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42352
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Frictionless by @thejasgaming1t | Stardance
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thejasgaming1t
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @thejasgaming1t | Stardance
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1793173900.2354434
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1793778700.2354434
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13813
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My awesome macropad! by @theinterwebs | Stardance
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theinterwebs
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @theinterwebs | Sta Title: My awesome macropad! by @theinterwebs | Stardance...
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1793361116.1652234
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1793965916.1652234
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13833
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Impulse Campus by @theinterwebs | Stardance
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theinterwebs
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0
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0.32
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0
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[]
|
[{"post_id": 5373, "ts": "2026 [{"post_id": 5373, "ts": "2026-06-09T03:42:31Z", "hours": 0.3175, "text": "We’ve got dark mode now!"}]...
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Title: Impulse Campus by @theinterwebs | Stardance Title: Impulse Campus by @theinterwebs | Stardance
Devlogs:
We’ve got dark mode now!...
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1793386555.5046751
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1793991355.5046751
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13840
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Colorful Managebac by @theinterwebs | Stardance
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theinterwebs
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0
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0.0
|
0
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[]
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[]
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Title: Colorful Managebac by @theinterwebs | Stard Title: Colorful Managebac by @theinterwebs | Stardance...
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1793472944.8736877
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1794077744.8736877
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2485
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Pocket Universe by @theinfamousben | Stardance
|
theinfamousben
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1
|
24.4
|
167
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:37:22Z", "hours": 23.0, "multiplier": 7.37, "payout": 167, "blessing": "neutral", "text": "Ship 1 Hey guys! I’m proud to announce I’ve developed Pocket Universe to an acceptable degree - with more updates coming soon! Why did I publish so soon? I have a few projects coming up (haven-related) and I want to get this out of the way so I don’t have any unfinished business. What is this project anyways? Pocket Universe is an Interactive Incremental game, which focuses on building up our modern universe from scratch, meaning from the fundamental Interactions up all the way to Galaxies and Nebulae What’s Included in the game right now? I have 4 Generator nodes and 7 Upgrade nodes, with the framework built to add more quickly. Was AI used in this Project? Yes. I used a lot of AI for troubleshooting my final build, as I’ve never built for MacOS and the web before. I also used AI to generate the placeholder SVG images, which will be replaced once the game reaches an alpha / open beta stage.", "repo": "https://github.com/theinfamousben/pocket-universe", "demo": "https://benmudev.itch.io/pocket-universe"}]...
|
[{"post_id": 76232, "ts": "202 [{"post_id": 76232, "ts": "2026-10-02T19:44:55Z", "hours": 1.3992, "text": "Devlog 15 - Trying to make it look a bit better Changes Added Modal Background Moved Menu and Energy Display into Top Bar ** AI was used to generate an SVG for the modal background and to fix the positioning of the elements ** Notes I originally only shipped this project because I thought The event was going to end soon and I was gonna be busy with Haven, but now since the event has been extended, I figured I can continue working on it :)"}, {"post_id": 66193, "ts": "2026-09-11T21:12:27Z", "hours": 2.2889, "text": "Devlog 14 - I am an IDIOT Changes Recreated all SOs to fix their attached script Build 5 broken and 1 working prototype Remove quarks as a resource Add menu with exit button Notes I am the definition of stupid. I had a problem for 2 WHOLE HOURS, and the fix was simply putting the script for the SOs into its own file. I am my own worst enemy, because of my own stupidity. Well, the more you know."}, {"post_id": 63204, "ts": "2026-09-06T21:30:11Z", "hours": 1.4367, "text": "Devlog 13 - double parents :3 Changes Allowed multiple parents per node Fixed false dragging assertions Notes I’m almost done with the base game mechanics, after that it’s just textures, sounds, and gameplay and then I’m ready for my first ship!"}, {"post_id": 63049, "ts": "2026-09-06T16:59:35Z", "hours": 0.9769, "text": "Devlog 12 Changes Added button colors for hover, select, and normal events made button in the Node Info modal uninteractible if node is locked fixed unlocked check for Upgrade Nodes"}, {"post_id": 62782, "ts": "2026-09-06T09:26:48Z", "hours": 0.6336, "text": "Devlog 11 - wow it finally looks okay Changes Added Icons Made NodeInfo Effect Text yellow AI was used to create the icons - This is temporary * until I figure out how to use Inkscape Notes Didn’t do a lot of programming, and unity refused to track my time for some reason, i did more like an hour, so its not a big deal"}, {"post_id": 61042, "ts": "2026-09-03T19:06:58Z", "hours": 1.1097, "text": "Devlog 10 Changes Added 6 Nodes Added 3 Generator Nodes Added 3 Upgrade Nodes Implemented handling of locked/invisible nodes Locked nodes now won’t be able to be bought unless the parent node is bought at least once Nodes behind a locked node are invisible until the locked node is bought Notes This is fun! I’m working on the game mechanics and I’m not running into a lot of issues. All my bugs (except one) were caught pretty early on, so its a win in my book :] That brings me to the one bug, the bane of my existence… For some bizarre reason, clicking on my nodes doesn’t buy them regularly. Sometimes i need to click many many times, and in the log it doesn’t even register that I clicked the nodes! Maybe it has something to do with the epsilon value which i use to distinguish between dragging the screen and selecting a node, which currently evaluates epsilon before the mouseup event, so maybe i can switch it around and it’ll work. maybe… other than that I’m pretty happy with how it’s turning out. I am a bit worried about making textures, though, since they all look like some weird corporate/ai generated logo because i’m not good enough at art / graphic design"}, {"post_id": 60388, "ts": "2026-09-02T18:05:02Z", "hours": 1.29, "text": "Devlog 9 Changes Completed Node Info Box Header Description for the Node Effect, basically what the node does Button to buy the node Added 2 Starting nodes 1 Generator Node named “Fundamental Interaction” 1 Upgrade Node named “Strong Nuclear Force” AI was used in this timespan for troubleshooting max width for the Node info box Notes This was honestly very fun to work on. I’ve really started putting in more time for this project since I’m now under pressure to get it done by the end of summer break (2 weeks :p) I had little trouble figuring everything out, and thanks to some wonderful help from my buddy github copilot i was never truly stuck on anything in this timespan"}, {"post_id": 58253, "ts": "2026-08-30T16:50:28Z", "hours": 1.5778, "text": "Devlog 8 Changes Added Node Info Text Box Shows Title, info about the node, and a button to buy with a set price Refactored Node Script Structure Notes I have been saved by the power of abstract classes! I unified the nodes into one abstract Node class, and made completion classes for Generators and Upgrades. Now it works by simply accessing the base Node class instead of not knowing whether the class is GeneratorNode or UpgradeNode. This makes it much easier. I am planning now to get some interesting node names from physics, like building up from quarks to larger structures, and i also am going to make some textures so the game doesnt look as shitty :p"}, {"post_id": 55915, "ts": "2026-08-27T19:56:21Z", "hours": 2.7292, "text": "Devlog 7.1 Changes Added Line Drawn to Parent node Will be used for hierarchical unlocking in the future Started work on the sidebar Notes Yeah, I’m a bit screwed. The current structure of my nodes is kind of weird; I have two types of nodes: Generators and Upgrades, each having two unique scripts. That’s good, because they have different logic. Thats not so good because they also share some logic. That’s horrific because they sometimes need to be accessed interchangeably. So here are a few things i could do: Merge both scripts into one, with an enum or something for the different node types Make a base which both nodes can inherit and use give up and cry option 3 sounds the easiest right now, my brain is so broken :’)"}, {"post_id": 17851, "ts": "2026-06-28T19:52:53Z", "hours": 3.2889, "text": "Devlog 7 Changes Added Modal Functionality Test Modal for debug purposes Alert Modal for important stuff (save on exit, etc.) Made HUD better for cross-device formatting Included a vertical layout group for all of the displayed currencies Notes It’s been a bit annoying, to say the least. First off, I wanted the Modals to be completely modular from the start, but I kept getting NullReference errors that didn’t make sense to me, so I had to make a script for each modal type and serialize the GameObjects and other stuff individually. It’s not as modular as I want, but what can ya do :p As for the HUD, I hope it works across devices, I sometimes code on my MacBook and sometimes on my PC, and the layout always breaks. I haven’t tested it yet, so I’ll be as surprised as you are if it doesn’t work."}, {"post_id": 13688, "ts": "2026-06-22T13:15:29Z", "hours": 0.8022, "text": "Devlog 6 Changes Added Generator Production cost: Each generator can now require a certain amount of every resource Notes This is a rather small update, but I’m still trying to get back on my feet from my hiatus. More updates coming soon though, I’ve got some more motivation *By the way: If there’s anyone that would like to do some texture designing, I would be more than happy to accept your work! Credit is, of course, guaranteed (I’m working on a credit screen anyways ;p)."}, {"post_id": 12119, "ts": "2026-06-19T19:58:45Z", "hours": 1.2919, "text": "Devlog 5 Changes Added code to allow for generation of different resource types Notes I have been on a long creative block, I can’t really seem to pick up my laptop and continue coding. It might have a bit to do with the fact that I was very busy the last week or so, so i didn’t have much energy and motivation left to program. I kind of forced myself to implement this feature which i half-assed earlier this week, it’s really simple but it’s a start at getting more motivated :) Next week I don’t have as many exams, pressure from DLRG tests and all that stuff, so I’ll have more time to code :]"}, {"post_id": 5092, "ts": "2026-06-08T19:37:39Z", "hours": 1.9783, "text": "Devlog 4 Changes Added functionality to pan & zoom around Moved the HUD (Energy Display) into a separate canvas Notes this took me longer than I’d like to admit, because Unity was being a bit finicky about my GameObject and refused to run its code for some reason. I used AI for troubleshooting the problem, but used none of its code."}, {"post_id": 3443, "ts": "2026-06-06T11:51:02Z", "hours": 1.1675, "text": "Devlog 3 I have continued my work on Pocket Universe, and have added following: Split Node Prefabs into Generator and Upgrade Nodes Added a NodeBoost Scriptable Object Worked on Node Visibility Logic One problem I have is that a lot of the code for Generator and Upgrade Nodes is identical. I would have made a Node Monobehavior script that handles both and individual sub-classes, but that is kind of messy, at least for now. We will see in about 5 Devlogs if I made the right choice :p"}, {"post_id": 3060, "ts": "2026-06-05T23:01:54Z", "hours": 1.4725, "text": "Devlog 2 - Added Nodes for generation These nodes are clickable by the player in order to buy Generators, which create Energy or other resources. They are comparable to the Cell to Singularity nodes. There will be Generator and Upgrade Nodes; Generator Nodes will be able to be bought multiple times, while upgrade nodes will only be able to be bought once."}, {"post_id": 2356, "ts": "2026-06-04T20:06:13Z", "hours": 0.6289, "text": "Starting work This is a really ambitious project I doubt I’ll be able to finish completely by October, but I’ll try to get as far as possible, so lets see :3"}]...
|
Title: Pocket Universe by @theinfamousben | Starda Title: Pocket Universe by @theinfamousben | Stardance
Devlogs:
Starting work This is a really ambitious project I doubt I’ll be able to finish completely by October, but I’ll try to get as far as possible, so lets see :3
Devlog 2 - Added Nodes for generation These nodes are clickable by the player in order to buy Generators, which create Energy or other resources. They are comparable to the Cell to Singularity nodes. There will be Generator and Upgrade Nodes; Generator Nodes will be able to be bought multiple times, while upgrade nodes will only be able to be bought once.
Devlog 3 I have continued my work on Pocket Universe, and have added following: Split Node Prefabs into Generator and Upgrade Nodes Added a NodeBoost Scriptable Object Worked on Node Visibility Logic One problem I have is that a lot of the code for Generator and Upgrade Nodes is identical. I would have made a Node Monobehavior script that handles both and individual sub-classes, but that is kind of messy, at least for now. We will see in about 5 Devlogs if I made the right choice :p
Devlog 4 Changes Added functionality to pan & zoom around Moved the HUD (Energy Display) into a separate canvas Notes this took me longer than I’d like to admit, because Unity was being a bit finicky about my GameObject and refused to run its code for some reason. I used AI for troubleshooting the problem, but used none of its code.
Devlog 5 Changes Added code to allow for generation of different resource types Notes I have been on a long creative block, I can’t really seem to pick up my laptop and continue coding. It might have a bit to do with the fact that I was very busy the last week or so, so i didn’t have much energy and motivation left to program. I kind of forced myself to implement this feature which i half-assed earlier this week, it’s really simple but it’s a start at getting more motivated :) Next week I don’t have as many exams, pressure from DLRG tests and all that stuff, so I’ll have more time to code :]
Devlog 6 Changes Added Generator Production cost: Each generator can now require a certain amount of every resource Notes This is a rather small update, but I’m still trying to get back on my feet from my hiatus. More updates coming soon though, I’ve got some more motivation *By the way: If there’s anyone that would like to do some texture designing, I would be more than happy to accept your work! Credit is, of course, guaranteed (I’m working on a credit screen anyways ;p).
Devlog 7 Changes Added Modal Functionality Test Modal for debug purposes Alert Modal for important stuff (save on exit, etc.) Made HUD better for cross-device formatting Included a vertical layout group for all of the displayed currencies Notes It’s been a bit annoying, to say the least. First off, I wanted the Modals to be completely modular from the start, but I kept getting NullReference errors that didn’t make sense to me, so I had to make a script for each modal type and serialize the GameObjects and other stuff individually. It’s not as modular as I want, but what can ya do :p As for the HUD, I hope it works across devices, I sometimes code on my MacBook and sometimes on my PC, and the layout always breaks. I haven’t tested it yet, so I’ll be as surprised as you are if it doesn’t work.
Devlog 7.1 Changes Added Line Drawn to Parent node Will be used for hierarchical unlocking in the future Started work on the sidebar Notes Yeah, I’m a bit screwed. The current structure of my nodes is kind of weird; I have two types of nodes: Generators and Upgrades, each having two unique scripts. That’s good, because they have different logic. Thats not so good because they also share some logic. That’s horrific because they sometimes need to be accessed interchangeably. So here are a few things i could do: Merge both scripts into one, with an enum or something for the different node types Make a base which both nodes can inherit and use give up and cry option 3 sounds the easiest right now, my brain is so broken :’)
Devlog 8 Changes Added Node Info Text Box Shows Title, info about the node, and a button to buy with a set price Refactored Node Script Structure Notes I have been saved by the power of abstract classes! I unified the nodes into one abstract Node class, and made completion classes for Generators and Upgrades. Now it works by simply accessing the base Node class instead of not knowing whether the class is GeneratorNode or UpgradeNode. This makes it much easier. I am planning now to get some interesting node names from physics, like building up from quarks to larger structures, and i also am going to make some textures so the game doesnt look as shitty :p
Devlog 9 Changes Completed Node Info Box Header Description for the Node Effect, basically what the node does Button to buy the node Added 2 Starting nodes 1 Generator Node named “Fundamental Interaction” 1 Upgrade Node named “Strong Nuclear Force” AI was used in this timespan for troubleshooting max width for the Node info box Notes This was honestly very fun to work on. I’ve really started putting in more time for this project since I’m now under pressure to get it done by the end of summer break (2 weeks :p) I had little trouble figuring everything out, and thanks to some wonderful help from my buddy github copilot i was never truly stuck on anything in this timespan
Devlog 10 Changes Added 6 Nodes Added 3 Generator Nodes Added 3 Upgrade Nodes Implemented handling of locked/invisible nodes Locked nodes now won’t be able to be bought unless the parent node is bought at least once Nodes behind a locked node are invisible until the locked node is bought Notes This is fun! I’m working on the game mechanics and I’m not running into a lot of issues. All my bugs (except one) were caught pretty early on, so its a win in my book :] That brings me to the one bug, the bane of my existence… For some bizarre reason, clicking on my nodes doesn’t buy them regularly. Sometimes i need to click many many times, and in the log it doesn’t even register that I clicked the nodes! Maybe it has something to do with the epsilon value which i use to distinguish between dragging the screen and selecting a node, which currently evaluates epsilon before the mouseup event, so maybe i can switch it around and it’ll work. maybe… other than that I’m pretty happy with how it’s turning out. I am a bit worried about making textures, though, since they all look like some weird corporate/ai generated logo because i’m not good enough at art / graphic design
Devlog 11 - wow it finally looks okay Changes Added Icons Made NodeInfo Effect Text yellow AI was used to create the icons - This is temporary * until I figure out how to use Inkscape Notes Didn’t do a lot of programming, and unity refused to track my time for some reason, i did more like an hour, so its not a big deal
Devlog 12 Changes Added button colors for hover, select, and normal events made button in the Node Info modal uninteractible if node is locked fixed unlocked check for Upgrade Nodes
Devlog 13 - double parents :3 Changes Allowed multiple parents per node Fixed false dragging assertions Notes I’m almost done with the base game mechanics, after that it’s just textures, sounds, and gameplay and then I’m ready for my first ship!
Devlog 14 - I am an IDIOT Changes Recreated all SOs to fix their attached script Build 5 broken and 1 working prototype Remove quarks as a resource Add menu with exit button Notes I am the definition of stupid. I had a problem for 2 WHOLE HOURS, and the fix was simply putting the script for the SOs into its own file. I am my own worst enemy, because of my own stupidity. Well, the more you know.
Devlog 15 - Trying to make it look a bit better Changes Added Modal Background Moved Menu and Energy Display into Top Bar ** AI was used to generate an SVG for the modal background and to fix the positioning of the elements ** Notes I originally only shipped this project because I thought The event was going to end soon and I was gonna be busy with Haven, but now since the event has been extended, I figured I can continue working on it :)
Ships:
Ship 1 Hey guys! I’m proud to announce I’ve developed Pocket Universe to an acceptable degree - with more updates coming soon! Why did I publish so soon? I have a few projects coming up (haven-related) and I want to get this out of the way so I don’t have any unfinished business. What is this project anyways? Pocket Universe is an Interactive Incremental game, which focuses on building up our modern universe from scratch, meaning from the fundamental Interactions up all the way to Galaxies and Nebulae What’s Included in the game right now? I have 4 Generator nodes and 7 Upgrade nodes, with the framework built to add more quickly. Was AI used in this Project? Yes. I used a lot of AI for troubleshooting my final build, as I’ve never built for MacOS and the web before. I also used AI to generate the placeholder SVG images, which will be replaced once the game reaches an alpha / open beta stage....
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1793577246.0196729
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1793663646.0196729
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56417
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Personal Site by @theinfamousben | Stardance
|
theinfamousben
|
1
|
5.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T19:07:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my home page :) I really dislike making UI because it all looks the same. In the past, i used lots of AI for basically everything. This time, I really went all out and looked for ideas. I opened my terminal by accident, just to realize, “wait, not a lot of people have a homepage that displays facts about them like FastFetch!”. I also took lots of inspiration from old 2000s style sites, with site neighbors (hopefully someone soon) and a live chat room :3 my vision was basically, you’re operating a terminal which is my brain and this is what i shat out :p", "repo": "https://github.com/theinfamousben/theinfamousben.github.io", "demo": "https://benmu.dev"}]...
|
[{"post_id": 61708, "ts": "202 [{"post_id": 61708, "ts": "2026-09-04T19:04:04Z", "hours": 0.5989, "text": "Devlog 3 - Added Bulletin chat and 88x31 badges :) I’m kinda done with this project i think"}, {"post_id": 61645, "ts": "2026-09-04T17:28:26Z", "hours": 1.8011, "text": "Devlog 2 - Ok so i had an idea I’m honestly really happy with how it turned out :) I was like “hmmm i want my site to stand out” then i opened the terminal by mistake and saw fastfetch, and then i was like WOOOW i need this :)"}, {"post_id": 61362, "ts": "2026-09-04T07:31:56Z", "hours": 2.6458, "text": "Devlog 1 - completely delete everything yea i removed the entire site i had before for a clean slate, so no more ai slop, yay! I’ve been wanting to redo my site since forever so now is the perfect time lol its all gone!!!!"}]...
|
Title: Personal Site by @theinfamousben | Stardanc Title: Personal Site by @theinfamousben | Stardance
Devlogs:
Devlog 1 - completely delete everything yea i removed the entire site i had before for a clean slate, so no more ai slop, yay! I’ve been wanting to redo my site since forever so now is the perfect time lol its all gone!!!!
Devlog 2 - Ok so i had an idea I’m honestly really happy with how it turned out :) I was like “hmmm i want my site to stand out” then i opened the terminal by mistake and saw fastfetch, and then i was like WOOOW i need this :)
Devlog 3 - Added Bulletin chat and 88x31 badges :) I’m kinda done with this project i think
Ships:
I made my home page :) I really dislike making UI because it all looks the same. In the past, i used lots of AI for basically everything. This time, I really went all out and looked for ideas. I opened my terminal by accident, just to realize, “wait, not a lot of people have a homepage that displays facts about them like FastFetch!”. I also took lots of inspiration from old 2000s style sites, with site neighbors (hopefully someone soon) and a live chat room :3 my vision was basically, you’re operating a terminal which is my brain and this is what i shat out :p...
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1793537550.6155455
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1793623950.6155455
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58281
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emotebot by @theinfamousben | Stardance
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theinfamousben
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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: emotebot by @theinfamousben | Stardance
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1793483380.3691247
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1794088180.3691247
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61444
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Haven Hackathon Timer by @theinfamousben | Stardan Haven Hackathon Timer by @theinfamousben | Stardance...
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theinfamousben
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0
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2.56
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0
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[]
|
[{"post_id": 67707, "ts": "202 [{"post_id": 67707, "ts": "2026-09-13T22:09:36Z", "hours": 0.7194, "text": "Devlog 2 - Implement Timer Logic Says “starting in” if not started yet Says “time remaining” if in progress Says “Times up” if done Uses difference of timestamps to calculate remaining time"}, {"post_id": 66773, "ts": "2026-09-12T17:38:56Z", "hours": 1.8392, "text": "Devlog 1 - Create Site Skeleton I created a nice skeleton for the timer, events, and sponsor list."}]...
|
Title: Haven Hackathon Timer by @theinfamousben | Title: Haven Hackathon Timer by @theinfamousben | Stardance
Devlogs:
Devlog 1 - Create Site Skeleton I created a nice skeleton for the timer, events, and sponsor list.
Devlog 2 - Implement Timer Logic Says “starting in” if not started yet Says “time remaining” if in progress Says “Times up” if done Uses difference of timestamps to calculate remaining time...
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1793040611.4143708
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1793645411.4143708
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14962
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My awesome macropad! by @thehemant0 | Stardance
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thehemant0
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @thehemant0 | Stard Title: My awesome macropad! by @thehemant0 | Stardance...
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1793292832.4651816
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1793897632.4651816
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34877
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My own site! by @thehaidarbahzi | Stardance
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thehaidarbahzi
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @thehaidarbahzi | Stardance
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1793533649.9379742
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1794138449.9379742
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35341
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Competition Website by @thehaidarbahzi | Stardance
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thehaidarbahzi
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0
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3.19
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0
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[]
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[{"post_id": 28624, "ts": "202 [{"post_id": 28624, "ts": "2026-07-15T00:08:07Z", "hours": 3.1897, "text": "First time posting my project progress so here we are! Im making a competition website for my faculty at my university and here some screenshots of my work, enjoy!"}]...
|
Title: Competition Website by @thehaidarbahzi | St Title: Competition Website by @thehaidarbahzi | Stardance
Devlogs:
First time posting my project progress so here we are! Im making a competition website for my faculty at my university and here some screenshots of my work, enjoy!...
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1793224303.804628
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1793829103.804628
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35344
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my APOD site by @thehaidarbahzi | Stardance
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thehaidarbahzi
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0
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0.0
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0
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[]
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[]
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Title: my APOD site by @thehaidarbahzi | Stardance
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1793292775.4801526
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1793897575.4801526
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35345
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Memorable by @thehaidarbahzi | Stardance
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thehaidarbahzi
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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: Memorable by @thehaidarbahzi | Stardance
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1793422097.8500907
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1794026897.8500907
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10259
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pid simulation by @thegreendino | Stardance
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thegreendino
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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: pid simulation by @thegreendino | Stardance
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1793271158.543686
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1793875958.543686
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27495
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Frictionless by @thegodofwar14 | Stardance
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thegodofwar14
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @thegodofwar14 | Stardance
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1793397312.2602348
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1794002112.2602348
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63936
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web by @thegoatkid32 | Stardance
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thegoatkid32
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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: web by @thegoatkid32 | Stardance
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1793055219.9071522
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1793660019.9071522
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63939
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f by @thegoatkid32 | Stardance
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thegoatkid32
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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: f by @thegoatkid32 | Stardance
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1793055224.5362823
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1793660024.5362823
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63949
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etst2 by @thegoatkid32 | Stardance
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thegoatkid32
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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: etst2 by @thegoatkid32 | Stardance
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1793055238.118569
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1793660038.118569
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16264
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Untitled project by @thegoat999 | Stardance
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thegoat999
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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: Untitled project by @thegoat999 | Stardance
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1793328526.4125175
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1793933326.4125175
|
|
47984
|
My own site! by @theghostoftheuchiha38 | Stardance
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theghostoftheuchiha38
|
0
|
0.0
|
0
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[]
|
[]
|
Title: My own site! by @theghostoftheuchiha38 | St Title: My own site! by @theghostoftheuchiha38 | Stardance...
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1793203027.9479995
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1793807827.9479995
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67444
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Fullstack proxy site by @thegarrett | Stardance
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thegarrett
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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: Fullstack proxy site by @thegarrett | Stard Title: Fullstack proxy site by @thegarrett | Stardance...
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1793109254.5334437
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1793714054.5334437
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45170
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16bit transistor computer by @thegamer3_141 | Star 16bit transistor computer by @thegamer3_141 | Stardance...
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thegamer3_141
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0
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2.62
|
0
|
[]
|
[{"post_id": 44577, "ts": "202 [{"post_id": 44577, "ts": "2026-08-10T13:02:25Z", "hours": 2.6169, "text": "I have made my 4 bit registor for my 16 bit computer. So now i have made a test bord, the ram for the computer and a part of the alu."}]...
|
Title: 16bit transistor computer by @thegamer3_141 Title: 16bit transistor computer by @thegamer3_141 | Stardance
Devlogs:
I have made my 4 bit registor for my 16 bit computer. So now i have made a test bord, the ram for the computer and a part of the alu....
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1793318062.0792637
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1793922862.0792637
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52593
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my FREAKY macropad by @thefreakiestone | Stardance
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thefreakiestone
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0
|
1.41
|
0
|
[]
|
[{"post_id": 52077, "ts": "202 [{"post_id": 52077, "ts": "2026-08-22T04:43:44Z", "hours": 0.8167, "text": "I FINISHED THE PCB!!!!!!!!!!!!!!!!!! ONTO FUSION 360!!!!"}, {"post_id": 51995, "ts": "2026-08-22T00:35:43Z", "hours": 0.5919, "text": "bro im so scared this is so hard (this is my first experience ever in hardware ✌️😭)"}]...
|
Title: my FREAKY macropad by @thefreakiestone | St Title: my FREAKY macropad by @thefreakiestone | Stardance
Devlogs:
bro im so scared this is so hard (this is my first experience ever in hardware ✌️😭)
I FINISHED THE PCB!!!!!!!!!!!!!!!!!! ONTO FUSION 360!!!!...
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1793447455.3492594
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1794052255.3492594
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10150
|
Simple Powder Sim by @thefjonkan | Stardance
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thefjonkan
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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: Simple Powder Sim by @thefjonkan | Stardanc Title: Simple Powder Sim by @thefjonkan | Stardance...
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1793145147.381647
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1793749947.381647
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47113
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Frictionless by @thefandons | Stardance
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thefandons
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0
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0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @thefandons | Stardance
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1793170054.347518
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1793774854.347518
|
|
47115
|
First Game by @thefandons | Stardance
|
thefandons
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0
|
0.0
|
0
|
[]
|
[]
|
Title: First Game by @thefandons | Stardance
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1793170056.1399682
|
1793774856.1399682
|
|
47523
|
Portfolio by @thefandons | Stardance
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thefandons
|
0
|
0.81
|
0
|
[]
|
[{"post_id": 46662, "ts": "202 [{"post_id": 46662, "ts": "2026-08-14T02:55:35Z", "hours": 0.8056, "text": "First devlog of my portfolio!! I’m pretty new to most of this, so I haven’t added JavaScript to this yet. I hope you still like it, though :) Added 4 sections (main, resume, about me, projects)"}]...
|
Title: Portfolio by @thefandons | Stardance
Devlo Title: Portfolio by @thefandons | Stardance
Devlogs:
First devlog of my portfolio!! I’m pretty new to most of this, so I haven’t added JavaScript to this yet. I hope you still like it, though :) Added 4 sections (main, resume, about me, projects)...
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1793184814.5433378
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1793789614.5433378
|
|
47993
|
DragonOS by @thefandons | Stardance
|
thefandons
|
0
|
3.13
|
0
|
[]
|
[{"post_id": 54819, "ts": "202 [{"post_id": 54819, "ts": "2026-08-25T23:30:13Z", "hours": 0.9156, "text": "Step 3 of webOS is finally done Initialized script.js for obvious reasons Github page is updated with what is shown in the screenshot, so go try it out yourself Comment on what I should improve on Moved all JS code from index.html to script.js for better organization Made the draggable welcome window that can also be closed and opened (using the red button and dragon ball in left corner)"}, {"post_id": 51371, "ts": "2026-08-21T00:32:33Z", "hours": 1.2753, "text": "Wow, this felt like it took forever Initialised JavaScript code inside the HTML file Moved most, if not all, CSS code from the index.html file to the style.css file Added updating time and topbar Made the first window much shorter and more compact Finished part 2 of the webOS part 1 guide Lots of debugging Will devlog again sometime during or after part 3"}, {"post_id": 50025, "ts": "2026-08-19T01:39:59Z", "hours": 0.3603, "text": "Devlog #2 for DragonOS Finally got the GitHub page working Found a stupid error where the page kept making my folder named “Resources” into “resources” when deployed, making the image not show up It took me like an hour to make the example picture 😭 (even though i’m only devlogging 21 minutes) Honestly, just take a look and see whether i’m ready to ship this project (this was based off the webOS part 1 guide). I’m not sure whether i should wait until i’m done with the second part (which is intermediate difficulty) or just ship it now to finally have shipped my first project to earn stardust"}, {"post_id": 49941, "ts": "2026-08-18T22:20:37Z", "hours": 0.5778, "text": "First devlog for this OS Initialized the first few files Still in early stages Yes I know the photo that the OS is supposed to look like is basically just the photo (I’m still learning photo-editing software; please go easy on me) This might take a while 😭 Realized there’s levels to this stuff"}]...
|
Title: DragonOS by @thefandons | Stardance
Devlog Title: DragonOS by @thefandons | Stardance
Devlogs:
First devlog for this OS Initialized the first few files Still in early stages Yes I know the photo that the OS is supposed to look like is basically just the photo (I’m still learning photo-editing software; please go easy on me) This might take a while 😭 Realized there’s levels to this stuff
Devlog #2 for DragonOS Finally got the GitHub page working Found a stupid error where the page kept making my folder named “Resources” into “resources” when deployed, making the image not show up It took me like an hour to make the example picture 😭 (even though i’m only devlogging 21 minutes) Honestly, just take a look and see whether i’m ready to ship this project (this was based off the webOS part 1 guide). I’m not sure whether i should wait until i’m done with the second part (which is intermediate difficulty) or just ship it now to finally have shipped my first project to earn stardust
Wow, this felt like it took forever Initialised JavaScript code inside the HTML file Moved most, if not all, CSS code from the index.html file to the style.css file Added updating time and topbar Made the first window much shorter and more compact Finished part 2 of the webOS part 1 guide Lots of debugging Will devlog again sometime during or after part 3
Step 3 of webOS is finally done Initialized script.js for obvious reasons Github page is updated with what is shown in the screenshot, so go try it out yourself Comment on what I should improve on Moved all JS code from index.html to script.js for better organization Made the draggable welcome window that can also be closed and opened (using the red button and dragon ball in left corner)...
|
1793206051.0801396
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1793810851.0801396
|
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20998
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chamber of emotions by @theeveryman | Stardance
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theeveryman
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0
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0.0
|
0
|
[]
|
[]
|
Title: chamber of emotions by @theeveryman | Stard Title: chamber of emotions by @theeveryman | Stardance...
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1793231697.0083382
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1793836497.0083382
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|
35036
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Mini spy camera car by @thedriver | Stardance
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thedriver
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0
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0.0
|
0
|
[]
|
[]
|
Title: Mini spy camera car by @thedriver | Stardan Title: Mini spy camera car by @thedriver | Stardance...
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1793181050.1495452
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1793785850.1495452
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4537
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My awesome macropad! by @thedoctor | Stardance
|
thedoctor
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @thedoctor | Starda Title: My awesome macropad! by @thedoctor | Stardance...
|
1793325060.0165858
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1793929860.0165858
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27987
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counter-telegram-bot by @thedigitalbeni | Stardanc counter-telegram-bot by @thedigitalbeni | Stardance...
|
thedigitalbeni
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T08:56:09Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Telegram bot that lets groups set countdown timers that persist even after restarts. The hardest part was making timers work across different Telegram topics without mixing them up I solved this by keying each timer to both the chat ID and thread ID in SQLite. I’m proud of the async architecture and the milestone alerts at 50%, 25%, and 12.5% remaining time. To test it: go to t.me/g12countdown_bot, add it to a group or DM it, and try /help to see all 8 commands.", "repo": "https://github.com/thedigitalbeni/counter-telegram-bot", "demo": "https://youtu.be/0orowIMMKhg?si=c78bI8fzVSblxRKF"}]...
|
[{"post_id": 21363, "ts": "202 [{"post_id": 21363, "ts": "2026-07-03T08:06:03Z", "hours": 0.2944, "text": "Telegram groups I’m part of always needed countdown timers for deadlines, events, study sessions. Every workaround was clunky: pinned messages you had to manually update, external apps nobody checked, bots that reset when they went offline. I wanted something that actually lived inside Telegram, worked across different group topics without mixing up timers, and kept running even if the server restarted. So I built it myself."}]...
|
Title: counter-telegram-bot by @thedigitalbeni | S Title: counter-telegram-bot by @thedigitalbeni | Stardance
Devlogs:
Telegram groups I’m part of always needed countdown timers for deadlines, events, study sessions. Every workaround was clunky: pinned messages you had to manually update, external apps nobody checked, bots that reset when they went offline. I wanted something that actually lived inside Telegram, worked across different group topics without mixing up timers, and kept running even if the server restarted. So I built it myself.
Ships:
I built a Telegram bot that lets groups set countdown timers that persist even after restarts. The hardest part was making timers work across different Telegram topics without mixing them up I solved this by keying each timer to both the chat ID and thread ID in SQLite. I’m proud of the async architecture and the milestone alerts at 50%, 25%, and 12.5% remaining time. To test it: go to t.me/g12countdown_bot, add it to a group or DM it, and try /help to see all 8 commands....
|
1793454838.281092
|
1793541238.281092
|
|
42331
|
My awesome macropad! by @thedeath | Stardance
|
thedeath
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @thedeath | Stardan Title: My awesome macropad! by @thedeath | Stardance...
|
1793170529.5779543
|
1793775329.5779543
|
|
21106
|
Untitled project by @thecoolestguyuknow | Stardanc Untitled project by @thecoolestguyuknow | Stardance...
|
thecoolestguyuknow
|
0
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0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @thecoolestguyuknow | S Title: Untitled project by @thecoolestguyuknow | Stardance...
|
1793382871.461954
|
1793987671.461954
|
|
21110
|
Untitled by @thecoolestguyuknow | Stardance
|
thecoolestguyuknow
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @thecoolestguyuknow | Stardance
|
1793404621.4144514
|
1794009421.4144514
|
|
21113
|
Untitled by @thecoolestguyuknow | Stardance
|
thecoolestguyuknow
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @thecoolestguyuknow | Stardance
|
1793533865.0217361
|
1794138665.0217361
|
|
9688
|
My first slack bot! by @thechamp19491 | Stardance
|
thechamp19491
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @thechamp19491 | Sta Title: My first slack bot! by @thechamp19491 | Stardance...
|
1793530247.3935869
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1794135047.3935869
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|
8279
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Laser Pointer SVG Tracer by @thecatsmeow | Stardan Laser Pointer SVG Tracer by @thecatsmeow | Stardance...
|
thecatsmeow
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T21:10:45Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project runs on an ESP8266 and hosts a web server where users can upload SVG files. The laser pointer then traces them out on the ground, or whatever surface it is sitting on. Since the laser pointer can draw out shapes from the file in real size if the file is prepared correctly, it could be useful for visualizing digital files. For example, if you really wanted to know what a parallelogram with a base of 30cm, a height of 20cm, and two 65-degree angles looks like, this could show you. I learned FreeCAD to design and 3D-print the mounts for the servos; I manually tuned the servos to get precise angles; and I made code for the ESP to accept an SVG file, parse it, and calculate where the servos needed to go to point to it. Overall, this project was a good learning experience, and I am glad to have done it even if a video can’t fully capture its depth.", "repo": "https://github.com/luke-p28/SVG-Tracer", "demo": ""}]...
|
[{"post_id": 18556, "ts": "202 [{"post_id": 18556, "ts": "2026-06-29T19:06:23Z", "hours": 12.0039, "text": "I got a bit caught up in making the project and neglected to write any devlogs, so here’s a summary. I started by designing the servo mounts for 3D printing, which took a while since I was learning FreeCAD and professional CAD in general as I went. My first 3D print was somewhat functional, but I hadn’t fully taken the servo wires into account, so I had to reposition the small gear. It also later turned out that the small gear wasn’t tall enough, so I also had to change that. Then, with some functional 3D printing, I turned to the code and started with a simple ESP web server that would save a file upload to a string. Once I got that, I made a simple SVG parser that would just take the points from the first polyline element and used trigonometry to determine where the servos should point based on 2D Cartesian coordinates. After further investigation of the servo mount, I also decreased some clearances and made the laser pointer mount thinner to allow it to bend. Next, with the full thing assembled, I had to do some minor debugging, including switching from atan to atan2. One of the servos also abruptly stopped working and refused to give any sort of accurate angles until I manually gave it a custom PWM range, so that was fun. After that, I did some experimentation in Illustrator and found that I could consistently get real-world units drawn by using a conversion of 0.353 mm/pt. My last two real features were adding a redo button that ran another trace with the previously uploaded file and breaking each edge into 20 smaller segments to allow a more accurate path between points."}]...
|
Title: Laser Pointer SVG Tracer by @thecatsmeow | Title: Laser Pointer SVG Tracer by @thecatsmeow | Stardance
Devlogs:
I got a bit caught up in making the project and neglected to write any devlogs, so here’s a summary. I started by designing the servo mounts for 3D printing, which took a while since I was learning FreeCAD and professional CAD in general as I went. My first 3D print was somewhat functional, but I hadn’t fully taken the servo wires into account, so I had to reposition the small gear. It also later turned out that the small gear wasn’t tall enough, so I also had to change that. Then, with some functional 3D printing, I turned to the code and started with a simple ESP web server that would save a file upload to a string. Once I got that, I made a simple SVG parser that would just take the points from the first polyline element and used trigonometry to determine where the servos should point based on 2D Cartesian coordinates. After further investigation of the servo mount, I also decreased some clearances and made the laser pointer mount thinner to allow it to bend. Next, with the full thing assembled, I had to do some minor debugging, including switching from atan to atan2. One of the servos also abruptly stopped working and refused to give any sort of accurate angles until I manually gave it a custom PWM range, so that was fun. After that, I did some experimentation in Illustrator and found that I could consistently get real-world units drawn by using a conversion of 0.353 mm/pt. My last two real features were adding a redo button that ran another trace with the previously uploaded file and breaking each edge into 20 smaller segments to allow a more accurate path between points.
Ships:
This project runs on an ESP8266 and hosts a web server where users can upload SVG files. The laser pointer then traces them out on the ground, or whatever surface it is sitting on. Since the laser pointer can draw out shapes from the file in real size if the file is prepared correctly, it could be useful for visualizing digital files. For example, if you really wanted to know what a parallelogram with a base of 30cm, a height of 20cm, and two 65-degree angles looks like, this could show you. I learned FreeCAD to design and 3D-print the mounts for the servos; I manually tuned the servos to get precise angles; and I made code for the ESP to accept an SVG file, parse it, and calculate where the servos needed to go to point to it. Overall, this project was a good learning experience, and I am glad to have done it even if a video can’t fully capture its depth....
|
1793450874.0383506
|
1793537274.0383506
|
|
51109
|
Shooting with Shapes by @thecatsmeow | Stardance
|
thecatsmeow
|
1
|
20.0
|
282
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:30:56Z", "hours": 20.0, "multiplier": 14.4, "payout": 282, "blessing": "neutral", "text": "This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!", "repo": "https://github.com/luke-p28/Shooting-with-Shapes", "demo": "https://thecatsmeow47.itch.io/shooting-with-shapes"}]...
|
[{"post_id": 75409, "ts": "202 [{"post_id": 75409, "ts": "2026-09-30T00:35:29Z", "hours": 10.1594, "text": "Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen."}, {"post_id": 66958, "ts": "2026-09-12T22:59:49Z", "hours": 4.5903, "text": "Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached"}, {"post_id": 52648, "ts": "2026-08-22T21:46:13Z", "hours": 4.9881, "text": "I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example)."}]...
|
Title: Shooting with Shapes by @thecatsmeow | Star Title: Shooting with Shapes by @thecatsmeow | Stardance
Devlogs:
I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example).
Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached
Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen.
Ships:
This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!...
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1793580595.9759321
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1793666995.9759321
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21316
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Quasar by @thecaticorn01 | Stardance
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thecaticorn01
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0
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1.15
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0
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[]
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[{"post_id": 19260, "ts": "202 [{"post_id": 19260, "ts": "2026-06-30T15:00:46Z", "hours": 1.1536, "text": "Hey everyone! This is my first devlog on Stardance! I’ve been building Quasar, a peer-to-peer file transfer app based on the Magic Wormhole protocol. I’m learning Go well, as I go , but it seems to be turning out pretty well so far! You can check out the README for more details, but without further ado, here’s what I’ve done so far. Successfully Implemented Text and file transfer using Magic Wormhole Still WIP The README.md A TUI-based interface (probably with Bubble Tea )"}]...
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Title: Quasar by @thecaticorn01 | Stardance
Devlo Title: Quasar by @thecaticorn01 | Stardance
Devlogs:
Hey everyone! This is my first devlog on Stardance! I’ve been building Quasar, a peer-to-peer file transfer app based on the Magic Wormhole protocol. I’m learning Go well, as I go , but it seems to be turning out pretty well so far! You can check out the README for more details, but without further ado, here’s what I’ve done so far. Successfully Implemented Text and file transfer using Magic Wormhole Still WIP The README.md A TUI-based interface (probably with Bubble Tea )...
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1793487015.1412985
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1794091815.1412985
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47147
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My very own WebOS by @thebug | Stardance
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thebug
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Title: My very own WebOS by @thebug | Stardance
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6102
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My awesome macropad! by @thebiraj_hkr | Stardance
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thebiraj_hkr
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Title: My awesome macropad! by @thebiraj_hkr | Sta Title: My awesome macropad! by @thebiraj_hkr | Stardance...
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1793559291.2321668
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1794423291.2321668
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59104
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Sanchar_jaal by @thebiraj_hkr | Stardance
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thebiraj_hkr
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0
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28.73
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0
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[]
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[{"post_id": 65492, "ts": "202 [{"post_id": 65492, "ts": "2026-09-10T17:47:41Z", "hours": 8.3483, "text": "so lots of things have been changed since last devlog… first i have made my full CAD for the bottom part and the front part is not accomplished yet. since i was weak in CAD fusion 360 i sook help rom youtube videos and AI and google to accomplish my work. i have made two compartments in my cad. one is components part and other is battery part cause battery should be in sealed place where no foreign material should enter. also i have created screw mouts and inserted screws to my CAD and it look so nice now."}, {"post_id": 64731, "ts": "2026-09-09T11:14:35Z", "hours": 20.3817, "text": "The circuit board is done! I finally finished placing and routing all the parts in KiCad for my custom mesh walkie-talkie. also I decided to expose all the metal traces on the top of the black board instead of hiding them. It gives the whole thing a really cool, futuristic look. and I added a real, physical volume knob to the design because you just can’t beat the feeling of turning a real dial. Next up: The electronics are officially locked in. I just exported the board into Autodesk Fusion and I’m starting to design the 3D-printed case to hold it all together!"}]...
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Title: Sanchar_jaal by @thebiraj_hkr | Stardance
Title: Sanchar_jaal by @thebiraj_hkr | Stardance
Devlogs:
The circuit board is done! I finally finished placing and routing all the parts in KiCad for my custom mesh walkie-talkie. also I decided to expose all the metal traces on the top of the black board instead of hiding them. It gives the whole thing a really cool, futuristic look. and I added a real, physical volume knob to the design because you just can’t beat the feeling of turning a real dial. Next up: The electronics are officially locked in. I just exported the board into Autodesk Fusion and I’m starting to design the 3D-printed case to hold it all together!
so lots of things have been changed since last devlog… first i have made my full CAD for the bottom part and the front part is not accomplished yet. since i was weak in CAD fusion 360 i sook help rom youtube videos and AI and google to accomplish my work. i have made two compartments in my cad. one is components part and other is battery part cause battery should be in sealed place where no foreign material should enter. also i have created screw mouts and inserted screws to my CAD and it look so nice now....
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1792936459.595018
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1793800459.595018
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68262
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shuvabihani by @thebiraj_hkr | Stardance
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thebiraj_hkr
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0
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12.4
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0
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[]
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[{"post_id": 81997, "ts": "202 [{"post_id": 81997, "ts": "2026-10-23T11:55:58Z", "hours": 3.5867, "text": "today i almost finished the cad model. also i havent fully followed the guide as my pcb was slightly different than the original one. i have made teh case in such a way that pb can be attached in the backside and the screen in the front side of the enclosure. also all things are fully assembled and also i have made 2 lids in the system the front lid uses screen to mount in the main base and extruded the middle of base so that jumper wires can easily pass through it…l"}, {"post_id": 80414, "ts": "2026-10-17T15:50:00Z", "hours": 8.1053, "text": "In this devlog i fully finished the pcb and schematic fully. Also i started making the CAD for the pcb and adjusted the pcb into the enclosure. Also added the screw mounts in it and some m3 screws in it. Then created the initial base fkr the front part of the clock. Thats it!!!!!!!"}, {"post_id": 77608, "ts": "2026-10-07T16:40:26Z", "hours": 0.7114, "text": "TODAY I WORKED ON MY INITIAL SCHEMATIC WHERE I UNDERTOOD HOW THE SYSTEM WORKS AND WHAT ARE THE COMPONENTS AND MADE A COOL SCHEMATIC FOR SHUVABIHANI"}]...
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Title: shuvabihani by @thebiraj_hkr | Stardance
D Title: shuvabihani by @thebiraj_hkr | Stardance
Devlogs:
TODAY I WORKED ON MY INITIAL SCHEMATIC WHERE I UNDERTOOD HOW THE SYSTEM WORKS AND WHAT ARE THE COMPONENTS AND MADE A COOL SCHEMATIC FOR SHUVABIHANI
In this devlog i fully finished the pcb and schematic fully. Also i started making the CAD for the pcb and adjusted the pcb into the enclosure. Also added the screw mounts in it and some m3 screws in it. Then created the initial base fkr the front part of the clock. Thats it!!!!!!!
today i almost finished the cad model. also i havent fully followed the guide as my pcb was slightly different than the original one. i have made teh case in such a way that pb can be attached in the backside and the screen in the front side of the enclosure. also all things are fully assembled and also i have made 2 lids in the system the front lid uses screen to mount in the main base and extruded the middle of base so that jumper wires can easily pass through it…l...
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1793119879.4731877
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1793724679.4731877
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71915
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SmartTap by @thebiraj_hkr | Stardance
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thebiraj_hkr
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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: SmartTap by @thebiraj_hkr | Stardance
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1793288842.06377
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1793893642.06377
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71922
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Digital Garden by @thebiraj_hkr | Stardance
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thebiraj_hkr
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0
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25.68
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0
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[]
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[{"post_id": 84424, "ts": "202 [{"post_id": 84424, "ts": "2026-10-29T16:45:37Z", "hours": 25.68, "text": "I made this project especially for my another hardware project SmartTap pcb business card to pit link in it. So in this personal website i made some cool designs. First i made my initial info. And then proceeded to a cool timeline which can be hovered to display other links associated to the events. Then i also kept my personal social links in it like insta whatsapp facebook etc. also i added my projects that are coool that you thinnk!!"}]...
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Title: Digital Garden by @thebiraj_hkr | Stardance Title: Digital Garden by @thebiraj_hkr | Stardance
Devlogs:
I made this project especially for my another hardware project SmartTap pcb business card to pit link in it. So in this personal website i made some cool designs. First i made my initial info. And then proceeded to a cool timeline which can be hovered to display other links associated to the events. Then i also kept my personal social links in it like insta whatsapp facebook etc. also i added my projects that are coool that you thinnk!!...
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1793292451.7111342
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1793897251.7111342
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1049
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Hexapod-HomeAssistent by @thebiker_cat | Stardance
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thebiker_cat
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0
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20.89
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0
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[]
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[{"post_id": 12825, "ts": "202 [{"post_id": 12825, "ts": "2026-06-21T00:11:33Z", "hours": 8.0814, "text": "Completed Goals I have reached a few goals and managed to complete a few challenges that I was afraid of. There are actually two important steps I have completed. Build Update First, I managed to finish the raw Hexapod build (a few electronic parts are still missing, but I mean the body). Code Improvements Secondly, I made a few improvements to control a Hexapod leg with coordinates (we also had a problem with our C++ header files that my friend has, thank goodness, solved). So now we are really able to control a real leg with coordinates. Movement Test Another big feature where I laid my focus was a first movement test. I already implemented this feature. I tried to program the tripod gait. I hope that it’ll work, because I wasn’t able to test it until now like I mentioned above, I hadn’t had the time to include some electronic parts in the Hexapod build. What’s Next? I suppose my next big step will be to actually get the robot to walk, so that my friend can finish his important tests and start to implement other movement features, because he is already really hyped for that. We’ll maybe also start with some kind of a control system, but I think that this will take us a little more time and it will be a while yet before we actually get started with that."}, {"post_id": 10235, "ts": "2026-06-16T21:18:35Z", "hours": 8.32, "text": "Progress Since my last devlog, I’ve made great progress. I’ve been looking into inverse kinematics quite a bit and I was pretty successful. I managed to derive formulas for my calculations with a few drawings. I also started to build my robot. Actually, I’ve managed to build up one leg. The leg consists of three joints, each controlled by a servo motor. Implementation Furthermore, my last step was to put my equations into code, so I wrote a test program. Now I am able to convert the angles into coordinates and I can move the leg with coordinates wherever I want. Challenges The biggest challenge so far has been getting the math right for the inverse kinematics, but once I drew the leg and did my calculations on paper, everything came together pretty quickly. What’s next? My next actions would be to make some movement tests. I will try to make a first walking test and see how stable the leg performs. After that, the plan is to build the remaining legs and work on coordinating them together."}, {"post_id": 6733, "ts": "2026-06-11T08:32:11Z", "hours": 4.4881, "text": "I started the Hexapod project by creating a project file structure and tried to implement the first functions for a leg of the Hexapod. It’s a bit difficult right now, because I am still waiting for my project hardware to arrive. So because I couldn’t really start to build the robot, and it was also difficult to start programming it, I started with a few servo tests with buttons and a potentiometer so that I would at least do something to better understand how servo engines work. My next step (when my hardware has arrived) would be to build the robot or at least a leg and try to figure out the kinematics and movement of it and implement it."}]...
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Title: Hexapod-HomeAssistent by @thebiker_cat | St Title: Hexapod-HomeAssistent by @thebiker_cat | Stardance
Devlogs:
I started the Hexapod project by creating a project file structure and tried to implement the first functions for a leg of the Hexapod. It’s a bit difficult right now, because I am still waiting for my project hardware to arrive. So because I couldn’t really start to build the robot, and it was also difficult to start programming it, I started with a few servo tests with buttons and a potentiometer so that I would at least do something to better understand how servo engines work. My next step (when my hardware has arrived) would be to build the robot or at least a leg and try to figure out the kinematics and movement of it and implement it.
Progress Since my last devlog, I’ve made great progress. I’ve been looking into inverse kinematics quite a bit and I was pretty successful. I managed to derive formulas for my calculations with a few drawings. I also started to build my robot. Actually, I’ve managed to build up one leg. The leg consists of three joints, each controlled by a servo motor. Implementation Furthermore, my last step was to put my equations into code, so I wrote a test program. Now I am able to convert the angles into coordinates and I can move the leg with coordinates wherever I want. Challenges The biggest challenge so far has been getting the math right for the inverse kinematics, but once I drew the leg and did my calculations on paper, everything came together pretty quickly. What’s next? My next actions would be to make some movement tests. I will try to make a first walking test and see how stable the leg performs. After that, the plan is to build the remaining legs and work on coordinating them together.
Completed Goals I have reached a few goals and managed to complete a few challenges that I was afraid of. There are actually two important steps I have completed. Build Update First, I managed to finish the raw Hexapod build (a few electronic parts are still missing, but I mean the body). Code Improvements Secondly, I made a few improvements to control a Hexapod leg with coordinates (we also had a problem with our C++ header files that my friend has, thank goodness, solved). So now we are really able to control a real leg with coordinates. Movement Test Another big feature where I laid my focus was a first movement test. I already implemented this feature. I tried to program the tripod gait. I hope that it’ll work, because I wasn’t able to test it until now like I mentioned above, I hadn’t had the time to include some electronic parts in the Hexapod build. What’s Next? I suppose my next big step will be to actually get the robot to walk, so that my friend can finish his important tests and start to implement other movement features, because he is already really hyped for that. We’ll maybe also start with some kind of a control system, but I think that this will take us a little more time and it will be a while yet before we actually get started with that....
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1793552152.6528425
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1794156952.6528425
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68523
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WarioWare Game by @thebigappl | Stardance
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thebigappl
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0
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Title: WarioWare Game by @thebigappl | Stardance
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1793123344.994313
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1793728144.994313
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64351
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My awesome macropad! by @thebene_3 | Stardance
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thebene_3
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Title: My awesome macropad! by @thebene_3 | Starda Title: My awesome macropad! by @thebene_3 | Stardance...
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1793667159.2068305
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23010
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My awesome macropad! by @thebee | Stardance
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thebee
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Title: My awesome macropad! by @thebee | Stardance
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1793162877.1254685
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1793767677.1254685
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