hours": 7.4614, "text": "UPDATE #9 I presented my changes in the stardance slack and was able to get some new ideas like adding a theme switcher. I added the leaves cuz i thought it would add to the theme and then after seeing the leaves, they looked very interactable so i made them interactable. idk thats about it changes/added features leaves on outside of board leaves enlarge on hover for fidgeting i guess idk its fun tho made move log more narrow to fit a sidebar on the left added a 3 fold repetition warning that appears after 2x repetition (make togglable) added a background i got from itchio made hover dots enlarge on hover again fixed animation issues changed board markers to inside the board like originally in python updated itchio page things before next ship add sound effects back click and drag to move piece add sidebar"}, {"post_id": 10951, "ts": "2026-06-17T23:23:52Z", "hours": 7.9317, "text": "UPDATE #8 This version is not live yet as there are a few bugs that need fixing still as the port from python introduced alot. Some things i liked about porting from python to c++ is that i was able to fine tune things more and use namespaces which i like. ENUMs are also a feature i like. changes/added features Updated graphics to use pieces from itchio 50 move rule counter under game log (i plan to make it togglable) says whos turn it is to play in top right ontop of the highlighting changed entire game to pixelart because i found some assets on itchio that i thought looked really nice things needed for next ship going to add a sidebar on the left side instead of the right side add sound effects back add a background click and drag to move piece animation issues fold repetition counter under move log make itchio page look better next devlog should be when i update the itchio page and other stuff also i spent closer to 15-16 hours on this cuz it includes the last devlog"}, {"post_id": 9054, "ts": "2026-06-15T03:36:13Z", "hours": 8.3464, "text": "UPDATE #7 i wanna have the time logged for shipping but basically all i did was change some file formats for web assembly and turned down the resolution so that it would automatically scale so that it’s playable. I’m currently in the process of converting the game from pygame to c++ raylib since i know c++ already and c++ is better for WASM thats about ittttttttt live ver: https://thestarviper.itch.io/chess-engine"}, {"post_id": 7870, "ts": "2026-06-13T03:53:24Z", "hours": 8.3592, "text": "UPDATE #6 fixed bugs: all game end conditions were broken move log scrollbar didn’t appear on pawn promotion move log didnt use proper notation canceling pawn promotion didnt undo move log canceling pawn promotion capture didnt undo capture when going back in move log, if there was a check the square didnt light red couldn’t change piece to move after selecting a piece added features/changes: promotion menu is inline column added sfx better sprites for pieces draw and resign buttons now use icons move log text now uses the Audiowide regular fond massive code restructure things needed for shipping: optimization, didn’t optimize since last devlog maybe learn WHAT DA HAIL bitboards are to optimize yk click and drag to move piece pieces flicker for a frame when transitioning from animation to static on the board"}, {"post_id": 6680, "ts": "2026-06-11T05:52:38Z", "hours": 3.0944, "text": "UPDATE #5 fixed bugs: checkmate didnt work (again) when king is in check the square didnt light red move log overflowed when filling up so i added a scroll feature added features/changes: promotion gui is now like chess.com and vertical move log is striped and alternates colors for each row board markings for the rows and columns things needed before shipping: optimization, still runs at like 45fps on itch.io sound effects maybe change fonts cuz im using default ugly ones draw/resign icons instead of text click and drag to move piece better sprites for pieces (BUG) can’t move a different piece after selecting one (BUG) draw conditions are broken (BUG) sidebar buttons are broken even though they dont do anything (BUG) when looking back in the move log when the king is in check the square stays red"}, {"post_id": 6058, "ts": "2026-06-10T05:41:11Z", "hours": 5.0128, "text": "UPDATE #4 I fixed preformance :D heres how: i drew the move log table 3x per frame instead of once so i made it do it once now was calculating if someone was in checkmate every frame which was checking if anyone had legal moves every single frame, changed it to check for checkmate on clicks which is every time someone made a move some of the stuff we were rendering were static background elements that never changed and they were being drawn every frame. So instead we render them once at the start and cache it so that we don’t render static elements so many times. (i accidentally changed the opacity of the background and dont feel like retaking the screenshot and accidentally moved the sidebar) FPS my machine 30-40 -> 200+ FPS itch.io 10 -> 45 we still have a ways to go to get a fully smooth experience but 10 to 45 fps from the demo link is much much more playable and i thought i would get a devlog out. next update ill continue to optimize and polish to get ready to ship!"}, {"post_id": 5727, "ts": "2026-06-09T17:02:19Z", "hours": 3.425, "text": "UPDATE #3 things added in this update: added a subtle background added a sidebar added “Game Log” text moved board and bar to the right a bit added a GitHub readme rounded corners of chess board and other stuff Issues: I started to notice the rendering of my chess pieces moving were slightly lagging, after doing a performance test of my code using python’s profile tool i noticed that my logic for getting legal moves was called 160k+ times and my pieces were rendered 50k+ times. This made my chess engine run at 30-50 fps so i will have to fix the performance issues soon. Next update will prolly be addressing these issues and adding more UI changes"}, {"post_id": 5349, "ts": "2026-06-09T02:49:21Z", "hours": 2.9911, "text": "UPDATE #2 things added in this update: created an itch.io page to demo the game by compiled the PYgame with pygbag added a move log with the ability to look back in time legal move dots now enlarge on hover i plan on actually making the itch.io page look good and actually add a readme to my github repo that looks good but i plan on doing that later. next update i think will be gui changes then after that i will work on QOL changes then feature additions like variants Fully functional game though and i did work on my laptop without wakatime so sad it wasnt tracked :c"}, {"post_id": 4605, "ts": "2026-06-07T23:34:09Z", "hours": 7.4347, "text": "UPDATE #1 I have created using pygame a chess engine complete with all of the rules of chess and is fully playable for local 1v1 with the features: on piece hover, piece tilts a bit piece moves to next square instead of teleporting checkmate resign and draw buttons stalemate 3 fold repetition 50 move rule en pessant castling captured pieces are shown on the side that captured them captured piece zone is aligned to board pawn promotion FUTURE IDEAS: SFX Better GUI on loss/draw screens Better GUI for promotion Main menu variants (atomic,duckchess,giveaway chess, Horde, etc) time control bots (pinging chess.com api idk how to code a chess bot from scratch) color change of boards better graphics for pieces move log when hovering on dot of the move you want to make the dot becomes bigge pull and drag pieces around board to make moves like chess.com"}]...
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Title: OMNI-Chess by @thestarviper | Stardance
De Title: OMNI-Chess by @thestarviper | Stardance
Devlogs:
UPDATE #1 I have created using pygame a chess engine complete with all of the rules of chess and is fully playable for local 1v1 with the features: on piece hover, piece tilts a bit piece moves to next square instead of teleporting checkmate resign and draw buttons stalemate 3 fold repetition 50 move rule en pessant castling captured pieces are shown on the side that captured them captured piece zone is aligned to board pawn promotion FUTURE IDEAS: SFX Better GUI on loss/draw screens Better GUI for promotion Main menu variants (atomic,duckchess,giveaway chess, Horde, etc) time control bots (pinging chess.com api idk how to code a chess bot from scratch) color change of boards better graphics for pieces move log when hovering on dot of the move you want to make the dot becomes bigge pull and drag pieces around board to make moves like chess.com
UPDATE #2 things added in this update: created an itch.io page to demo the game by compiled the PYgame with pygbag added a move log with the ability to look back in time legal move dots now enlarge on hover i plan on actually making the itch.io page look good and actually add a readme to my github repo that looks good but i plan on doing that later. next update i think will be gui changes then after that i will work on QOL changes then feature additions like variants Fully functional game though and i did work on my laptop without wakatime so sad it wasnt tracked :c
UPDATE #3 things added in this update: added a subtle background added a sidebar added “Game Log” text moved board and bar to the right a bit added a GitHub readme rounded corners of chess board and other stuff Issues: I started to notice the rendering of my chess pieces moving were slightly lagging, after doing a performance test of my code using python’s profile tool i noticed that my logic for getting legal moves was called 160k+ times and my pieces were rendered 50k+ times. This made my chess engine run at 30-50 fps so i will have to fix the performance issues soon. Next update will prolly be addressing these issues and adding more UI changes
UPDATE #4 I fixed preformance :D heres how: i drew the move log table 3x per frame instead of once so i made it do it once now was calculating if someone was in checkmate every frame which was checking if anyone had legal moves every single frame, changed it to check for checkmate on clicks which is every time someone made a move some of the stuff we were rendering were static background elements that never changed and they were being drawn every frame. So instead we render them once at the start and cache it so that we don’t render static elements so many times. (i accidentally changed the opacity of the background and dont feel like retaking the screenshot and accidentally moved the sidebar) FPS my machine 30-40 -> 200+ FPS itch.io 10 -> 45 we still have a ways to go to get a fully smooth experience but 10 to 45 fps from the demo link is much much more playable and i thought i would get a devlog out. next update ill continue to optimize and polish to get ready to ship!
UPDATE #5 fixed bugs: checkmate didnt work (again) when king is in check the square didnt light red move log overflowed when filling up so i added a scroll feature added features/changes: promotion gui is now like chess.com and vertical move log is striped and alternates colors for each row board markings for the rows and columns things needed before shipping: optimization, still runs at like 45fps on itch.io sound effects maybe change fonts cuz im using default ugly ones draw/resign icons instead of text click and drag to move piece better sprites for pieces (BUG) can’t move a different piece after selecting one (BUG) draw conditions are broken (BUG) sidebar buttons are broken even though they dont do anything (BUG) when looking back in the move log when the king is in check the square stays red
UPDATE #6 fixed bugs: all game end conditions were broken move log scrollbar didn’t appear on pawn promotion move log didnt use proper notation canceling pawn promotion didnt undo move log canceling pawn promotion capture didnt undo capture when going back in move log, if there was a check the square didnt light red couldn’t change piece to move after selecting a piece added features/changes: promotion menu is inline column added sfx better sprites for pieces draw and resign buttons now use icons move log text now uses the Audiowide regular fond massive code restructure things needed for shipping: optimization, didn’t optimize since last devlog maybe learn WHAT DA HAIL bitboards are to optimize yk click and drag to move piece pieces flicker for a frame when transitioning from animation to static on the board
UPDATE #7 i wanna have the time logged for shipping but basically all i did was change some file formats for web assembly and turned down the resolution so that it would automatically scale so that it’s playable. I’m currently in the process of converting the game from pygame to c++ raylib since i know c++ already and c++ is better for WASM thats about ittttttttt live ver: https://thestarviper.itch.io/chess-engine
UPDATE #8 This version is not live yet as there are a few bugs that need fixing still as the port from python introduced alot. Some things i liked about porting from python to c++ is that i was able to fine tune things more and use namespaces which i like. ENUMs are also a feature i like. changes/added features Updated graphics to use pieces from itchio 50 move rule counter under game log (i plan to make it togglable) says whos turn it is to play in top right ontop of the highlighting changed entire game to pixelart because i found some assets on itchio that i thought looked really nice things needed for next ship going to add a sidebar on the left side instead of the right side add sound effects back add a background click and drag to move piece animation issues fold repetition counter under move log make itchio page look better next devlog should be when i update the itchio page and other stuff also i spent closer to 15-16 hours on this cuz it includes the last devlog
UPDATE #9 I presented my changes in the stardance slack and was able to get some new ideas like adding a theme switcher. I added the leaves cuz i thought it would add to the theme and then after seeing the leaves, they looked very interactable so i made them interactable. idk thats about it changes/added features leaves on outside of board leaves enlarge on hover for fidgeting i guess idk its fun tho made move log more narrow to fit a sidebar on the left added a 3 fold repetition warning that appears after 2x repetition (make togglable) added a background i got from itchio made hover dots enlarge on hover again fixed animation issues changed board markers to inside the board like originally in python updated itchio page things before next ship add sound effects back click and drag to move piece add sidebar
UPDATE #10 added features/changes added a sidebar added a settings page with the ability to toggle 50 move counter,3 fold counter,board markings with more settings to come like high contrast and animation speed added a makefile to compile code to test instead of running a bunch of commands back to back added puzzles to the puzzle tab pulls random puzzle out of a csv things before next ship more sfx click and drag to move piece sfx plays infinitely on hovers randomize leaves placements menu transitions polish puzzles page and get rid of bugs general ideas theme switcher animation speed control move clock In this update i messed up my codebase so massively bad trying to refactor the code so alot of my time was fixing the nuke i dropped into my codebase. uhhh one of the big bugs i had to squash before this that took eternity was playing sound effects would just crash the game. It turned out the reason was i didnt add the compile flag to my makefile causing the audio mixer to crash the game. After that i added sound effects back in and then started to work on puzzles. for puzzles i took the lichess puzzle database of 6m puzzles and condensed it down to 100k for file space. I pull a random row from this file to create the puzzle and it kinda works but its still in progress.
Update #11 Added Features added puzzle side menu added puzzle streak counter skip retry hint puzzle buttons sucess rate puzzle counter sound effect for hovering button puzzles are basically done Fixed Bugs 3 fold occured in puzzle mode if you made the same wrong move 3 times same thing with 50 move rule as 3 fold puzzle would start with you instead of the computer swaps turn on failed move animations didn’t work in puzzles fixed you can select the opponent’s pieces in the puzzle during animation if you hit a frameperfect from the animation finishing on the puzzle screen and switch to the game screen it moves the piece in the game screen if there was a piece on the starting tile same bug with next puzzle button leaves sfx looped infinitely Smart Bool I added a new datatype to make my life easier called a smartbool, this is basically a boolean with a third state called NewTrue which is only true for the first cycle the boolean is updated to true. This boolean is useful for when you want to play a sound effect on hover but if you use a traditional boolean it will play every frame. you can use it like a normal boolean too like smartbool = true; or if (smartbool){} . But this new datatype makes the code easier to understand for me. struct smartbool { enum State { False, NewTrue, True }; State state = False; void operator=(bool value) {this->set(value);} operator bool() const {return state != False; } bool is_new_true() const { return state == NewTrue; } void set(bool value) { if (value) { if (state == False) state = NewTrue; } else { state = False; } } void update() { if (state == NewTrue) { state = True; } } }; Future Ideas clock bots variants more moving graphics/sfx randomize leaves on borders menu transitions (maybe) finish polishing puzzles (pretty much done)
UPDATE #12 added features added variants support added giveaway chess added duckchess (kinda) added the start of a play screen, still working on it not much yet added easing functions to some visuals so they appear instead of popping in fixed bugs/cleanup (like 50% of this devlog) split code back into multiple files fixed that puzzle code was directly in frame update loop tons of crash fixes todo with variants and puzzles animation broke on variants draw legal moves didn’t work on custom pieces future ideas clock bots particle system effects screen shake randomize leaves menu transitions i was mainly struggling to fix crash bugs this devlog as there were multiple that i had to fix, most notably there was a crash bug when swapping between the game and puzzle menus, and loading a new ruleset for variants. My current plan now is to finish the create game screen, then work on fixing the last duckchess bugs, programming a bot then variants + polish. I may ship again if i get a chance before i finish this though. Screenshot here shots duckchess in action but I made the duck sprite using AI just so we’re clear about that because i am bad at art.
UPDATE #13 This is the last update before i ship So basically this was just the last update for this project cuz i decided i would start work on a different project, the changes i made this update are just to get ready to ship and complete the project: removed fps counter removed openings and play menu removed variants from selection as they arent polished enough removed misc debug features audio bug fixed on button hovers audio bug fixed on puzzle win
Ships:
I made a chess game where you locally 1v1 someone with a move log to see move history and all the special rules/draw conditions like 50 move rule, 3 fold, insufficient material, castling, enpessent. It was challenging doing the historical move rendering because you have to keep track of all the previous board positions and the checks and square highlights Im proud of the move log because its cool yall should know that it’s low res cuz it’s not that efficient and uses pygame and am working on a re-release utilizing raylib for more proformance
I made a chess engine in raylib with puzzle functionality and a movelog with a nature theme. Migrating from pygame to raylib was a big challenge that took me a while to fix all the kinks. idk the leaves are hoverable for a cool fidget thing and have fun!...
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1793508656.2504396
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1793595056.2504396
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24310
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BitDrop by @thestarviper | Stardance
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thestarviper
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1
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160.0
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3167
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T09:55:31Z", "hours": 160.0, "multiplier": 19.75, "payout": 3167, "blessing": "neutral", "text": "PLEASE READ THE HINTS SO YOU KNOW HOW TO PLAY I made a pachinko roguelite game that is inspired by balatro, slay the spire, and ultrapool. The game is a web game that is hosted on itch.io so no need to download anything. Have fun!", "repo": "https://github.com/TheStarViper/Bitdrop", "demo": "https://thestarviper.itch.io/bitdrop"}]...
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[{"post_id": 44510, "ts": "202 [{"post_id": 44510, "ts": "2026-08-10T09:53:13Z", "hours": 1.0939, "text": "UPDATE #32 FIREFOX SUCKS Summary FIREFOX SUCKS. anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that breakdown map hover sfx shop buy sfx cashout sfx basket score sfx node pin sfx louder on playtester request used playtester feedback: this game on firefox compiled weird goofy its up on itchio now wowie #SHIP TIME YAYAYAYAYAYAYAY"}, {"post_id": 44482, "ts": "2026-08-10T08:38:47Z", "hours": 1.9064, "text": "UPDATE #31 Balancing Summary ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting. breakdown added 10 new daemons changed icons of every daemon since they shared the same icon balanced prices of consumables and daemons used playtester feedback: some things were confusing so i added more hints used playtester feedback: a button in the shop was unintuative so i made it so that it worked more intuiatively used playtester feedback: playtester found a bug with one of the new daemons that destroyed itself didnt free up a slot NEXT UPDATE IS JUST SOUND EFFECTS AND MAYBE FEEDBACK FROM SLACK THEN I SHIP YAY IM GETTING THIS DONE BEFORE I SLEEP"}, {"post_id": 44442, "ts": "2026-08-10T06:02:41Z", "hours": 4.5892, "text": "UPDATE #30 A little bit of everything Summary added a loss screen, another pin modifier, changed clone pin graphic, added music, changed map nodes, added overload mechanic breakdown added a loss screen with a loss sound effect added another pin mod called “Amplify” which just gives 1.5x score on hit to the ball changed clone pin graphic to show the pull distance and changes with leveling added main menu music and gameplay music changed map nodes by renaming them and changing colors around made final boss node bigger than it was originally for emphasis added overload mechanic that basically is a multiplier that increases by .08x per pin hit and decreases by .4x per second and adds the multiplier on scoring Things to polish before shipping daemons consumables balancing sfx"}, {"post_id": 43180, "ts": "2026-08-08T09:27:38Z", "hours": 2.7903, "text": "UPDATE #29 Polish Polish Polish Summary added a few consumables and added basket mods breakdown added a consumable to multiply a basket’s mult by 1.5x permanently added a consumable to lower quota on a level by 25% added a pin modifier that makes balls gravitate towards it made it so that consumables in shop can have weights Things to polish before shipping daemons consumables pin mods screenshake more tutorial steps music / sfx balancing"}, {"post_id": 43020, "ts": "2026-08-08T01:57:36Z", "hours": 2.4019, "text": "UPDATE #28 Endless Mode Summary added a win screen for when you win with a button to go endless mode called “ascensions” breakdown made endless mode made win screen (prolly should make it look better) fixed bug where you clicking back in a submenu in escmenu would double click and exit out of esc menu entirely fixed bug where you couldnt exit stats menu in escmenu from main menu Roadmap in order of completion add consumables for baskets to multiply basket mult re-org code before polish and balance cuz its kinda goofy spaghetti silly polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods add more screenshakes cuz i only have a few screenshakes music"}, {"post_id": 42465, "ts": "2026-08-07T06:51:18Z", "hours": 3.2836, "text": "UPDATE #27 Tutorial Summary made a hint based tutorial system every time you encounter a new mechanic breakdown made it so that in 1-2ish lines of code you can add a new hint to any aspect of the game hints pop up only on the first time you encounter a mechanic hints darken the background and go away with a glitch effect and sound effect after clicking “got it” button Roadmap in order of completion fix some of the bugs i have noted down in a personal doc that are hard to explain endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 42369, "ts": "2026-08-07T01:41:28Z", "hours": 2.8478, "text": "UPDATE #26 Main Menu Summary made a main menu breakdown took the grid background from the map and put it in the main menu took the tri-circle spinning animation from the map and put it in the main menu reused the button class i use everywhere settings button just goes to the settings menu i already made stats button just goes to the stats menu but i think ill change it to a tutorial button terminate button just gives a popup that says “its a web game silly” Roadmap in order of completion add tutorial endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 41791, "ts": "2026-08-06T06:19:51Z", "hours": 4.7828, "text": "UPDATE #25 Escape Menu three Summary added settings and stats page to the esc menu thing breakdown made it so that you can add more stats and settings with just one line of code to control or display a variable added a gamespeed notched slider added volume slider added screenshake toggle added a bunch of stats in the stats page moved back button to the bottom of the menu since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here: add main menu maybe add consumables for baskets still not decided add tutorial endless mode daemon synergies polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 41566, "ts": "2026-08-05T21:07:59Z", "hours": 4.3561, "text": "UPDATE #24 Escape Menu two Summary pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now. breakdown escape menu now has buttons and a different color back button when opening esc menu theres a glitch effect now along with a sound effect and closing does same thing putting a mod on the pin outlines the pin with the color of the mod and a dot for every level of the mod putting multiple mods on a pin divides the outline into multiple parts Next update plan add stats menu add settings menu add main menu maybe add consumables for baskets aswell but prolly the update after this one"}, {"post_id": 41090, "ts": "2026-08-05T01:46:24Z", "hours": 8.2328, "text": "UPDATE #23 Escape Menu Summary modularized code for pin mods, added levels and max levels, started work on an escape menu for settings. breakdown hover on nodes now shows level of the modifier on the node nodes like clone level 1 have it so the payout is split between the two balls and level 2 has it so that it isnt split between the two added menu button next to balance display modularized code for pin modifiers so its easier to add conflicts and such in the future and new features esc puts you in an esc menu to quit run new run settings optinos etc the same as the menu button esc menu stops time and physics aswell as all interaction in game until you unpause fixed issue where reroll text would overflow outside of the reroll box so now it resizes to fit inside of the reroll button node modifiers were also split into a different file Next update plan I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff make pins on modifiers visually distinct that can be stacked ontop of each other more work on esc menu"}, {"post_id": 40371, "ts": "2026-08-03T20:39:02Z", "hours": 6.2458, "text": "UPDATE #22 consumable board editor TWOOOO Summary made is so you can stack mods on pins and some are incompatible with others breakdown you can stack mods of different types on pins some mods are incompatible with each other if you modify a pin with an incompatible modifier it will just remove the conflicting modifier from the pin red alert text on consumables with conflicting modifiers hover shows the pins modifiers Next update plan you can stack modifiers on the same pin to level it up more pin modifier types make pins on modifiers visually distinct that can be stacked ontop of each other"}, {"post_id": 39200, "ts": "2026-08-02T00:08:00Z", "hours": 5.2997, "text": "UPDATE #21 consumable board editor Summary added new consumables that modified pins on the board to do different things breakdown added system where you can select nodes now added system where you can select multiple things to modify with a consumable added pin effect “mitosis” splits node into two added pin effect “overclock pin” makes pin valued at 1.5mb instead of 1mb prolly changing this this was just testing added pin effect “volitile pin” makes pin add a random payload from 1-10mb also was just testing prolly will modify this Next update plan add more sound effects make it so mitosis is called miosis and splits the value of the ball into half between the two balls make it so you can modify a pin with multiple modifiers and hovering shows what mods it has make pin modifiers like minecraft enchantments where you can apply some modifiers not with each other like mending + infinity isnt possible in minecraft or fortune + silk touch type thing"}, {"post_id": 38025, "ts": "2026-07-31T05:20:46Z", "hours": 3.1969, "text": "UPDATE #20 more animations Summary got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling breakdown made daemons look better using a dual layer system map has velocity that decreasese in speed after you stop scrolling with mouse click or scroll wheel dual layer daemon graphics I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff. Empty daemon slot: empty daemon sprite layered text saying slot number and that it’s empty Occupied daemon slot: empty daemon sprite occupied daemon overlay with hue shift title and description text overlay + level overlay then put hover effects and stuff ontop Next update plan add more sound effects expand consumables system"}, {"post_id": 37419, "ts": "2026-07-30T03:53:05Z", "hours": 2.9794, "text": "UPDATE #19 more animations Summary added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code breakdown added buy animation for deamons and consumables added sell animations for daemons and consumablse fixed bug where shop didnt refresh when you re-enter after beating a level fixed bug where boss levels had a smaller quota than normal levels screenshake helper function implemented so i can just put screenshake(intensity,duration); anywhere and add screenshake with one line added a glitch location helper function based off my glitch transition code so now you can do TriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a duration Next update plan maybe 6 hours for this update add more sound effects expand consumables system maybe make daemons look better but that might be for the update after this one"}, {"post_id": 36874, "ts": "2026-07-29T07:14:51Z", "hours": 4.0314, "text": "UPDATE #18 Shop Graphics Update pt 2 Summary updated shop graphics for consumables and made a custom class to make custom shaped polygons breakdown made consumables look better made consumables have a full consumables slot graphic and a not enough money alert made consumables have a background thingy in the shop that looks cool same hue shift graphic trick applied to the consumables like the daemons made insufficient funds for the daemons larger and more clear made a custom class for making polygons with an arbitrary number of vertexs so its faster to make polygons instead of the original way i used which was draw triangle fan made it so the class also detects hovers and clicks built in to make it easier Next update plan im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs add buy animations add sell animations screen shake helper function"}, {"post_id": 36228, "ts": "2026-07-28T05:20:56Z", "hours": 4.4294, "text": "UPDATE #17 Shop Graphics Update pt 1 Summary updated shop graphics and animation breakdown used ai to generate a shop item slot and polished it in microsoft paint you can hover buttons and the main part and plays sfx buttons now have 6 vertexes daemons only get bought on left click release instead of on click since the shop items use sprites now instead of vector drawing i now hue shift the sprite to acheive different colors from one sprite (this took a while) reduced shop to have 4 items instead of 5 for balance and to fit the graphics nicer Next update plan update the consumables section of the shop to look better add buy animations"}, {"post_id": 35691, "ts": "2026-07-27T09:09:29Z", "hours": 3.3542, "text": "UPDATE #16 Map Graphics Update Summary updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background breakdown swirling things around node passively gliched nodes have funky movement with their animation which i find cool made pathways more distinct from background lines color nodes now have icons instead of text Next steps I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations"}, {"post_id": 35028, "ts": "2026-07-26T05:56:26Z", "hours": 4.0314, "text": "UPDATE #15 Consumables Shop Summary Added consumables to the shop and reduced consumables slots breakdown you can buy and reroll consumables in shop reroll animation rerolls consumables too the consumables are a different shape then daemons in shop i gotta figure out the colors to be more different tho two consumable slots instead of four Next steps i came up with alot more ideas to implement balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations"}, {"post_id": 34387, "ts": "2026-07-25T02:01:05Z", "hours": 6.0822, "text": "UPDATE #14 Consumables 2 Summary Added two consumables, changed price of rerolls and did some code restructuring. breakdown added a consumable “flash sale” is basically temperance from balatro and gives sell value of all your daemons into your balance added a consumable “dycrypt” and it decrypts unknown nodes so you know what they are moved the payout ball orb stuff to a different file moved the transitions stuff to a different file you can now sell consumables and it adds to the balance aswell two types of consumable one is instant use and one requires selecting something to effect i will use this later on nodes Next steps balancing more consumables more sfx more animations"}, {"post_id": 33390, "ts": "2026-07-23T09:24:36Z", "hours": 3.9456, "text": "UPDATE #13 Consumables Summary Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables. also fixed a bug where hovering sfx never stopped playing on glitched nodes Next steps balancing consumables actions more sfx more animations"}, {"post_id": 32852, "ts": "2026-07-22T08:34:06Z", "hours": 5.7922, "text": "UPDATE #12 Audio Summary Added sound effects and shop polish breakdown transition sound (my favorite) bounce sound (need a better one) hover glitched node sound hover daemon sound hover shop item sound hover shop items for more interactivity Next steps balancing consumables more sfx more animations"}, {"post_id": 32205, "ts": "2026-07-21T06:57:06Z", "hours": 1.8539, "text": "UPDATE #11 Graphics Summary Added moving daemon animation and added encrypted nodes into the map that are a mystery of what it is until you click on them Next steps balancing consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 30986, "ts": "2026-07-19T00:25:17Z", "hours": 6.2539, "text": "UPDATE #10 Graphics Summary Added money adding animation, 4 new daemons, and a reroll animation Finer Details rerolls have a glitch animation money scoring summons energy balls that glitch into balance 1 for each remaining ball and 1 for the money winning the level fixed bug where you could have over 5 daemons new daemon “Honeypot Trap” 30% chance to duplicate score new daemon “Firmware Backdoor” +5MB per node hit new daemon “Proxy Chain” multiplier per daemon owned (1.2x,1.4x,1.6x) new daemon “Rootkit Persistence” every 3rd ball scores 3x Next steps balancing consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 30395, "ts": "2026-07-17T21:48:54Z", "hours": 6.2739, "text": "UPDATE #9 Map PT 3 Summary Added menu transitions, fixeds a few bugs Finer Details changes orange glow on current column to green made the nodes offset on the y and x axis a bit so it looks less grid-like added a glitch menu transition fixed bug where you couldnt interact with daemons in the map menu fixed map generation that generates stray nodes fixed map generate that generated incomplete paths level name it now displayed on box on hover light path that shows a path you can take to get to the node if you hover a future node from current node nodes no longer mostly connect to every single other node Next steps consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 29365, "ts": "2026-07-16T08:28:25Z", "hours": 8.6403, "text": "UPDATE #8 The Map PT 2 Summary Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these Finer Details levels give money now levels have a random amount of money that increase as you go levels interact with setting rewards and score requirements quota and reward are displayed on hover corner brackets appear with easing in and out size on hover aswell changed based unit to MB from KB cuz KB of data are kinda smol fixed some frame update bugs where the stuff updates after selection making it look weird for a frame faint orange glow on the column of levels you are on Next steps you can’t sell daemons in the map for some reason map polish level node entry point map path generation sometimes generates a void where you cant progress and also every node connects to every other consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 28533, "ts": "2026-07-14T20:51:02Z", "hours": 9.1822, "text": "UPDATE #7 The Map Summary I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector. Finer Details made a hacking style map based on slay the spire’s level selector map currently randomly generates nodes and connections map scrolls using left or right click along with scroll wheel nodes also have random descriptions as ive yet to come up with names for enemies and bosses i thought NETWATCH from cyberpunk 2077 would be cool if you can’t afford a reroll the button gets darker to signal Next steps you can’t sell daemons in the map for some reason finish map to link to game consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 26490, "ts": "2026-07-11T09:42:24Z", "hours": 5.0842, "text": "UPDATE #6 The Black Market part 2 Summary I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons. Finer Details New Daemon “Schrodinger’s Basket” 50% chance of 2.5x points 50% chance of .5x points New Daemon “Dark Web Node” 5% chance for 15x points on scoring made it so when you buy a daemon it gets sold out instead of infinite stock daemons you have dont show up in shop next button currently goes back to normal game but i want it to go to a levels screen/map like slay the spire made credits balance have a thousands seperator of “ “ instead of nothing and no comma cuz a spacebar looks cooler Next steps I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons."}, {"post_id": 25812, "ts": "2026-07-10T08:45:53Z", "hours": 9.7839, "text": "UPDATE #5 The Shop part 1 Summary I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs. Fine Details New Daemon “Loyalty Points” 2x points every 5 pins hit New Daemon “Mesh Network” 1.5x score for every ball in play somehow made it so that the description variables werent being assigned in the class and took an hour to hunt that one down added a shop screen with the ability to buy a daemon extracted button logic from multiple places to a function to draw the button instead increased max score from -9.22 × 10^18 to 1.7 x 10^308 bytes made scores that are extremely large get formmated to scientific notation Next steps Still considering that hands system for later maybe in 3 devlogs I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop."}, {"post_id": 24451, "ts": "2026-07-08T00:39:27Z", "hours": 6.2844, "text": "UPDATE #4 The Daemon Frontend Overview I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon. Fine Details i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug i added text wrapping to Daemon descriptions so that long descriptions dont overflow added a sell value to daemons and linked it to the credits display lines between daemons and balls fade out made is so that the line picks a random starting point on the left side of the daemon Next steps I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls. I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring."}, {"post_id": 23373, "ts": "2026-07-06T09:29:37Z", "hours": 8.7297, "text": "UPDATE #3 The Daemon Backend Overview just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them. Fine Details i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons. Next steps i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko"}, {"post_id": 21983, "ts": "2026-07-04T06:24:52Z", "hours": 7.4675, "text": "UPDATE #2 Overview added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears Next steps the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update. AI USE had ai generate the daemons vector graphic"}, {"post_id": 21233, "ts": "2026-07-03T02:04:38Z", "hours": 5.1572, "text": "UPDATE #1 so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool. How it works Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on. The plan currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher What i have so far graphics balls drop have have physics balls bounce off pegs everything else not listed is placeholder graphics but yeaaaaa thats about it and the idea for the gameeeeee thank youuuuuu"}]...
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Title: BitDrop by @thestarviper | Stardance
Devlo Title: BitDrop by @thestarviper | Stardance
Devlogs:
UPDATE #1 so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool. How it works Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on. The plan currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher What i have so far graphics balls drop have have physics balls bounce off pegs everything else not listed is placeholder graphics but yeaaaaa thats about it and the idea for the gameeeeee thank youuuuuu
UPDATE #2 Overview added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears Next steps the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update. AI USE had ai generate the daemons vector graphic
UPDATE #3 The Daemon Backend Overview just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them. Fine Details i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons. Next steps i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko
UPDATE #4 The Daemon Frontend Overview I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon. Fine Details i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug i added text wrapping to Daemon descriptions so that long descriptions dont overflow added a sell value to daemons and linked it to the credits display lines between daemons and balls fade out made is so that the line picks a random starting point on the left side of the daemon Next steps I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls. I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring.
UPDATE #5 The Shop part 1 Summary I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs. Fine Details New Daemon “Loyalty Points” 2x points every 5 pins hit New Daemon “Mesh Network” 1.5x score for every ball in play somehow made it so that the description variables werent being assigned in the class and took an hour to hunt that one down added a shop screen with the ability to buy a daemon extracted button logic from multiple places to a function to draw the button instead increased max score from -9.22 × 10^18 to 1.7 x 10^308 bytes made scores that are extremely large get formmated to scientific notation Next steps Still considering that hands system for later maybe in 3 devlogs I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop.
UPDATE #6 The Black Market part 2 Summary I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons. Finer Details New Daemon “Schrodinger’s Basket” 50% chance of 2.5x points 50% chance of .5x points New Daemon “Dark Web Node” 5% chance for 15x points on scoring made it so when you buy a daemon it gets sold out instead of infinite stock daemons you have dont show up in shop next button currently goes back to normal game but i want it to go to a levels screen/map like slay the spire made credits balance have a thousands seperator of “ “ instead of nothing and no comma cuz a spacebar looks cooler Next steps I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons.
UPDATE #7 The Map Summary I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector. Finer Details made a hacking style map based on slay the spire’s level selector map currently randomly generates nodes and connections map scrolls using left or right click along with scroll wheel nodes also have random descriptions as ive yet to come up with names for enemies and bosses i thought NETWATCH from cyberpunk 2077 would be cool if you can’t afford a reroll the button gets darker to signal Next steps you can’t sell daemons in the map for some reason finish map to link to game consumables shop polish with hovers sfx near the end more animations
UPDATE #8 The Map PT 2 Summary Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these Finer Details levels give money now levels have a random amount of money that increase as you go levels interact with setting rewards and score requirements quota and reward are displayed on hover corner brackets appear with easing in and out size on hover aswell changed based unit to MB from KB cuz KB of data are kinda smol fixed some frame update bugs where the stuff updates after selection making it look weird for a frame faint orange glow on the column of levels you are on Next steps you can’t sell daemons in the map for some reason map polish level node entry point map path generation sometimes generates a void where you cant progress and also every node connects to every other consumables shop polish with hovers sfx near the end more animations
UPDATE #9 Map PT 3 Summary Added menu transitions, fixeds a few bugs Finer Details changes orange glow on current column to green made the nodes offset on the y and x axis a bit so it looks less grid-like added a glitch menu transition fixed bug where you couldnt interact with daemons in the map menu fixed map generation that generates stray nodes fixed map generate that generated incomplete paths level name it now displayed on box on hover light path that shows a path you can take to get to the node if you hover a future node from current node nodes no longer mostly connect to every single other node Next steps consumables shop polish with hovers sfx near the end more animations
UPDATE #10 Graphics Summary Added money adding animation, 4 new daemons, and a reroll animation Finer Details rerolls have a glitch animation money scoring summons energy balls that glitch into balance 1 for each remaining ball and 1 for the money winning the level fixed bug where you could have over 5 daemons new daemon “Honeypot Trap” 30% chance to duplicate score new daemon “Firmware Backdoor” +5MB per node hit new daemon “Proxy Chain” multiplier per daemon owned (1.2x,1.4x,1.6x) new daemon “Rootkit Persistence” every 3rd ball scores 3x Next steps balancing consumables shop polish with hovers sfx near the end more animations
UPDATE #11 Graphics Summary Added moving daemon animation and added encrypted nodes into the map that are a mystery of what it is until you click on them Next steps balancing consumables shop polish with hovers sfx near the end more animations
UPDATE #12 Audio Summary Added sound effects and shop polish breakdown transition sound (my favorite) bounce sound (need a better one) hover glitched node sound hover daemon sound hover shop item sound hover shop items for more interactivity Next steps balancing consumables more sfx more animations
UPDATE #13 Consumables Summary Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables. also fixed a bug where hovering sfx never stopped playing on glitched nodes Next steps balancing consumables actions more sfx more animations
UPDATE #14 Consumables 2 Summary Added two consumables, changed price of rerolls and did some code restructuring. breakdown added a consumable “flash sale” is basically temperance from balatro and gives sell value of all your daemons into your balance added a consumable “dycrypt” and it decrypts unknown nodes so you know what they are moved the payout ball orb stuff to a different file moved the transitions stuff to a different file you can now sell consumables and it adds to the balance aswell two types of consumable one is instant use and one requires selecting something to effect i will use this later on nodes Next steps balancing more consumables more sfx more animations
UPDATE #15 Consumables Shop Summary Added consumables to the shop and reduced consumables slots breakdown you can buy and reroll consumables in shop reroll animation rerolls consumables too the consumables are a different shape then daemons in shop i gotta figure out the colors to be more different tho two consumable slots instead of four Next steps i came up with alot more ideas to implement balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations
UPDATE #16 Map Graphics Update Summary updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background breakdown swirling things around node passively gliched nodes have funky movement with their animation which i find cool made pathways more distinct from background lines color nodes now have icons instead of text Next steps I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations
UPDATE #17 Shop Graphics Update pt 1 Summary updated shop graphics and animation breakdown used ai to generate a shop item slot and polished it in microsoft paint you can hover buttons and the main part and plays sfx buttons now have 6 vertexes daemons only get bought on left click release instead of on click since the shop items use sprites now instead of vector drawing i now hue shift the sprite to acheive different colors from one sprite (this took a while) reduced shop to have 4 items instead of 5 for balance and to fit the graphics nicer Next update plan update the consumables section of the shop to look better add buy animations
UPDATE #18 Shop Graphics Update pt 2 Summary updated shop graphics for consumables and made a custom class to make custom shaped polygons breakdown made consumables look better made consumables have a full consumables slot graphic and a not enough money alert made consumables have a background thingy in the shop that looks cool same hue shift graphic trick applied to the consumables like the daemons made insufficient funds for the daemons larger and more clear made a custom class for making polygons with an arbitrary number of vertexs so its faster to make polygons instead of the original way i used which was draw triangle fan made it so the class also detects hovers and clicks built in to make it easier Next update plan im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs add buy animations add sell animations screen shake helper function
UPDATE #19 more animations Summary added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code breakdown added buy animation for deamons and consumables added sell animations for daemons and consumablse fixed bug where shop didnt refresh when you re-enter after beating a level fixed bug where boss levels had a smaller quota than normal levels screenshake helper function implemented so i can just put screenshake(intensity,duration); anywhere and add screenshake with one line added a glitch location helper function based off my glitch transition code so now you can do TriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a duration Next update plan maybe 6 hours for this update add more sound effects expand consumables system maybe make daemons look better but that might be for the update after this one
UPDATE #20 more animations Summary got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling breakdown made daemons look better using a dual layer system map has velocity that decreasese in speed after you stop scrolling with mouse click or scroll wheel dual layer daemon graphics I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff. Empty daemon slot: empty daemon sprite layered text saying slot number and that it’s empty Occupied daemon slot: empty daemon sprite occupied daemon overlay with hue shift title and description text overlay + level overlay then put hover effects and stuff ontop Next update plan add more sound effects expand consumables system
UPDATE #21 consumable board editor Summary added new consumables that modified pins on the board to do different things breakdown added system where you can select nodes now added system where you can select multiple things to modify with a consumable added pin effect “mitosis” splits node into two added pin effect “overclock pin” makes pin valued at 1.5mb instead of 1mb prolly changing this this was just testing added pin effect “volitile pin” makes pin add a random payload from 1-10mb also was just testing prolly will modify this Next update plan add more sound effects make it so mitosis is called miosis and splits the value of the ball into half between the two balls make it so you can modify a pin with multiple modifiers and hovering shows what mods it has make pin modifiers like minecraft enchantments where you can apply some modifiers not with each other like mending + infinity isnt possible in minecraft or fortune + silk touch type thing
UPDATE #22 consumable board editor TWOOOO Summary made is so you can stack mods on pins and some are incompatible with others breakdown you can stack mods of different types on pins some mods are incompatible with each other if you modify a pin with an incompatible modifier it will just remove the conflicting modifier from the pin red alert text on consumables with conflicting modifiers hover shows the pins modifiers Next update plan you can stack modifiers on the same pin to level it up more pin modifier types make pins on modifiers visually distinct that can be stacked ontop of each other
UPDATE #23 Escape Menu Summary modularized code for pin mods, added levels and max levels, started work on an escape menu for settings. breakdown hover on nodes now shows level of the modifier on the node nodes like clone level 1 have it so the payout is split between the two balls and level 2 has it so that it isnt split between the two added menu button next to balance display modularized code for pin modifiers so its easier to add conflicts and such in the future and new features esc puts you in an esc menu to quit run new run settings optinos etc the same as the menu button esc menu stops time and physics aswell as all interaction in game until you unpause fixed issue where reroll text would overflow outside of the reroll box so now it resizes to fit inside of the reroll button node modifiers were also split into a different file Next update plan I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff make pins on modifiers visually distinct that can be stacked ontop of each other more work on esc menu
UPDATE #24 Escape Menu two Summary pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now. breakdown escape menu now has buttons and a different color back button when opening esc menu theres a glitch effect now along with a sound effect and closing does same thing putting a mod on the pin outlines the pin with the color of the mod and a dot for every level of the mod putting multiple mods on a pin divides the outline into multiple parts Next update plan add stats menu add settings menu add main menu maybe add consumables for baskets aswell but prolly the update after this one
UPDATE #25 Escape Menu three Summary added settings and stats page to the esc menu thing breakdown made it so that you can add more stats and settings with just one line of code to control or display a variable added a gamespeed notched slider added volume slider added screenshake toggle added a bunch of stats in the stats page moved back button to the bottom of the menu since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here: add main menu maybe add consumables for baskets still not decided add tutorial endless mode daemon synergies polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #26 Main Menu Summary made a main menu breakdown took the grid background from the map and put it in the main menu took the tri-circle spinning animation from the map and put it in the main menu reused the button class i use everywhere settings button just goes to the settings menu i already made stats button just goes to the stats menu but i think ill change it to a tutorial button terminate button just gives a popup that says “its a web game silly” Roadmap in order of completion add tutorial endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #27 Tutorial Summary made a hint based tutorial system every time you encounter a new mechanic breakdown made it so that in 1-2ish lines of code you can add a new hint to any aspect of the game hints pop up only on the first time you encounter a mechanic hints darken the background and go away with a glitch effect and sound effect after clicking “got it” button Roadmap in order of completion fix some of the bugs i have noted down in a personal doc that are hard to explain endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #28 Endless Mode Summary added a win screen for when you win with a button to go endless mode called “ascensions” breakdown made endless mode made win screen (prolly should make it look better) fixed bug where you clicking back in a submenu in escmenu would double click and exit out of esc menu entirely fixed bug where you couldnt exit stats menu in escmenu from main menu Roadmap in order of completion add consumables for baskets to multiply basket mult re-org code before polish and balance cuz its kinda goofy spaghetti silly polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods add more screenshakes cuz i only have a few screenshakes music
UPDATE #29 Polish Polish Polish Summary added a few consumables and added basket mods breakdown added a consumable to multiply a basket’s mult by 1.5x permanently added a consumable to lower quota on a level by 25% added a pin modifier that makes balls gravitate towards it made it so that consumables in shop can have weights Things to polish before shipping daemons consumables pin mods screenshake more tutorial steps music / sfx balancing
UPDATE #30 A little bit of everything Summary added a loss screen, another pin modifier, changed clone pin graphic, added music, changed map nodes, added overload mechanic breakdown added a loss screen with a loss sound effect added another pin mod called “Amplify” which just gives 1.5x score on hit to the ball changed clone pin graphic to show the pull distance and changes with leveling added main menu music and gameplay music changed map nodes by renaming them and changing colors around made final boss node bigger than it was originally for emphasis added overload mechanic that basically is a multiplier that increases by .08x per pin hit and decreases by .4x per second and adds the multiplier on scoring Things to polish before shipping daemons consumables balancing sfx
UPDATE #31 Balancing Summary ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting. breakdown added 10 new daemons changed icons of every daemon since they shared the same icon balanced prices of consumables and daemons used playtester feedback: some things were confusing so i added more hints used playtester feedback: a button in the shop was unintuative so i made it so that it worked more intuiatively used playtester feedback: playtester found a bug with one of the new daemons that destroyed itself didnt free up a slot NEXT UPDATE IS JUST SOUND EFFECTS AND MAYBE FEEDBACK FROM SLACK THEN I SHIP YAY IM GETTING THIS DONE BEFORE I SLEEP
UPDATE #32 FIREFOX SUCKS Summary FIREFOX SUCKS. anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that breakdown map hover sfx shop buy sfx cashout sfx basket score sfx node pin sfx louder on playtester request used playtester feedback: this game on firefox compiled weird goofy its up on itchio now wowie #SHIP TIME YAYAYAYAYAYAYAY
Ships:
PLEASE READ THE HINTS SO YOU KNOW HOW TO PLAY I made a pachinko roguelite game that is inspired by balatro, slay the spire, and ultrapool. The game is a web game that is hosted on itch.io so no need to download anything. Have fun!...
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1793674465.1057827
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My awesome macropad! by @thespidaeCorsair | Starda My awesome macropad! by @thespidaeCorsair | Stardance...
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thespidaeCorsair
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Title: My awesome macropad! by @thespidaeCorsair | Title: My awesome macropad! by @thespidaeCorsair | Stardance...
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1793188358.9561992
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1793793158.9561992
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14256
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My awesome macropad! by @thesky | Stardance
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thesky
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Title: My awesome macropad! by @thesky | Stardance
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1793436984.1878629
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1794041784.1878629
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1793
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GetToSpace - A new Beginning by @theskriptkid | St GetToSpace - A new Beginning by @theskriptkid | Stardance...
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theskriptkid
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1
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22.61
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161
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T22:05:02Z", "hours": 20.0, "multiplier": 8.7, "payout": 161, "blessing": "neutral", "text": "This was an cool Projekt, I had really fun working on it and Im proud of what this became! I didnt thought I would invest so many houres into it, but now, as the foundation lays, I can easily add more levels, bosses and more fun! I already have plans for it like more and new levels! These 5 Levels are more of an introduktion to the mechanics, so the next levels will get bigger and more challenging, dont worry! Also cool was that this is my first real projekt with an Game engine!", "repo": "https://github.com/TherealONE12/GetToSpace-NewBeginning", "demo": "https://therealallinone.itch.io/gettospace-remake"}]...
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[{"post_id": 52614, "ts": "202 [{"post_id": 52614, "ts": "2026-08-22T20:32:26Z", "hours": 1.395, "text": "Hey There! I added finally afther a way too long pause a new level, introduced in stage 2 a completly new camerasystem/worlddesign, and tried new graphics, though rn they look completly dead. But will fix them tomorrow in the morning."}, {"post_id": 43521, "ts": "2026-08-08T20:49:57Z", "hours": 1.2111, "text": "Added Settings screen and a Useless test setting, modified a Level for bug remving and added missing textures"}, {"post_id": 39738, "ts": "2026-08-02T21:58:43Z", "hours": 3.6292, "text": "Finally finished everything, im Proud how It turned out! Hope you will have fun and please report bugs/ Tell me what you want improved. I added Music, SFX, Animations (sadly no secrets, yet) Lets see where this goes…"}, {"post_id": 31980, "ts": "2026-07-20T20:18:46Z", "hours": 2.4208, "text": "Did some work oday and yesterday, really happy how it turned out :) On the 2. Picture you see my Animation chart for the 2cnd phase of the 1. boss"}, {"post_id": 30094, "ts": "2026-07-17T12:23:26Z", "hours": 1.6667, "text": "I have worked a bit and managed to get back to the Version bevore the mayor Code refactoring. However, now still a few stuf f is needed like SFX (Very important!), Music (also important) And Animations for the boss/Level transfer (Nice to have). Oh, and also I need a banner… But I cant draw… well, how bad can it be, right???"}, {"post_id": 19509, "ts": "2026-06-30T20:41:25Z", "hours": 1.3411, "text": "I made an new base_level_komplex wich is able to add buttons/change animations/stuff while only editing 1 fle instead of many. This change adds way easier of adding an back button, reset button or/and home button (and maybe even more!) Also all variables can be overridden with just $path/to/node.myvariable = 0 The Nect tim I need still to add the Boss 1 level the Signals back and then I will ad an Back button to stop a level! (without the need of relaunching the game)"}, {"post_id": 13736, "ts": "2026-06-22T15:00:26Z", "hours": 6.5106, "text": "I have made mayor Progress on the Bossfight and added some more phases. On the 1. Picture, you see how the fun looks for me on the dev side. On the 2. Picture, It is the current Boss-level. I have added some Boster Pads, wich boosts you up a bit, and the Holes the boss is making (Once the animation is done) I still have to do the Following: A) Make the holes dissapear if they are not there B) Add the Boss in an Spaceship spritesheet and when he is hurt (last phase) C) Make animations for the phases and when he is spawning/ Defeated etc. But thats for the next Time ;) Until then!"}, {"post_id": 5845, "ts": "2026-06-09T19:50:31Z", "hours": 1.7231, "text": "Added some new Leves and a Level Selector :)"}, {"post_id": 2218, "ts": "2026-06-04T16:29:28Z", "hours": 2.7411, "text": "I made the first level of my Game GetToSpace, wich I started in Flavortown in pure C but couldn’t finish. So im remaking it now “professionally” with Godot!"}]...
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Title: GetToSpace - A new Beginning by @theskriptk Title: GetToSpace - A new Beginning by @theskriptkid | Stardance
Devlogs:
I made the first level of my Game GetToSpace, wich I started in Flavortown in pure C but couldn’t finish. So im remaking it now “professionally” with Godot!
Added some new Leves and a Level Selector :)
I have made mayor Progress on the Bossfight and added some more phases. On the 1. Picture, you see how the fun looks for me on the dev side. On the 2. Picture, It is the current Boss-level. I have added some Boster Pads, wich boosts you up a bit, and the Holes the boss is making (Once the animation is done) I still have to do the Following: A) Make the holes dissapear if they are not there B) Add the Boss in an Spaceship spritesheet and when he is hurt (last phase) C) Make animations for the phases and when he is spawning/ Defeated etc. But thats for the next Time ;) Until then!
I made an new base_level_komplex wich is able to add buttons/change animations/stuff while only editing 1 fle instead of many. This change adds way easier of adding an back button, reset button or/and home button (and maybe even more!) Also all variables can be overridden with just $path/to/node.myvariable = 0 The Nect tim I need still to add the Boss 1 level the Signals back and then I will ad an Back button to stop a level! (without the need of relaunching the game)
I have worked a bit and managed to get back to the Version bevore the mayor Code refactoring. However, now still a few stuf f is needed like SFX (Very important!), Music (also important) And Animations for the boss/Level transfer (Nice to have). Oh, and also I need a banner… But I cant draw… well, how bad can it be, right???
Did some work oday and yesterday, really happy how it turned out :) On the 2. Picture you see my Animation chart for the 2cnd phase of the 1. boss
Finally finished everything, im Proud how It turned out! Hope you will have fun and please report bugs/ Tell me what you want improved. I added Music, SFX, Animations (sadly no secrets, yet) Lets see where this goes…
Added Settings screen and a Useless test setting, modified a Level for bug remving and added missing textures
Hey There! I added finally afther a way too long pause a new level, introduced in stage 2 a completly new camerasystem/worlddesign, and tried new graphics, though rn they look completly dead. But will fix them tomorrow in the morning.
Ships:
This was an cool Projekt, I had really fun working on it and Im proud of what this became! I didnt thought I would invest so many houres into it, but now, as the foundation lays, I can easily add more levels, bosses and more fun! I already have plans for it like more and new levels! These 5 Levels are more of an introduktion to the mechanics, so the next levels will get bigger and more challenging, dont worry! Also cool was that this is my first real projekt with an Game engine!...
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1793523076.5074456
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FairProjekt by @theskriptkid | Stardance
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theskriptkid
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0
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0.97
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0
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[]
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[{"post_id": 10187, "ts": "202 [{"post_id": 10187, "ts": "2026-06-16T20:00:46Z", "hours": 0.9739, "text": "DevLog #1 I have Initialised the Repo, added basic endpoints (but currently, as you may see NO gui) And Then I Expirimented with the database, and the webserver modules, and realised that Python is WAY WAY cooler than C Webserver development (Unexpected, right??) For example, where you had to manually find a string in an bigger string and pharse that to get your json data into an variable, in python you only have to data[“username”] and you get it. Isnt that cool???"}]...
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Title: FairProjekt by @theskriptkid | Stardance
D Title: FairProjekt by @theskriptkid | Stardance
Devlogs:
DevLog #1 I have Initialised the Repo, added basic endpoints (but currently, as you may see NO gui) And Then I Expirimented with the database, and the webserver modules, and realised that Python is WAY WAY cooler than C Webserver development (Unexpected, right??) For example, where you had to manually find a string in an bigger string and pharse that to get your json data into an variable, in python you only have to data[“username”] and you get it. Isnt that cool???...
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1792928864.1343894
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1793792864.1343894
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30409
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My own site! by @theskriptkid | Stardance
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theskriptkid
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T18:01:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!", "repo": "https://github.com/TherealONE12/personal-webpage", "demo": "https://therealone12.github.io/personal-webpage/"}]...
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[{"post_id": 27803, "ts": "202 [{"post_id": 27803, "ts": "2026-07-13T17:56:53Z", "hours": 1.7472, "text": "My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!"}, {"post_id": 21715, "ts": "2026-07-03T20:10:31Z", "hours": 1.3781, "text": "Made My first website draft!"}]...
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Title: My own site! by @theskriptkid | Stardance
Title: My own site! by @theskriptkid | Stardance
Devlogs:
Made My first website draft!
My final version is Live!!! This was an Interesting projekt, as i never really did anything with Frontend development so I basacly started from 0… But it was An very cool Learning expirience and I will surely need these skill in the future aswell!
Ships:
And FInnaly everything is working and I feel like im ready to present it! It was an really crazy projekt and I didnt think I had tto put in so much time… But after all im really proud of what it became. It may not be the coolest/Prettiest or whatever, but its my little personal space on the whole wide Internet!!...
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1793573842.255155
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1793660242.255155
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53361
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FreeDomain by @theskriptkid | Stardance
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theskriptkid
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1
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28.03
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T13:52:33Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)", "repo": "https://github.com/TherealONE12/FreeDomain", "demo": "https://freedomain.meme"}]...
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[{"post_id": 84219, "ts": "202 [{"post_id": 84219, "ts": "2026-10-29T09:15:03Z", "hours": 0.8256, "text": "Added clarification site. Please goto https://freedomain.meme/tester and read it bevore testing!!! Added an explanation site because it is easy to think the service is not working while in reality it does. So I made a site dedicated to it."}, {"post_id": 82925, "ts": "2026-10-26T08:32:04Z", "hours": 0.8281, "text": "Okay, so hopefully everything works now… LOL Fixxed a lot of bugs, including that one of the packages from pip didnt work anymore, and i had to migrate evrrything to a new package. Then I tested everything and hopefully now it works… Also I have added a test site for you guys to test it out, as many of the other sites block acsess from unknown domains"}, {"post_id": 80617, "ts": "2026-10-18T09:58:52Z", "hours": 0.3808, "text": "fixxed stuff, clarified in readme ai usage, Redeployed everything."}, {"post_id": 75800, "ts": "2026-10-01T05:48:53Z", "hours": 2.5833, "text": "fixxed (All?) Bugss, gonna ship Now!"}, {"post_id": 69787, "ts": "2026-09-17T19:51:14Z", "hours": 1.0708, "text": "I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)"}, {"post_id": 69597, "ts": "2026-09-17T11:52:51Z", "hours": 0.8467, "text": "Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!"}, {"post_id": 68791, "ts": "2026-09-15T19:18:31Z", "hours": 2.8333, "text": "debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file"}, {"post_id": 67919, "ts": "2026-09-14T07:06:43Z", "hours": 3.4039, "text": "Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something"}, {"post_id": 66082, "ts": "2026-09-11T17:30:54Z", "hours": 1.7911, "text": "Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!"}, {"post_id": 65810, "ts": "2026-09-11T06:10:11Z", "hours": 0.7681, "text": "Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…"}, {"post_id": 65351, "ts": "2026-09-10T13:13:27Z", "hours": 3.9522, "text": "fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way"}, {"post_id": 63803, "ts": "2026-09-07T19:27:19Z", "hours": 1.7511, "text": "Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do."}, {"post_id": 62437, "ts": "2026-09-05T19:39:20Z", "hours": 2.8569, "text": "Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s"}, {"post_id": 59084, "ts": "2026-08-31T18:11:07Z", "hours": 4.1478, "text": "I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog."}]...
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Title: FreeDomain by @theskriptkid | Stardance
De Title: FreeDomain by @theskriptkid | Stardance
Devlogs:
I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog.
Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s
Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do.
fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way
Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…
Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!
Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something
debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file
Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!
I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)
fixxed (All?) Bugss, gonna ship Now!
fixxed stuff, clarified in readme ai usage, Redeployed everything.
Okay, so hopefully everything works now… LOL Fixxed a lot of bugs, including that one of the packages from pip didnt work anymore, and i had to migrate evrrything to a new package. Then I tested everything and hopefully now it works… Also I have added a test site for you guys to test it out, as many of the other sites block acsess from unknown domains
Added clarification site. Please goto https://freedomain.meme/tester and read it bevore testing!!! Added an explanation site because it is easy to think the service is not working while in reality it does. So I made a site dedicated to it.
Ships:
I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)...
|
1793580968.3353186
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1793667368.3353186
|
|
67277
|
Not LLM by @theskriptkid | Stardance
|
theskriptkid
|
0
|
3.84
|
0
|
[]
|
[{"post_id": 77025, "ts": "202 [{"post_id": 77025, "ts": "2026-10-05T12:27:38Z", "hours": 3.8403, "text": "Welcome to NotLLM! The goal is to make Not an LLM. But chatting to it should feel like it is an LLM. What do I mean? I am trying to make an Rule Based “AI” wich feels like an real AI, while having absolutly nothing to do with an AI."}]...
|
Title: Not LLM by @theskriptkid | Stardance
Devlo Title: Not LLM by @theskriptkid | Stardance
Devlogs:
Welcome to NotLLM! The goal is to make Not an LLM. But chatting to it should feel like it is an LLM. What do I mean? I am trying to make an Rule Based “AI” wich feels like an real AI, while having absolutly nothing to do with an AI....
|
1793109011.019969
|
1793713811.019969
|
|
37616
|
My very own WebOS by @theskidder | Stardance
|
theskidder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @theskidder | Stardanc Title: My very own WebOS by @theskidder | Stardance...
|
1793458237.068349
|
1794063037.068349
|
|
654
|
My awesome macropad! by @theskibmarshy | Stardance
|
theskibmarshy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @theskibmarshy | St Title: My awesome macropad! by @theskibmarshy | Stardance...
|
1793195651.348207
|
1793800451.348207
|
|
855
|
Krysync 51 by @theskibmarshy | Stardance
|
theskibmarshy
|
1
|
3.18
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T23:24:41Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website, which has basic features including dark/light mode and a small form to help keep in touch.", "repo": "https://github.com/theskibmarshy412-afk/Website", "demo": "https://theskibmarshy412-afk.github.io/Website/#home"}]...
|
[{"post_id": 3413, "ts": "2026 [{"post_id": 3413, "ts": "2026-06-06T10:20:54Z", "hours": 0.8183, "text": "I have revamped my website, and it will now be focused on a private DJ website, to help them get more customers. Additionally, I am going to add a lot more images and enhance overall visuals as well."}, {"post_id": 2485, "ts": "2026-06-05T00:10:53Z", "hours": 0.3639, "text": "I fixed the dark and light mode so that it is more easily accessible. However, I am still not sure what to focus my website on. On other note, I will fix the form, as it is not currently working."}, {"post_id": 1768, "ts": "2026-06-03T23:20:31Z", "hours": 1.2086, "text": "I have uprgraded my website, adding a toggle for dark and light mode, and made a small form to help keep in touch, and if there are any errors in the website."}, {"post_id": 510, "ts": "2026-06-02T00:00:19Z", "hours": 0.6511, "text": "Today, I finished I have made my first ever HTML, which is a simple website named Krysync 51. I will add more aesthetic features and images. I will also decide on what the website will do sometime soon, and will add multiple more features, including navigation."}]...
|
Title: Krysync 51 by @theskibmarshy | Stardance
D Title: Krysync 51 by @theskibmarshy | Stardance
Devlogs:
Today, I finished I have made my first ever HTML, which is a simple website named Krysync 51. I will add more aesthetic features and images. I will also decide on what the website will do sometime soon, and will add multiple more features, including navigation.
I have uprgraded my website, adding a toggle for dark and light mode, and made a small form to help keep in touch, and if there are any errors in the website.
I fixed the dark and light mode so that it is more easily accessible. However, I am still not sure what to focus my website on. On other note, I will fix the form, as it is not currently working.
I have revamped my website, and it will now be focused on a private DJ website, to help them get more customers. Additionally, I am going to add a lot more images and enhance overall visuals as well.
Ships:
I made a simple website, which has basic features including dark/light mode and a small form to help keep in touch....
|
1793454852.1465538
|
1793541252.1465538
|
|
27570
|
kraky-lite 2 by @thesh | Stardance
|
thesh
|
0
|
9.8
|
0
|
[]
|
[{"post_id": 23490, "ts": "202 [{"post_id": 23490, "ts": "2026-07-06T14:40:57Z", "hours": 2.2667, "text": "Finished the readme and the BOM Today i really locked in and i finished the BOM file as well as the readme of the repository, now i think that it’s no more things to do so i think to ship it."}, {"post_id": 23104, "ts": "2026-07-05T20:57:58Z", "hours": 1.0, "text": "Polished the PCB and started the Github repository I polished the PCB by adding a diode to avoid any short circuit in the charging system, and i added mounting holes connected to ground. Then i prepared all the files so i can put them in the repository."}, {"post_id": 22749, "ts": "2026-07-05T10:20:45Z", "hours": 1.2397, "text": "Finished the PCB I finished the PCB for the kraky-lite2, now it’s time to do the BOM list and to update the repository on Github."}, {"post_id": 22061, "ts": "2026-07-04T09:43:47Z", "hours": 0.7464, "text": "Connecting the PCB and 3D renders I continued to connect the PCB together, and i gave all the components their 3D render so i visualize it in 3D."}, {"post_id": 21511, "ts": "2026-07-03T14:39:15Z", "hours": 0.55, "text": "Connecting the PCB Now the focus is connecting the PCB together so it can function, and only then doing the firmware."}, {"post_id": 21056, "ts": "2026-07-02T20:42:32Z", "hours": 0.5169, "text": "I’ve finished the positioning of the components with today i finished a first version od the positioning of the components in the pcb, now i have to connect all the components together."}, {"post_id": 20929, "ts": "2026-07-02T17:34:34Z", "hours": 0.4833, "text": "nrf24 and ch343p built Today i’ve built the module for the nrf 24 and the module for the ch343p, now the kraky-lite2 it’s finally beginning to have a shape."}, {"post_id": 20774, "ts": "2026-07-02T13:55:04Z", "hours": 0.5994, "text": "I’ve built the CC1101 module Today i’ve built the module for the CC1101, the Sub-GHz module, i tried building it as tight as possible so the pcb will be as small as physically possible."}, {"post_id": 20235, "ts": "2026-07-01T19:42:14Z", "hours": 0.8667, "text": "finished doing the schematic and imported all in cs editor"}, {"post_id": 19341, "ts": "2026-06-30T16:55:56Z", "hours": 0.9669, "text": "i made the schematic for the nrf24 module"}, {"post_id": 17567, "ts": "2026-06-28T12:21:42Z", "hours": 0.5667, "text": "Power supply and usb-c"}]...
|
Title: kraky-lite 2 by @thesh | Stardance
Devlogs Title: kraky-lite 2 by @thesh | Stardance
Devlogs:
Power supply and usb-c
i made the schematic for the nrf24 module
finished doing the schematic and imported all in cs editor
I’ve built the CC1101 module Today i’ve built the module for the CC1101, the Sub-GHz module, i tried building it as tight as possible so the pcb will be as small as physically possible.
nrf24 and ch343p built Today i’ve built the module for the nrf 24 and the module for the ch343p, now the kraky-lite2 it’s finally beginning to have a shape.
I’ve finished the positioning of the components with today i finished a first version od the positioning of the components in the pcb, now i have to connect all the components together.
Connecting the PCB Now the focus is connecting the PCB together so it can function, and only then doing the firmware.
Connecting the PCB and 3D renders I continued to connect the PCB together, and i gave all the components their 3D render so i visualize it in 3D.
Finished the PCB I finished the PCB for the kraky-lite2, now it’s time to do the BOM list and to update the repository on Github.
Polished the PCB and started the Github repository I polished the PCB by adding a diode to avoid any short circuit in the charging system, and i added mounting holes connected to ground. Then i prepared all the files so i can put them in the repository.
Finished the readme and the BOM Today i really locked in and i finished the BOM file as well as the readme of the repository, now i think that it’s no more things to do so i think to ship it....
|
1793505227.2154431
|
1794110027.2154431
|
|
27805
|
kraky2 by @thesh | Stardance
|
thesh
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 17805, "ts": "202 [{"post_id": 17805, "ts": "2026-06-28T18:55:18Z", "hours": 0.9967, "text": "i refined the code so it can have all of the features"}]...
|
Title: kraky2 by @thesh | Stardance
Devlogs:
i re Title: kraky2 by @thesh | Stardance
Devlogs:
i refined the code so it can have all of the features...
|
1793415260.8800974
|
1794020060.8800974
|
|
54789
|
WarioWare Game by @thesarg | Stardance
|
thesarg
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @thesarg | Stardance
|
1792914724.5604208
|
1793778724.5604208
|
|
57609
|
My own site! by @thesarg | Stardance
|
thesarg
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @thesarg | Stardance
|
1793447558.374719
|
1794052358.374719
|
|
17361
|
""webOS"" ""project" ""webOS"" ""project"" by @thesaladman | Stardance...
|
thesaladman
|
0
|
1.74
|
0
|
[]
|
[{"post_id": 9261, "ts": "2026 [{"post_id": 9261, "ts": "2026-06-15T15:31:49Z", "hours": 1.7417, "text": "made more progress over the past couple of days -draggable handle for the welcome screen! yay! -open and close buttons -organized the code a bit to make it less messy"}, {"post_id": 7728, "ts": "2026-06-12T21:59:28Z", "hours": 0.0, "text": "added the guts of a main page"}]...
|
Title: ""webOS"" ""project Title: ""webOS"" ""project"" by @thesaladman | Stardance
Devlogs:
added the guts of a main page
made more progress over the past couple of days -draggable handle for the welcome screen! yay! -open and close buttons -organized the code a bit to make it less messy...
|
1793382736.071656
|
1793987536.071656
|
|
35992
|
salad's world by @thesaladman | Stardance
|
thesaladman
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T15:38:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made a personal website hosted on github pages; recycled a bit of stuff from my last (failed) project but most things are new", "repo": "https://github.com/thesaladman1738/salad-world", "demo": "https://thesaladman1738.github.io/salad-world/"}]...
|
[{"post_id": 30159, "ts": "202 [{"post_id": 30159, "ts": "2026-07-17T14:45:07Z", "hours": 1.1586, "text": "i have begun work on a personal site now up on github pages ! yay ! took way too long to troubleshoot"}]...
|
Title: salad's world by @thesaladman | Stardan Title: salad's world by @thesaladman | Stardance
Devlogs:
i have begun work on a personal site now up on github pages ! yay ! took way too long to troubleshoot
Ships:
made a personal website hosted on github pages; recycled a bit of stuff from my last (failed) project but most things are new...
|
1793501333.3910217
|
1793587733.3910217
|
|
40851
|
My own site! by @thesaga | Stardance
|
thesaga
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @thesaga | Stardance
|
1793526948.1494074
|
1794131748.1494074
|
|
9730
|
Untitled project by @thernet | Stardance
|
thernet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @thernet | Stardance
|
1793559103.3164613
|
1794163903.3164613
|
|
3963
|
My awesome macropad! by @therichst | Stardance
|
therichst
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @therichst | Starda Title: My awesome macropad! by @therichst | Stardance...
|
1793220711.9476104
|
1793825511.9476104
|
|
4448
|
My first slack bot! by @therichst | Stardance
|
therichst
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @therichst | Stardan Title: My first slack bot! by @therichst | Stardance...
|
1793271272.2971885
|
1793876072.2971885
|
|
44840
|
Tiny tanks by @therequestions1 | Stardance
|
therequestions1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tiny tanks by @therequestions1 | Stardance
|
1793299650.179155
|
1793904450.179155
|
|
5569
|
My first slack bot! by @therealpedcrec456 | Starda My first slack bot! by @therealpedcrec456 | Stardance...
|
therealpedcrec456
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @therealpedcrec456 | Title: My first slack bot! by @therealpedcrec456 | Stardance...
|
1793281755.1547363
|
1793886555.1547363
|
|
8435
|
The Stupid Games by @therealpedcrec456 | Stardance
|
therealpedcrec456
|
1
|
2.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T18:46:25Z", "hours": 2.0, "multiplier": 1.64, "payout": 4, "blessing": "neutral", "text": "Made a collection of three simple python games to test my abilities. Had a lot of fun making it, hope you like testing it! Any feedback is welcome!", "repo": "https://github.com/R4141-BR/Play-Stupid-games-Win-Stupid-Prizes", "demo": "https://github.com/R4141-BR/Play-Stupid-games-Win-Stupid-Prizes/releases/download/Stupidggames/STUPIDGAMESSTUPIDPRIZES.exe"}]...
|
[{"post_id": 2840, "ts": "2026 [{"post_id": 2840, "ts": "2026-06-05T18:00:17Z", "hours": 2.2847, "text": "Made by first work for Hack club, felling excited about it! Stupid games is just a collection of three “games” I made it with what I currently know. I hope you guys enjoy it!"}]...
|
Title: The Stupid Games by @therealpedcrec456 | St Title: The Stupid Games by @therealpedcrec456 | Stardance
Devlogs:
Made by first work for Hack club, felling excited about it! Stupid games is just a collection of three “games” I made it with what I currently know. I hope you guys enjoy it!
Ships:
Made a collection of three simple python games to test my abilities. Had a lot of fun making it, hope you like testing it! Any feedback is welcome!...
|
1793530523.89933
|
1793616923.89933
|
|
19445
|
Couch Gag OS by @therealpedcrec456 | Stardance
|
therealpedcrec456
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Couch Gag OS by @therealpedcrec456 | Starda Title: Couch Gag OS by @therealpedcrec456 | Stardance...
|
1793533939.006922
|
1794138739.006922
|
|
25345
|
LIFE - The Movie , The Musical , The Game by @ther LIFE - The Movie , The Musical , The Game by @therealpedcrec456 | Stardance...
|
therealpedcrec456
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: LIFE - The Movie , The Musical , The Game b Title: LIFE - The Movie , The Musical , The Game by @therealpedcrec456 | Stardance...
|
1793472611.2085915
|
1794077411.2085915
|
|
36161
|
Birthdle by @therealpedcrec456 | Stardance
|
therealpedcrec456
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Birthdle by @therealpedcrec456 | Stardance
|
1793530605.4788675
|
1794135405.4788675
|
|
36938
|
Studia - Study better with ai by @therealpedcrec45 Studia - Study better with ai by @therealpedcrec456 | Stardance...
|
therealpedcrec456
|
1
|
5.0
|
65
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T21:17:57Z", "hours": 5.0, "multiplier": 14.1, "payout": 65, "blessing": "neutral", "text": "Welcome to STUDIA, an aplication that will help you study and predict what grade you may get. A problem that i personally have is arranging my time to study and being afraid of not getting a good grade. My project helps you: Discover what grade you will probably get according to the time you study. Discover how much time you need to study for a certain grade. Set up Study alarms across a week.", "repo": "https://github.com/R4141-BR/Studia---Predicting-AI", "demo": "https://github.com/R4141-BR/Studia---Predicting-AI/releases/tag/Machine_learning_4"}]...
|
[{"post_id": 39721, "ts": "202 [{"post_id": 39721, "ts": "2026-08-02T21:13:37Z", "hours": 2.3308, "text": "Finally Finished my project. Hope you guys enjoy it! New Things: New Menu system, Saving your predictions, Better Style"}, {"post_id": 30828, "ts": "2026-07-18T19:24:51Z", "hours": 0.9869, "text": "Added a few more functions, pretty happy about where this project is going!"}, {"post_id": 30786, "ts": "2026-07-18T17:43:59Z", "hours": 1.2614, "text": "Started working on a project with ai to help me study for my tests. The ideia is that you put the subject and the ai tells you the best way to study. So the ai helps you: Choose the way to study, The sites that may help you to study and predict you grade based on the time you studied"}]...
|
Title: Studia - Study better with ai by @therealpe Title: Studia - Study better with ai by @therealpedcrec456 | Stardance
Devlogs:
Started working on a project with ai to help me study for my tests. The ideia is that you put the subject and the ai tells you the best way to study. So the ai helps you: Choose the way to study, The sites that may help you to study and predict you grade based on the time you studied
Added a few more functions, pretty happy about where this project is going!
Finally Finished my project. Hope you guys enjoy it! New Things: New Menu system, Saving your predictions, Better Style
Ships:
Welcome to STUDIA, an aplication that will help you study and predict what grade you may get. A problem that i personally have is arranging my time to study and being afraid of not getting a good grade. My project helps you: Discover what grade you will probably get according to the time you study. Discover how much time you need to study for a certain grade. Set up Study alarms across a week....
|
1793494233.304327
|
1793580633.304327
|
|
44018
|
Fixed and Repaired by @therealpedcrec456 | Stardan Fixed and Repaired by @therealpedcrec456 | Stardance...
|
therealpedcrec456
|
0
|
3.87
|
0
|
[]
|
[{"post_id": 41035, "ts": "202 [{"post_id": 41035, "ts": "2026-08-04T23:20:14Z", "hours": 3.8719, "text": "Started working in a fnaf fangame called Found and Repaired, where you play as engineers that try to do his job without dying to the animatronics ( Please dont judge the design, still on beta lol)"}]...
|
Title: Fixed and Repaired by @therealpedcrec456 | Title: Fixed and Repaired by @therealpedcrec456 | Stardance
Devlogs:
Started working in a fnaf fangame called Found and Repaired, where you play as engineers that try to do his job without dying to the animatronics ( Please dont judge the design, still on beta lol)...
|
1793249614.8550608
|
1793854414.8550608
|
|
44302
|
Larper Pad by @therealpedcrec456 | Stardance
|
therealpedcrec456
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Larper Pad by @therealpedcrec456 | Stardanc Title: Larper Pad by @therealpedcrec456 | Stardance...
|
1793267519.4210415
|
1793872319.4210415
|
|
45347
|
My personal website by @therealpedcrec456 | Starda My personal website by @therealpedcrec456 | Stardance...
|
therealpedcrec456
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My personal website by @therealpedcrec456 | Title: My personal website by @therealpedcrec456 | Stardance...
|
1793325384.363542
|
1793930184.363542
|
|
45789
|
Potato Potato by @therealpedcrec456 | Stardance
|
therealpedcrec456
|
0
|
1.57
|
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[{"post_id": 44005, "ts": "202 [{"post_id": 44005, "ts": "2026-08-09T14:29:43Z", "hours": 0.8167, "text": "Finished working on the comics side, still working on the typing what you want part Future Plans: Add typing what you want Add downloading the first chapter of the manga/comic"}, {"post_id": 43663, "ts": "2026-08-09T01:51:45Z", "hours": 0.75, "text": "Started a project about a manga app, right now it can only give you the cover of the manga, still im excited about it. Future Plans: Add comics typing what you want"}]...
|
Title: Potato Potato by @therealpedcrec456 | Stard Title: Potato Potato by @therealpedcrec456 | Stardance
Devlogs:
Started a project about a manga app, right now it can only give you the cover of the manga, still im excited about it. Future Plans: Add comics typing what you want
Finished working on the comics side, still working on the typing what you want part Future Plans: Add typing what you want Add downloading the first chapter of the manga/comic...
|
1793353939.2233858
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1793958739.2233858
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56037
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We meet again by @therealpedcrec456 | Stardance
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therealpedcrec456
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1
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T21:09:20Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "We meet again is a trivia game that let’s you see the maps before answering the questions. It gathers two of my favorite things: Trivia and geoguessr. Today, it holds 4 maps: 2fort, Construct2, Badlands, Badwater. It is version 0.1, so it’s still a beta", "repo": "https://github.com/R4141-BR/YouVEBeenhere", "demo": "https://github.com/R4141-BR/YouVEBeenhere/releases/tag/WEEMEETAGAIN"}]...
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[{"post_id": 84535, "ts": "202 [{"post_id": 84535, "ts": "2026-10-29T20:39:49Z", "hours": 1.5892, "text": "A quick devlog for my shipping, it has been a honor to with you guys. I hope i can make this project even better in the future <3 The new banner:"}, {"post_id": 61837, "ts": "2026-09-04T23:06:29Z", "hours": 0.6136, "text": "MORE MAPS, NEW FILTERING SYSTEM A big new update, now we have three new maps: Borneo 2Fort Badlands A new Filtering system? Now you can filter your images by TF2 and Gmod To do list: 360° Mode A Starting Menu UI Good UI More Maps! Maps Images"}, {"post_id": 61194, "ts": "2026-09-04T00:27:32Z", "hours": 0.6572, "text": "More maps!? No , but new images for maps >:) Don’t worry about the maps, will probably add them this week still. To do list: 360° Mode A Starting Menu UI Good UI More Maps! Maps Images"}, {"post_id": 60464, "ts": "2026-09-02T20:03:17Z", "hours": 0.9142, "text": "You Receive: A door? A smaller update, changed the starting page and added a strange door. Where will it take you?? You will know shortly, greater things lay ahead"}, {"post_id": 59931, "ts": "2026-09-01T23:56:34Z", "hours": 0.6989, "text": "It's Dangerous to Go Alone! Get this Devlog Finally finished a decent home page, still no images tho. To do list: 360° Mode A Starting Menu UI Good UI More Maps!"}, {"post_id": 59173, "ts": "2026-08-31T20:07:33Z", "hours": 0.7619, "text": "Finally got the 360° mode working! Still got a lot of things to add, but the project is movin great! To do list: 360° Mode Good Ui More Maps!"}, {"post_id": 58120, "ts": "2026-08-30T13:56:16Z", "hours": 0.9208, "text": "Started to do a Google-maps inspired site! Basically it will work as travelling guide with gmod maps. To do List: A good 360 view, A better hub."}]...
|
Title: We meet again by @therealpedcrec456 | Stard Title: We meet again by @therealpedcrec456 | Stardance
Devlogs:
Started to do a Google-maps inspired site! Basically it will work as travelling guide with gmod maps. To do List: A good 360 view, A better hub.
Finally got the 360° mode working! Still got a lot of things to add, but the project is movin great! To do list: 360° Mode Good Ui More Maps!
It's Dangerous to Go Alone! Get this Devlog Finally finished a decent home page, still no images tho. To do list: 360° Mode A Starting Menu UI Good UI More Maps!
You Receive: A door? A smaller update, changed the starting page and added a strange door. Where will it take you?? You will know shortly, greater things lay ahead
More maps!? No , but new images for maps >:) Don’t worry about the maps, will probably add them this week still. To do list: 360° Mode A Starting Menu UI Good UI More Maps! Maps Images
MORE MAPS, NEW FILTERING SYSTEM A big new update, now we have three new maps: Borneo 2Fort Badlands A new Filtering system? Now you can filter your images by TF2 and Gmod To do list: 360° Mode A Starting Menu UI Good UI More Maps! Maps Images
A quick devlog for my shipping, it has been a honor to with you guys. I hope i can make this project even better in the future <3 The new banner:
Ships:
We meet again is a trivia game that let’s you see the maps before answering the questions. It gathers two of my favorite things: Trivia and geoguessr. Today, it holds 4 maps: 2fort, Construct2, Badlands, Badwater. It is version 0.1, so it’s still a beta...
|
1793584147.831976
|
1793670547.831976
|
|
61510
|
E.Y.N (Everything You Need) by @therealpedcrec456 E.Y.N (Everything You Need) by @therealpedcrec456 | Stardance...
|
therealpedcrec456
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0
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[{"post_id": 67531, "ts": "202 [{"post_id": 67531, "ts": "2026-09-13T17:31:58Z", "hours": 1.6267, "text": "Everything You Need. My new small project. a collection of things you may need on a day to day basis. It now includes: Weather App Youtube video downloader Password Generator Background Remover (Still Testing) QrCode Generator"}]...
|
Title: E.Y.N (Everything You Need) by @therealpedc Title: E.Y.N (Everything You Need) by @therealpedcrec456 | Stardance
Devlogs:
Everything You Need. My new small project. a collection of things you may need on a day to day basis. It now includes: Weather App Youtube video downloader Password Generator Background Remover (Still Testing) QrCode Generator...
|
1793040656.44554
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1793645456.44554
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22648
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fatasy space ships by @thepirateboy10 | Stardance
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thepirateboy10
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Title: fatasy space ships by @thepirateboy10 | Sta Title: fatasy space ships by @thepirateboy10 | Stardance...
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1793310745.166767
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1793915545.166767
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44065
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Phantom Vertex by @thephantom8768 | Stardance
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thephantom8768
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0
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33.58
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[]
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[{"post_id": 42487, "ts": "202 [{"post_id": 42487, "ts": "2026-08-07T07:58:00Z", "hours": 6.2503, "text": "Finished designing my first ever dev-board! (Not yet tested). I didnt have enough space so i only wrote SPI I2C and UART for my dev board pins ;-; Terrible resolution of the pic soooo…. Check out my github repo! https://github.com/PhantomPX/Phantom-Vertex/tree/main"}, {"post_id": 41192, "ts": "2026-08-05T07:56:26Z", "hours": 27.3253, "text": "Tiny dev-board with many gpio pins :> Making sure that all the gpio traces have enuf space to reduce cross-talk"}]...
|
Title: Phantom Vertex by @thephantom8768 | Stardan Title: Phantom Vertex by @thephantom8768 | Stardance
Devlogs:
Tiny dev-board with many gpio pins :> Making sure that all the gpio traces have enuf space to reduce cross-talk
Finished designing my first ever dev-board! (Not yet tested). I didnt have enough space so i only wrote SPI I2C and UART for my dev board pins ;-; Terrible resolution of the pic soooo…. Check out my github repo! https://github.com/PhantomPX/Phantom-Vertex/tree/main...
|
1793253247.2485082
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1793858047.2485082
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31497
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My first slack bot! by @theoriginalvoiddweller | S My first slack bot! by @theoriginalvoiddweller | Stardance...
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theoriginalvoiddweller
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0
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0.0
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[]
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[]
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Title: My first slack bot! by @theoriginalvoiddwel Title: My first slack bot! by @theoriginalvoiddweller | Stardance...
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1793519326.6568916
|
1794124126.6568916
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31499
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My own site! by @theoriginalvoiddweller | Stardanc My own site! by @theoriginalvoiddweller | Stardance...
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theoriginalvoiddweller
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0
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Title: My own site! by @theoriginalvoiddweller | S Title: My own site! by @theoriginalvoiddweller | Stardance...
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1793519315.0542746
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1794124115.0542746
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31511
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My very own WebOS by @theoriginalvoiddweller | Sta My very own WebOS by @theoriginalvoiddweller | Stardance...
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theoriginalvoiddweller
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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 very own WebOS by @theoriginalvoiddwelle Title: My very own WebOS by @theoriginalvoiddweller | Stardance...
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1793256659.5047095
|
1793861459.5047095
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32229
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Mounted phone holder by @theoriginalvoiddweller | Mounted phone holder by @theoriginalvoiddweller | Stardance...
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theoriginalvoiddweller
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0.4
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[]
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[{"post_id": 24823, "ts": "202 [{"post_id": 24823, "ts": "2026-07-08T17:09:57Z", "hours": 0.3986, "text": "Basically finished with the model. I just gotta now fine tune some things with the model and ill be all set!"}]...
|
Title: Mounted phone holder by @theoriginalvoiddwe Title: Mounted phone holder by @theoriginalvoiddweller | Stardance
Devlogs:
Basically finished with the model. I just gotta now fine tune some things with the model and ill be all set!...
|
1793393456.6119447
|
1793998256.6119447
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32230
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Untitled by @theoriginalvoiddweller | Stardance
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theoriginalvoiddweller
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1793184609.4536092
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1793789409.4536092
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32231
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Untitled by @theoriginalvoiddweller | Stardance
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theoriginalvoiddweller
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32232
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Untitled by @theoriginalvoiddweller | Stardance
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Title: Untitled by @theoriginalvoiddweller | Stard Title: Untitled by @theoriginalvoiddweller | Stardance...
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1793332261.096809
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32233
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Untitled by @theoriginalvoiddweller | Stardance
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theoriginalvoiddweller
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Title: Untitled by @theoriginalvoiddweller | Stard Title: Untitled by @theoriginalvoiddweller | Stardance...
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Untitled by @theoriginalvoiddweller | Stardance
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theoriginalvoiddweller
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Title: Untitled by @theoriginalvoiddweller | Stard Title: Untitled by @theoriginalvoiddweller | Stardance...
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1793148715.0741243
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1793753515.0741243
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32235
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Untitled by @theoriginalvoiddweller | Stardance
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theoriginalvoiddweller
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Title: Untitled by @theoriginalvoiddweller | Stard Title: Untitled by @theoriginalvoiddweller | Stardance...
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1793386272.8038108
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Untitled by @theoriginalvoiddweller | Stardance
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theoriginalvoiddweller
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Title: Untitled by @theoriginalvoiddweller | Stard Title: Untitled by @theoriginalvoiddweller | Stardance...
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1793188329.4261901
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3563
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My awesome macropad! by @theohusnik | Stardance
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theohusnik
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Title: My awesome macropad! by @theohusnik | Stard Title: My awesome macropad! by @theohusnik | Stardance...
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1793522895.051422
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1794127695.051422
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