|
66857
|
personal-site by @GoodAron | Stardance
|
GoodAron
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:10:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal site, like it said in the missions thing. it was hard to make the mouse twist which i saw online but with the help of ChatGPT i managed it. it was the first time i used a google font in my project (google sans here) so that was fidly, but beside for that, basicly everything else was easy colours etc, the patterns i used w3schools for as well as the layout", "repo": "https://github.com/GoodShabbos/personal-site", "demo": "https://goodshabbos.github.io/personal-site/"}]...
|
[{"post_id": 75643, "ts": "202 [{"post_id": 75643, "ts": "2026-09-30T17:07:28Z", "hours": 0.2672, "text": "finished the design, cleaned up spare lines, pushed to git, shipping now!"}, {"post_id": 75634, "ts": "2026-09-30T16:33:44Z", "hours": 0.3458, "text": "added some cute bugs, and cleaned up the styling, expanded index.html to index.html, style.css, script.js, mouse.js and readme.md"}, {"post_id": 75329, "ts": "2026-09-29T19:20:23Z", "hours": 0.2653, "text": "designed it with google sans font and html template, made a random mouse cursor I saw in someone elses wor cuz why not"}, {"post_id": 75323, "ts": "2026-09-29T19:02:34Z", "hours": 0.2578, "text": "set up the site, got it all basic up"}]...
|
Title: personal-site by @GoodAron | Stardance
Dev Title: personal-site by @GoodAron | Stardance
Devlogs:
set up the site, got it all basic up
designed it with google sans font and html template, made a random mouse cursor I saw in someone elses wor cuz why not
added some cute bugs, and cleaned up the styling, expanded index.html to index.html, style.css, script.js, mouse.js and readme.md
finished the design, cleaned up spare lines, pushed to git, shipping now!
Ships:
i made a personal site, like it said in the missions thing. it was hard to make the mouse twist which i saw online but with the help of ChatGPT i managed it. it was the first time i used a google font in my project (google sans here) so that was fidly, but beside for that, basicly everything else was easy colours etc, the patterns i used w3schools for as well as the layout...
|
1793217022.557958
|
1793303422.557958
|
|
67070
|
Zynix Portfolio by @zynix | Stardance
|
zynix
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 75644, "ts": "202 [{"post_id": 75644, "ts": "2026-09-30T17:08:02Z", "hours": 0.2817, "text": "Day 1 :i started making my website using html and css .i used html to make pages (made 4 page) and css for making text and navbar colourfull"}]...
|
Title: Zynix Portfolio by @zynix | Stardance
Devl Title: Zynix Portfolio by @zynix | Stardance
Devlogs:
Day 1 :i started making my website using html and css .i used html to make pages (made 4 page) and css for making text and navbar colourfull...
|
1793105626.5942512
|
1793710426.5942512
|
|
65796
|
My personal site by @eligo | Stardance
|
eligo
|
0
|
0.97
|
0
|
[]
|
[{"post_id": 75648, "ts": "202 [{"post_id": 75648, "ts": "2026-09-30T17:11:32Z", "hours": 0.9694, "text": "Spent quite some time to learn HTML and CSS. Later i will add design to the site."}]...
|
Title: My personal site by @eligo | Stardance
Dev Title: My personal site by @eligo | Stardance
Devlogs:
Spent quite some time to learn HTML and CSS. Later i will add design to the site....
|
1793091126.6832273
|
1793695926.6832273
|
|
63474
|
Rocket by @jmuncey2009 | Stardance
|
jmuncey2009
|
0
|
3.73
|
0
|
[]
|
[{"post_id": 75651, "ts": "202 [{"post_id": 75651, "ts": "2026-09-30T17:20:18Z", "hours": 0.9625, "text": "I have spent a lot of time learning and testing many models on OpenRocket at software where I can see the weight and many important pieces of information for me to make. I have also designed to make the main body from a cardboard tube in order to reduce weight and increase strength."}, {"post_id": 70561, "ts": "2026-09-19T11:28:48Z", "hours": 0.8497, "text": "I have continued to refine my Rocket’s onshape model."}, {"post_id": 70333, "ts": "2026-09-18T23:43:13Z", "hours": 1.9167, "text": "I have been learning how to use onshape and I am trying to design and then if I get funding make a real rocket. If anyone is intrested then please follow the link to the file: https://cad.onshape.com/documents/4b68b5b7db07307f255e99a2/w/227674f0cc2bc5d02b92adfc/e/d12884b07062f4cbb50724c3?renderMode=0&uiState=6aadcc45b711b8784763d427"}]...
|
Title: Rocket by @jmuncey2009 | Stardance
Devlogs Title: Rocket by @jmuncey2009 | Stardance
Devlogs:
I have been learning how to use onshape and I am trying to design and then if I get funding make a real rocket. If anyone is intrested then please follow the link to the file: https://cad.onshape.com/documents/4b68b5b7db07307f255e99a2/w/227674f0cc2bc5d02b92adfc/e/d12884b07062f4cbb50724c3?renderMode=0&uiState=6aadcc45b711b8784763d427
I have continued to refine my Rocket’s onshape model.
I have spent a lot of time learning and testing many models on OpenRocket at software where I can see the weight and many important pieces of information for me to make. I have also designed to make the main body from a cardboard tube in order to reduce weight and increase strength....
|
1793051483.0404987
|
1793656283.0404987
|
|
62390
|
ReMix by @pathak | Stardance
|
pathak
|
1
|
26.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:47:49Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games).", "repo": "https://github.com/aryn-pathak/ReMix", "demo": "https://youtu.be/gSuP7m3pS_Y"}]...
|
[{"post_id": 75656, "ts": "202 [{"post_id": 75656, "ts": "2026-09-30T17:25:26Z", "hours": 1.0553, "text": "[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ"}, {"post_id": 75578, "ts": "2026-09-30T14:06:37Z", "hours": 10.4417, "text": "This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting."}, {"post_id": 71128, "ts": "2026-09-20T10:27:51Z", "hours": 6.5086, "text": "Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot"}, {"post_id": 68519, "ts": "2026-09-15T07:54:33Z", "hours": 7.9864, "text": "Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)"}]...
|
Title: ReMix by @pathak | Stardance
Devlogs:
Spen Title: ReMix by @pathak | Stardance
Devlogs:
Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)
Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot
This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting.
[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ
Ships:
The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games)....
|
1793209992.9695976
|
1793296392.9695976
|
|
67089
|
AI-YOU by @Koi-II | Stardance
|
Koi-II
|
0
|
49.21
|
0
|
[]
|
[{"post_id": 75658, "ts": "202 [{"post_id": 75658, "ts": "2026-09-30T17:30:35Z", "hours": 49.2142, "text": "working on my ai substitute, a sort of brain that tells agent what to do instead of me"}]...
|
Title: AI-YOU by @Koi-II | Stardance
Devlogs:
wor Title: AI-YOU by @Koi-II | Stardance
Devlogs:
working on my ai substitute, a sort of brain that tells agent what to do instead of me...
|
1793105657.402265
|
1793710457.402265
|
|
44712
|
Drone Controller Daedalus v1 by @LeonOMO | Stardan Drone Controller Daedalus v1 by @LeonOMO | Stardance...
|
LeonOMO
|
0
|
23.87
|
0
|
[]
|
[{"post_id": 75659, "ts": "202 [{"post_id": 75659, "ts": "2026-09-30T17:34:42Z", "hours": 0.6858, "text": "Drone Controller Devlog #15. IT WORKS. After asking around someone out of the city i brought my “Controller” and he had all the answers. Haha aswell as he told me that pin 9,10 and 11 are all flashing pins that i can not use so well thats cool they are 1 led and 2 switches so ill have to figure out something for that. And the big problem was that i didnt use a 104 capacitor for the en (reset) pin. Atleast got the screen working. But as it all is once one problem is resolved you get ten more…"}, {"post_id": 74973, "ts": "2026-09-28T19:05:03Z", "hours": 4.7583, "text": "Drone Controller Devlog #14. Last past days ive been trying to flash on the code with many people aswell as ai assiting me but it wont work as of now. I will try again tomorrow with different people which said they could prob fix it but if they cant idk what to do."}, {"post_id": 69797, "ts": "2026-09-17T20:04:09Z", "hours": 2.8003, "text": "Drone Controller Devlog #13. Its working!. Its not complett yet but ive soldered everything i could so far on. Its my second time soldering at home and i think i did a good enough job. (Btw the LED on means that its connected). Solding get really fun when its hard even solding the simplest parts is fun for me but im still yet not that good so if you have advise or things i should get for solding im always open."}, {"post_id": 66806, "ts": "2026-09-12T18:13:59Z", "hours": 1.3667, "text": "Drone Controller Daedalus v1 Devlog #12. The PCB is finally here and i can start soldering it all. When i look at the esp32e and the 16 pin usb c i dont think ill do this first try but i hope i wont just break it."}, {"post_id": 49778, "ts": "2026-08-18T18:22:14Z", "hours": 3.0333, "text": "Devlog #11 Drone Controller Daedalus v1. I Forgot i had to make a .csv too not just a normal file. I added supports to the CAD design to hold the Joysticks -made the holes for the LEDs and Potentiometer bigger since i forgot that the plastic stretches and gave the joysticks overall more room. Made the BOM with all the links and everything needed. Forgot that i needed a different footprint for the ams and only changed it now i should have done it when i made the schematic but well. Was fun finally doing something again i didnt have much time latly since there was a birthday and a wedding."}, {"post_id": 49110, "ts": "2026-08-17T18:52:05Z", "hours": 0.2833, "text": "Devlog #10 Drone Controller Daedalus v1. I fixed the prototype print by asking some people how I should improve it. They said to also make them less long. I explained that I wanted it like that, but ultimately gave in and just shortened them instead of making them infinitely wider. Its going slow latly since stuff is getting shipped very slow and im still waiting for approvel."}, {"post_id": 48334, "ts": "2026-08-16T17:25:45Z", "hours": 0.3, "text": "Devlog #9 Printing the prototypes and fixing the cad. Today i printed the prototypes which to very long and fixed the cad so i couldnt really do anything since the prototype before this didnt print well at all i had to wait very long so today i couldnt really do much. The prototype looks good only thing is that the pieces holding them toghether are way to weak so ill need to come up with a new idea to attach them, make the beams bigger or buy a more durable filament than pla"}, {"post_id": 46451, "ts": "2026-08-13T17:43:37Z", "hours": 1.5081, "text": "Devlog #8 Drone Controller Deadalus v1: Improving / Fixing my CAD Design. Today i added poles to the Bottom of the Case so you can slide the Top of the Case right on with a 0.20 mm Tolerance. Fixed the spacing everywhere and also fixed the Github ny sorting it better."}, {"post_id": 45926, "ts": "2026-08-12T18:20:20Z", "hours": 0.7672, "text": "Devlog #7 Drone Controller Daedalus v1: Today i looked at the 3D Model and fixed a few things i relised it had lots of flaws and i will fix them soon. Thought of a name and fixed abit of the code."}, {"post_id": 44692, "ts": "2026-08-10T17:04:45Z", "hours": 2.3425, "text": "Devlog Drone Controller Day 5: BEST DAY. Got the firmware setup done today. Set up the PlatformIO project in VS Code for the ESP32 and mapped out all the GPIO pins for the joysticks, the 5 toggle switches, and the 3 potentiometers. Got the CRSF protocol running and added the I2C setup for the OLED screen to display altitude, speed, RSSI signal, and battery level. Lastly i pushed everything to GitHub. Shoutout to AI when the code started bugging it was my last help :) Next up: Waiting for funding to get the hardware parts ordered and start assembling the physical controller!"}, {"post_id": 44165, "ts": "2026-08-09T18:56:11Z", "hours": 2.1169, "text": "Devlog Drone Controller Day 4: Today i made the first Design for the Model (Idk how i feel about it). I made more progress than yesterday and im getting close to making it work."}, {"post_id": 43491, "ts": "2026-08-08T19:49:34Z", "hours": 0.7667, "text": "Devlog Drone Controller Day 3: Worst Day by far today i coulnt do alot. I figured out which parts i will be using PS2 as Joysticks, R-0904N-L-24KS as Pots, MTS-102 as the toggle switches. I was stuck on figuring out just use jumper female female as connectors but now im back to soldering (im not that good at it). Overall i almost did nothing and i hope tmr will be better again."}, {"post_id": 42931, "ts": "2026-08-07T22:19:17Z", "hours": 0.7833, "text": "Devlog Drone Controller Day 3:Fixed my placement aswell as changed to the Radiomaster RP1 instead of the original NRF24L01 Next up: Making the 3D Model & Controller Case"}, {"post_id": 42790, "ts": "2026-08-07T18:00:56Z", "hours": 0.9547, "text": "Devlog Drone Controller Day 2: Full PCB Routing Complete(Maybe Change ill change it abit later)! I Forgot to list what the controller will be able to do. Motor Management: Mapped out 3 custom potentiometers for individual motor power limits (Motors 1-2, Motors 3-4, and Master control). Controls: An OLED screen displaying altitude, speed, signal, and battery, 5 toggle switches (Arming, Motor Arms, Landing Gear, Finder Buzzer, Auto-FM). Status LED: 3 status LEDs for visual feedback on landing gear state, arming status, and radio connection."}, {"post_id": 42349, "ts": "2026-08-07T00:58:14Z", "hours": 1.4, "text": "Devlog: Drone Controller Day 1 Today I finished the schematic for my drone controller. The ERC cleared with 0 errors. Im super proud of this project as its only my second custom Schematic. Next Up: Drone Controller PCB"}]...
|
Title: Drone Controller Daedalus v1 by @LeonOMO | Title: Drone Controller Daedalus v1 by @LeonOMO | Stardance
Devlogs:
Devlog: Drone Controller Day 1 Today I finished the schematic for my drone controller. The ERC cleared with 0 errors. Im super proud of this project as its only my second custom Schematic. Next Up: Drone Controller PCB
Devlog Drone Controller Day 2: Full PCB Routing Complete(Maybe Change ill change it abit later)! I Forgot to list what the controller will be able to do. Motor Management: Mapped out 3 custom potentiometers for individual motor power limits (Motors 1-2, Motors 3-4, and Master control). Controls: An OLED screen displaying altitude, speed, signal, and battery, 5 toggle switches (Arming, Motor Arms, Landing Gear, Finder Buzzer, Auto-FM). Status LED: 3 status LEDs for visual feedback on landing gear state, arming status, and radio connection.
Devlog Drone Controller Day 3:Fixed my placement aswell as changed to the Radiomaster RP1 instead of the original NRF24L01 Next up: Making the 3D Model & Controller Case
Devlog Drone Controller Day 3: Worst Day by far today i coulnt do alot. I figured out which parts i will be using PS2 as Joysticks, R-0904N-L-24KS as Pots, MTS-102 as the toggle switches. I was stuck on figuring out just use jumper female female as connectors but now im back to soldering (im not that good at it). Overall i almost did nothing and i hope tmr will be better again.
Devlog Drone Controller Day 4: Today i made the first Design for the Model (Idk how i feel about it). I made more progress than yesterday and im getting close to making it work.
Devlog Drone Controller Day 5: BEST DAY. Got the firmware setup done today. Set up the PlatformIO project in VS Code for the ESP32 and mapped out all the GPIO pins for the joysticks, the 5 toggle switches, and the 3 potentiometers. Got the CRSF protocol running and added the I2C setup for the OLED screen to display altitude, speed, RSSI signal, and battery level. Lastly i pushed everything to GitHub. Shoutout to AI when the code started bugging it was my last help :) Next up: Waiting for funding to get the hardware parts ordered and start assembling the physical controller!
Devlog #7 Drone Controller Daedalus v1: Today i looked at the 3D Model and fixed a few things i relised it had lots of flaws and i will fix them soon. Thought of a name and fixed abit of the code.
Devlog #8 Drone Controller Deadalus v1: Improving / Fixing my CAD Design. Today i added poles to the Bottom of the Case so you can slide the Top of the Case right on with a 0.20 mm Tolerance. Fixed the spacing everywhere and also fixed the Github ny sorting it better.
Devlog #9 Printing the prototypes and fixing the cad. Today i printed the prototypes which to very long and fixed the cad so i couldnt really do anything since the prototype before this didnt print well at all i had to wait very long so today i couldnt really do much. The prototype looks good only thing is that the pieces holding them toghether are way to weak so ill need to come up with a new idea to attach them, make the beams bigger or buy a more durable filament than pla
Devlog #10 Drone Controller Daedalus v1. I fixed the prototype print by asking some people how I should improve it. They said to also make them less long. I explained that I wanted it like that, but ultimately gave in and just shortened them instead of making them infinitely wider. Its going slow latly since stuff is getting shipped very slow and im still waiting for approvel.
Devlog #11 Drone Controller Daedalus v1. I Forgot i had to make a .csv too not just a normal file. I added supports to the CAD design to hold the Joysticks -made the holes for the LEDs and Potentiometer bigger since i forgot that the plastic stretches and gave the joysticks overall more room. Made the BOM with all the links and everything needed. Forgot that i needed a different footprint for the ams and only changed it now i should have done it when i made the schematic but well. Was fun finally doing something again i didnt have much time latly since there was a birthday and a wedding.
Drone Controller Daedalus v1 Devlog #12. The PCB is finally here and i can start soldering it all. When i look at the esp32e and the 16 pin usb c i dont think ill do this first try but i hope i wont just break it.
Drone Controller Devlog #13. Its working!. Its not complett yet but ive soldered everything i could so far on. Its my second time soldering at home and i think i did a good enough job. (Btw the LED on means that its connected). Solding get really fun when its hard even solding the simplest parts is fun for me but im still yet not that good so if you have advise or things i should get for solding im always open.
Drone Controller Devlog #14. Last past days ive been trying to flash on the code with many people aswell as ai assiting me but it wont work as of now. I will try again tomorrow with different people which said they could prob fix it but if they cant idk what to do.
Drone Controller Devlog #15. IT WORKS. After asking around someone out of the city i brought my “Controller” and he had all the answers. Haha aswell as he told me that pin 9,10 and 11 are all flashing pins that i can not use so well thats cool they are 1 led and 2 switches so ill have to figure out something for that. And the big problem was that i didnt use a 104 capacitor for the en (reset) pin. Atleast got the screen working. But as it all is once one problem is resolved you get ten more…...
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1793292624.2805104
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1793897424.2805104
|
|
67090
|
YBAI by @Koi-II | Stardance
|
Koi-II
|
0
|
11.22
|
0
|
[]
|
[{"post_id": 75660, "ts": "202 [{"post_id": 75660, "ts": "2026-09-30T17:36:15Z", "hours": 11.2228, "text": "Trying to make some jobs easier"}]...
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Title: YBAI by @Koi-II | Stardance
Devlogs:
Tryin Title: YBAI by @Koi-II | Stardance
Devlogs:
Trying to make some jobs easier...
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1793105659.1058476
|
1793710459.1058476
|
|
41062
|
Stardance but on mobile by @sikcube | Stardance
|
sikcube
|
0
|
41.48
|
0
|
[]
|
[{"post_id": 75665, "ts": "202 [{"post_id": 75665, "ts": "2026-09-30T17:55:36Z", "hours": 2.3067, "text": "Basic UI components, layout and pages I was looking the Stardance website to see how to do their UI, I tried to do their effect on their cards, but I couldn’t do it. Then I did all the basic components (cards, button, inputs) with their color pallet. If you are curious, the card effect is made using a CSS prop clip-path and applying it on the background. Maybe when I finish the project logic I’ll try to recreate that effect."}, {"post_id": 75440, "ts": "2026-09-30T03:19:34Z", "hours": 0.4736, "text": "Looking the Stardance API docs to know what to do I found that the Stardance API doesn’t have a way to get the streaks besides Macondo has. So how will be app functions? I was thinking it would be like a social app because I can only get comments, projects and devlogs. This would be cached so the app will have offline functions , also I would like to add a stardust calculator (Stardance doesn’t have that). And some stats like time spent, project amount. Also I don’t decide if I’ll add local reminders , because we have slack reminders. Maybe a local reminder would be better? Created the Expo project Also I started the expo project and code the tabs. (I like the planning, before coding a project). Any ideas? Any ideas or functions that you think a mobile app for stardance would have? I would like to read some ideas :)."}, {"post_id": 73698, "ts": "2026-09-25T18:46:04Z", "hours": 38.6953, "text": "I just found out that Macondo has closed, so I’m going to adapt this project for Stardance."}]...
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Title: Stardance but on mobile by @sikcube | Stard Title: Stardance but on mobile by @sikcube | Stardance
Devlogs:
I just found out that Macondo has closed, so I’m going to adapt this project for Stardance.
Looking the Stardance API docs to know what to do I found that the Stardance API doesn’t have a way to get the streaks besides Macondo has. So how will be app functions? I was thinking it would be like a social app because I can only get comments, projects and devlogs. This would be cached so the app will have offline functions , also I would like to add a stardust calculator (Stardance doesn’t have that). And some stats like time spent, project amount. Also I don’t decide if I’ll add local reminders , because we have slack reminders. Maybe a local reminder would be better? Created the Expo project Also I started the expo project and code the tabs. (I like the planning, before coding a project). Any ideas? Any ideas or functions that you think a mobile app for stardance would have? I would like to read some ideas :).
Basic UI components, layout and pages I was looking the Stardance website to see how to do their UI, I tried to do their effect on their cards, but I couldn’t do it. Then I did all the basic components (cards, button, inputs) with their color pallet. If you are curious, the card effect is made using a CSS prop clip-path and applying it on the background. Maybe when I finish the project logic I’ll try to recreate that effect....
|
1792788733.0691953
|
1793393533.0691953
|
|
65841
|
low effort site by @idrinkgrass | Stardance
|
idrinkgrass
|
1
|
0.41
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T22:45:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi, I made a low effort site because I was bored. Stardance was ragebaiting me and that was REALLY challenging becuase it wouldn’t let me make a devlog so I had to make a new project thats why it only says 16 min. And I’m proud that I made this in like 1.2 hours.", "repo": "https://github.com/iDrinkGrass/Low-effort-website-its-bad-cuz-its-funny-hahahahhahahahhhahahahhahah", "demo": "https://idrinkgrass.github.io/Low-effort-website-its-bad-cuz-its-funny-hahahahhahahahhhahahahhahah/"}]...
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[{"post_id": 75666, "ts": "202 [{"post_id": 75666, "ts": "2026-09-30T17:57:59Z", "hours": 0.41, "text": "I added more stuff to make it prettier and updated the README. I mean ig that’s pretty much it. New Stuff Spinning Wooper image Updated README Made it prettier :0 (But still ugly, just a little more CSS) Facts about me :o"}, {"post_id": 75393, "ts": "2026-09-29T22:41:49Z", "hours": 0.2933, "text": "Hello, I made this thingy and Stardance is ragebaiting me bro My time wasn’t tracking so I had to make a new project in hackatime thats why it says only 15 min. This site is made to look ugly i was jsut bored and wanted to speedrun a quest. But I need that 10 stardust vro 😭."}]...
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Title: low effort site by @idrinkgrass | Stardance Title: low effort site by @idrinkgrass | Stardance
Devlogs:
Hello, I made this thingy and Stardance is ragebaiting me bro My time wasn’t tracking so I had to make a new project in hackatime thats why it says only 15 min. This site is made to look ugly i was jsut bored and wanted to speedrun a quest. But I need that 10 stardust vro 😭.
I added more stuff to make it prettier and updated the README. I mean ig that’s pretty much it. New Stuff Spinning Wooper image Updated README Made it prettier :0 (But still ugly, just a little more CSS) Facts about me :o
Ships:
Hi, I made a low effort site because I was bored. Stardance was ragebaiting me and that was REALLY challenging becuase it wouldn’t let me make a devlog so I had to make a new project thats why it only says 16 min. And I’m proud that I made this in like 1.2 hours....
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1793213817.0929272
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1793300217.0929272
|
|
67102
|
Heiwa by @Mayankkkksss | Stardance
|
Mayankkkksss
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T14:25:05Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This open-world game based on Japan is fully built with AI, so the player can move and drive around and interact with people.", "repo": "https://github.com/mayankkkksss/Heiwa", "demo": "https://heiwa-henna.vercel.app/"}]...
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[{"post_id": 75673, "ts": "202 [{"post_id": 75673, "ts": "2026-09-30T18:16:26Z", "hours": 7.4078, "text": "This project is not finished yet, which we will making it better day by day"}]...
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Title: Heiwa by @Mayankkkksss | Stardance
Devlogs Title: Heiwa by @Mayankkkksss | Stardance
Devlogs:
This project is not finished yet, which we will making it better day by day
Ships:
This open-world game based on Japan is fully built with AI, so the player can move and drive around and interact with people....
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1793155814.7317548
|
1793242214.7317548
|
|
61701
|
Hakin Pad™ by @Yousuff | Stardance
|
Yousuff
|
0
|
18.04
|
0
|
[]
|
[{"post_id": 75676, "ts": "202 [{"post_id": 75676, "ts": "2026-09-30T18:33:23Z", "hours": 1.0394, "text": "Hakin Pad - Final on screen design update. the more you see the more you get, It was great learning hardware as an Software enthusiastic person and it was awesome! thanks Stardance Hack Club."}, {"post_id": 74217, "ts": "2026-09-26T22:54:40Z", "hours": 0.6217, "text": "Hakin Pad - Desgin on screen done ! visit Yousufprojs-exe/Hakin-Pad too"}, {"post_id": 74186, "ts": "2026-09-26T21:34:23Z", "hours": 1.7942, "text": "Hakin Pad - CAD done with all sides done - open micro controller , display , mode buttons , encoders and keys with keychain hook !"}, {"post_id": 73775, "ts": "2026-09-25T22:40:00Z", "hours": 0.8467, "text": "Hakin Pad - Done Inner Case and side opening for type c port."}, {"post_id": 73331, "ts": "2026-09-24T21:38:25Z", "hours": 1.0097, "text": "Hakin Pad - CAD and suffering is real but atleast bottom and 3 of 4 sides are ready! - Top and usb side until Hakin Pad is completed!"}, {"post_id": 72787, "ts": "2026-09-23T18:55:13Z", "hours": 0.5781, "text": "CAD for encloser ! Hakin Pad in some last phases of software build!!"}, {"post_id": 71730, "ts": "2026-09-21T12:26:11Z", "hours": 1.51, "text": "Finally PCB done !! - Hakin Pad Gerver view"}, {"post_id": 70190, "ts": "2026-09-18T17:35:12Z", "hours": 1.63, "text": "Hakin Pad - Finally !! PCB done, hard rearrangements and vias !"}, {"post_id": 68769, "ts": "2026-09-15T18:40:39Z", "hours": 1.2272, "text": "Hakin Pad - Final Design.. maybe"}, {"post_id": 68233, "ts": "2026-09-14T18:58:12Z", "hours": 2.2419, "text": "Hakin Pad - Schematics designing is over and PCB is here ! - currently - 7 + 2 keys - dual mode - 2 encoders and an oled display."}, {"post_id": 68078, "ts": "2026-09-14T14:06:01Z", "hours": 2.1661, "text": "Hakin Pad ``` Record 4 - Finished Schematics !!! (Footprints was …)"}, {"post_id": 67604, "ts": "2026-09-13T19:04:29Z", "hours": 0.5433, "text": "Why is Footprint thing so hard to understand."}, {"post_id": 67456, "ts": "2026-09-13T15:49:22Z", "hours": 1.0008, "text": "Quiet confusing - but atleast we are at some good place."}, {"post_id": 67391, "ts": "2026-09-13T14:13:36Z", "hours": 1.8308, "text": "Hakin Pad - This is what happens when an IT software jups in Hardware but it was fun , Learning and experimenting, Please goo through Hakin Pad and suggests me something that may help me. Currenly it is having a Semi arranged but XIAO Module, 3 push switches with GND, OLED screen asn a Rotary dail."}]...
|
Title: Hakin Pad™ by @Yousuff | Stardance
Devlogs Title: Hakin Pad™ by @Yousuff | Stardance
Devlogs:
Hakin Pad - This is what happens when an IT software jups in Hardware but it was fun , Learning and experimenting, Please goo through Hakin Pad and suggests me something that may help me. Currenly it is having a Semi arranged but XIAO Module, 3 push switches with GND, OLED screen asn a Rotary dail.
Quiet confusing - but atleast we are at some good place.
Why is Footprint thing so hard to understand.
Hakin Pad ``` Record 4 - Finished Schematics !!! (Footprints was …)
Hakin Pad - Schematics designing is over and PCB is here ! - currently - 7 + 2 keys - dual mode - 2 encoders and an oled display.
Hakin Pad - Final Design.. maybe
Hakin Pad - Finally !! PCB done, hard rearrangements and vias !
Finally PCB done !! - Hakin Pad Gerver view
CAD for encloser ! Hakin Pad in some last phases of software build!!
Hakin Pad - CAD and suffering is real but atleast bottom and 3 of 4 sides are ready! - Top and usb side until Hakin Pad is completed!
Hakin Pad - Done Inner Case and side opening for type c port.
Hakin Pad - CAD done with all sides done - open micro controller , display , mode buttons , encoders and keys with keychain hook !
Hakin Pad - Desgin on screen done ! visit Yousufprojs-exe/Hakin-Pad too
Hakin Pad - Final on screen design update. the more you see the more you get, It was great learning hardware as an Software enthusiastic person and it was awesome! thanks Stardance Hack Club....
|
1793040791.7369144
|
1793645591.7369144
|
|
39294
|
Projectile_Motion by @sukhbir | Stardance
|
sukhbir
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T12:03:51Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Projectile motion model + research. Started from a simple projectile motion model in a vacuum which uses motion equations to graphically display the 2d trajectory of a projectile. Slowly, it was built up to a realistic model with quadratic drag, variable environments (Earth, Moon and Mars, with an exponential atmosphere), and headwind/tailwind. The model itself is built on 3 methods; eulers, heuns and Runge-kutta 4th order method. Once the main model was completed, tests were ran using Monte Carle method and further analysis was conducted and then results displayed graphically( including heatmap).", "repo": "https://github.com/Suk-1708/Projectile-Motion", "demo": "https://colab.research.google.com/drive/1eYY1QbhY_FIo-fFi9UDIiDyLUySK4DRM?usp=sharing"}]...
|
[{"post_id": 75678, "ts": "202 [{"post_id": 75678, "ts": "2026-09-30T18:40:12Z", "hours": 0.935, "text": "Completed a Heatmap and collected some data on the programs speed. The heatmap creates a grid of 50 x 50,angle x speed, and represents them using different colours to make it more easier to spot patterns. At each grid, there is one combination of speed and angle. E.g. 50m/s at 12 degrees, the colour shows the projectile range output from these inputs. Yellow represents long range,(as seen on the right of the image). We can clearly see the region at which the range is maximised( range grows with speed). Since drag is also involved in this, we can see that every speed has a omptimised angle which gives it the max range. IF this were to have no drag, all speeds would be optimised at 45 degrees. I also plotted a graph of optimal angle and speed, whichs hows which angle gives the maximised range at a certain speed. The graph shows that as speed increases, drag increases and so the optimum angle moves away from 45 degrees(the optimum with no drag). Its not a smooth curve due to background noise due to tolerance not being exact. The final table shows some tests i did which recorded the time the heatmap took to plot, there were few anomolies such as 50x50 one, which doubled from its First try ~60s. This is mainly due to background variance, such as other softwares running on my pc, which are using my cpu."}, {"post_id": 62342, "ts": "2026-09-05T17:44:56Z", "hours": 0.8589, "text": "Monte carlo implementation. Running the simulation over random values of inital velocity and angle and height, to display the probabilities of different range values. This shows how likely the projectile will land at a certain area, which can be set as an target. This is important since projectile motion is never the same, even with same parameters, practically, it will not land exactly at the same spot, mainly because of shifting environments such as air resistance. So calculating ranges for different inital parameters(close to a certain mean) helps identify where the projectile may land(never 100% certain)"}, {"post_id": 58987, "ts": "2026-08-31T15:46:24Z", "hours": 2.0967, "text": "Succeeded in making a optimial angle calculator, which calculates the lowest possible angle to horizontal teh projectile should make to reach a target(a distance away) within some tolerance, travelling at a known inital velocity. . I then decided to plot a graph of optimal angle with max range. I also plotted a graph of speed against target/ranges. I used targets 30m, 60m, 45m, 90m, and calculated the lowest possible velocity and the angle which causes projectile to hit the target within tolerance. Originally, I though to loop through each value and try out combinations, which resulted in a very slow program, since the rk4 function was being called over 10000 times, given each call also had a dt = 0.01s, it took around 200s just to output the optimum angle. After that, I switched to programming a binary + tenary search which solved it in much quicker time <25s. To speed it up even more, I used my adaptive time model that i created earlier, this reduced the fixed dt= 0.01, reducing the total number of cycles needed to scan through whole motion"}, {"post_id": 53092, "ts": "2026-08-23T15:03:10Z", "hours": 0.9442, "text": "Tried to show the emperical order of the 3 methods with no drag, but only euler gave me its correct order (1). Heun and RK4 were identical as expected in a vacuum, they had order of 0.93. I researched the reaosn why it was not 2, and found that the landing-point linear interpolation error was the cause of it. In the graph you can see how the error decreases with lower dt, and increases as dt increases. Expected."}, {"post_id": 51714, "ts": "2026-08-21T15:23:15Z", "hours": 1.5567, "text": "Added adaptive time, so dt shortens for regions where more information is available/lots of change, but increases in regions where less information is available/lack of change. Plotted 2 graphs showing adaptive time, one shows the projectile trajectory with dt shown/marked. YOu can see its not constant like the previous ones. Anohter graph showing clearly how much the time step changes. It works on growth factors and decay factors(depending on error size). Last two graph show KE, PE and Total energy of the projectile with drag and no drag, showcasing that energy is dissipated to the surrounding with drag ( as heat). With no drag, total energy remains constant(graph shows a partial straight line due to error build up of numerical method over 7 minutes and overshooting the ground inaccuracies.)"}, {"post_id": 51024, "ts": "2026-08-20T14:47:20Z", "hours": 1.4217, "text": "Added wind to my model. Since wind affects only horziontal componenet in this case, the two winds were relatively easy to integrate into the acceleration function. Here are the graphs showing the wind in effect, when Projectile is at 45m/s, angle of 45 to horziontal and under gravitational acceleration of 9.81. Unfortunately I was not able to add the Cross wind feature which I wanted to add. It involved adding a z-axis, since cross wind hits projectile perpendicularly. I am running low on time, this project is only supposed to run during holidays before school starts."}, {"post_id": 48964, "ts": "2026-08-17T15:23:50Z", "hours": 1.2231, "text": "I decided to implement my drag rk4 model on earth, mars and the moon. This part was mainly integrating a system which uses different gravity values and air density values for different planets(which i got off google), into the rk4 model that i made previously. Due to the moon having 0 air density, the model predicted a graph with no drag, identical to the anaylitical curve in a vacuum. For mars, I learnt that the surface has a 11km thick layer of co2, which decreases with altitude(a decay function). I also included this to vary the drag for different altitude for the mars model. Here i have compared the 3 models, with same initial parameters. In the 2nd graph, Im only comparing mars and earth to see how big of an effect drag has on the projectile."}, {"post_id": 47526, "ts": "2026-08-15T14:21:04Z", "hours": 1.1311, "text": "Found few bugs in my program when i enabled input parameters. BEfore I had it set to a constant for ease. Once i changed the inputs, the Eulers method seemed to perform better than heun, which shouldnt be the case. I managed to find a bug in my Heun function(acceleration wasnt being updated in each turn), and now it works fine."}, {"post_id": 46907, "ts": "2026-08-14T13:29:50Z", "hours": 5.1086, "text": "Completed implementation of Drag into my the 3 models. I used quadratic drag with the projectile being modelled as an sphere representing an apple. I tried my best to get the actual cross sectional area and the coefficient of drag of an average apple. Mass density i collected off google. Using the drag function that i made(implements quadratic drag formula), I calculated the acceleration components of the projectile. My main purpose was to show clearly that RK4 method is much more accurate with drag as compared to heun or euler’s method. AFter implementing drag and calculating acceleration at each stage in each method, i sketched few graphs using matplotlib. First graph was a simple trajectory graph of all the methods. I used RK4 method with a very small dt (1e-5), as an reference/analytical curve. After this i decided to plot the error curve between RK4 and heun method, i could clearly see that the two methods start to diverge with drag. Highest difference is when the velocity is at its maximum(largest drag), and the lowest difference is when velocity is very small/0, which means drag is almost 0. This gives similar results to the previous model with no drag(in which both heun and rk4 were replicas of one another/identical). Finally i did few plots of the methods with different time steps, and you can clearly see 0.5s is too big of a dt and ends up overshooting by a large amount. Finally, to clearly showcase the difference in empirical order, I decided to plot a range difference/error curve with both log and non-log axis. This range difference was calculated using the analytical curve. From thsi we can see that rk4 gives the lowest error, then followed by heun and finally euler, which gives the most error, highlighting their empirical order. Unfortunately, i did not manage to calculate the precise emprical order(through gradient) due to interpolation error at the landing boundary interfering with the fit."}, {"post_id": 40882, "ts": "2026-08-04T18:02:21Z", "hours": 2.7533, "text": "Just finished the implementation of RK4 method to my vacuum projectile motion. Since acceleration is constant, the RK4 method is under utilized, and so produces a exact replica of the heun graph. This is to be expected since constant acceleration leads to RK2 and RK3 being the same quantity, and therefore the formula simply becomes heun’s method. I plotted two graphs, one was the trajectory of the 3 methods, and you can clearly see euler’s method starts to drift away slowly from the heun and RK4 curve. This is even more clear in the error graph with log axis. The large curve of the euler’s error shows how quickly the error accumulates, as compared to the rough curve of the heun and RK4 method. This roughness is noise caused by the program’s mathematical rounding limits. The error is so small that the program is not able to properly round it. (floating point arithmetic noise). AFter this, I will most likely be implementing drag."}, {"post_id": 39585, "ts": "2026-08-02T17:38:27Z", "hours": 2.2019, "text": "I have just finished implementing Heun’s method which builds on Euler’s First order method. Rather than using the velocity of the previous time step, it averages the velocity of the previous and the current time step, and uses it to calculate the y displacement. Similar to my previous log, I made 5 main graphs. The first graph(Heun Step size comparison) shows how the Y value varies with different time step values. 0.5s produces the lowest resolution and hence the blocky line rather than a smooth curve. The next 4 graphs showcase the trajectory of the object analytically calculated using motion equations vs using Heun’s method. The last two graphs portray the error this method produces compared to the time/dt. This error is almost negligible and is mainly caused by the low sampling resolution rather than the method’s inaccuracy. This clearly highlights how much better performing this method is compared to Euler’s method."}, {"post_id": 38362, "ts": "2026-07-31T18:22:12Z", "hours": 0.5414, "text": "Finished Part 3 of my Project. Here are the results for Part 1 - 3. Part 1 was simple simulation/graphical display of a projectile motion with inputted parameters such as inital velocity, acceleration, angle with the xaxis. Display was shown in both XvsY and Velocity-Time graph. Part 2 and 3 showcase Euler’s First order method. Graph of different time steps and how they differ from the ‘analytical’/projectile motion in a vacuum. Picture 3, shows 4 different graphs. Last graph shows how the error increase in max height changes with time(linearly). Next Part will consist of Heun’s method/Improved Euler’s method."}]...
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Title: Projectile_Motion by @sukhbir | Stardance
Title: Projectile_Motion by @sukhbir | Stardance
Devlogs:
Finished Part 3 of my Project. Here are the results for Part 1 - 3. Part 1 was simple simulation/graphical display of a projectile motion with inputted parameters such as inital velocity, acceleration, angle with the xaxis. Display was shown in both XvsY and Velocity-Time graph. Part 2 and 3 showcase Euler’s First order method. Graph of different time steps and how they differ from the ‘analytical’/projectile motion in a vacuum. Picture 3, shows 4 different graphs. Last graph shows how the error increase in max height changes with time(linearly). Next Part will consist of Heun’s method/Improved Euler’s method.
I have just finished implementing Heun’s method which builds on Euler’s First order method. Rather than using the velocity of the previous time step, it averages the velocity of the previous and the current time step, and uses it to calculate the y displacement. Similar to my previous log, I made 5 main graphs. The first graph(Heun Step size comparison) shows how the Y value varies with different time step values. 0.5s produces the lowest resolution and hence the blocky line rather than a smooth curve. The next 4 graphs showcase the trajectory of the object analytically calculated using motion equations vs using Heun’s method. The last two graphs portray the error this method produces compared to the time/dt. This error is almost negligible and is mainly caused by the low sampling resolution rather than the method’s inaccuracy. This clearly highlights how much better performing this method is compared to Euler’s method.
Just finished the implementation of RK4 method to my vacuum projectile motion. Since acceleration is constant, the RK4 method is under utilized, and so produces a exact replica of the heun graph. This is to be expected since constant acceleration leads to RK2 and RK3 being the same quantity, and therefore the formula simply becomes heun’s method. I plotted two graphs, one was the trajectory of the 3 methods, and you can clearly see euler’s method starts to drift away slowly from the heun and RK4 curve. This is even more clear in the error graph with log axis. The large curve of the euler’s error shows how quickly the error accumulates, as compared to the rough curve of the heun and RK4 method. This roughness is noise caused by the program’s mathematical rounding limits. The error is so small that the program is not able to properly round it. (floating point arithmetic noise). AFter this, I will most likely be implementing drag.
Completed implementation of Drag into my the 3 models. I used quadratic drag with the projectile being modelled as an sphere representing an apple. I tried my best to get the actual cross sectional area and the coefficient of drag of an average apple. Mass density i collected off google. Using the drag function that i made(implements quadratic drag formula), I calculated the acceleration components of the projectile. My main purpose was to show clearly that RK4 method is much more accurate with drag as compared to heun or euler’s method. AFter implementing drag and calculating acceleration at each stage in each method, i sketched few graphs using matplotlib. First graph was a simple trajectory graph of all the methods. I used RK4 method with a very small dt (1e-5), as an reference/analytical curve. After this i decided to plot the error curve between RK4 and heun method, i could clearly see that the two methods start to diverge with drag. Highest difference is when the velocity is at its maximum(largest drag), and the lowest difference is when velocity is very small/0, which means drag is almost 0. This gives similar results to the previous model with no drag(in which both heun and rk4 were replicas of one another/identical). Finally i did few plots of the methods with different time steps, and you can clearly see 0.5s is too big of a dt and ends up overshooting by a large amount. Finally, to clearly showcase the difference in empirical order, I decided to plot a range difference/error curve with both log and non-log axis. This range difference was calculated using the analytical curve. From thsi we can see that rk4 gives the lowest error, then followed by heun and finally euler, which gives the most error, highlighting their empirical order. Unfortunately, i did not manage to calculate the precise emprical order(through gradient) due to interpolation error at the landing boundary interfering with the fit.
Found few bugs in my program when i enabled input parameters. BEfore I had it set to a constant for ease. Once i changed the inputs, the Eulers method seemed to perform better than heun, which shouldnt be the case. I managed to find a bug in my Heun function(acceleration wasnt being updated in each turn), and now it works fine.
I decided to implement my drag rk4 model on earth, mars and the moon. This part was mainly integrating a system which uses different gravity values and air density values for different planets(which i got off google), into the rk4 model that i made previously. Due to the moon having 0 air density, the model predicted a graph with no drag, identical to the anaylitical curve in a vacuum. For mars, I learnt that the surface has a 11km thick layer of co2, which decreases with altitude(a decay function). I also included this to vary the drag for different altitude for the mars model. Here i have compared the 3 models, with same initial parameters. In the 2nd graph, Im only comparing mars and earth to see how big of an effect drag has on the projectile.
Added wind to my model. Since wind affects only horziontal componenet in this case, the two winds were relatively easy to integrate into the acceleration function. Here are the graphs showing the wind in effect, when Projectile is at 45m/s, angle of 45 to horziontal and under gravitational acceleration of 9.81. Unfortunately I was not able to add the Cross wind feature which I wanted to add. It involved adding a z-axis, since cross wind hits projectile perpendicularly. I am running low on time, this project is only supposed to run during holidays before school starts.
Added adaptive time, so dt shortens for regions where more information is available/lots of change, but increases in regions where less information is available/lack of change. Plotted 2 graphs showing adaptive time, one shows the projectile trajectory with dt shown/marked. YOu can see its not constant like the previous ones. Anohter graph showing clearly how much the time step changes. It works on growth factors and decay factors(depending on error size). Last two graph show KE, PE and Total energy of the projectile with drag and no drag, showcasing that energy is dissipated to the surrounding with drag ( as heat). With no drag, total energy remains constant(graph shows a partial straight line due to error build up of numerical method over 7 minutes and overshooting the ground inaccuracies.)
Tried to show the emperical order of the 3 methods with no drag, but only euler gave me its correct order (1). Heun and RK4 were identical as expected in a vacuum, they had order of 0.93. I researched the reaosn why it was not 2, and found that the landing-point linear interpolation error was the cause of it. In the graph you can see how the error decreases with lower dt, and increases as dt increases. Expected.
Succeeded in making a optimial angle calculator, which calculates the lowest possible angle to horizontal teh projectile should make to reach a target(a distance away) within some tolerance, travelling at a known inital velocity. . I then decided to plot a graph of optimal angle with max range. I also plotted a graph of speed against target/ranges. I used targets 30m, 60m, 45m, 90m, and calculated the lowest possible velocity and the angle which causes projectile to hit the target within tolerance. Originally, I though to loop through each value and try out combinations, which resulted in a very slow program, since the rk4 function was being called over 10000 times, given each call also had a dt = 0.01s, it took around 200s just to output the optimum angle. After that, I switched to programming a binary + tenary search which solved it in much quicker time <25s. To speed it up even more, I used my adaptive time model that i created earlier, this reduced the fixed dt= 0.01, reducing the total number of cycles needed to scan through whole motion
Monte carlo implementation. Running the simulation over random values of inital velocity and angle and height, to display the probabilities of different range values. This shows how likely the projectile will land at a certain area, which can be set as an target. This is important since projectile motion is never the same, even with same parameters, practically, it will not land exactly at the same spot, mainly because of shifting environments such as air resistance. So calculating ranges for different inital parameters(close to a certain mean) helps identify where the projectile may land(never 100% certain)
Completed a Heatmap and collected some data on the programs speed. The heatmap creates a grid of 50 x 50,angle x speed, and represents them using different colours to make it more easier to spot patterns. At each grid, there is one combination of speed and angle. E.g. 50m/s at 12 degrees, the colour shows the projectile range output from these inputs. Yellow represents long range,(as seen on the right of the image). We can clearly see the region at which the range is maximised( range grows with speed). Since drag is also involved in this, we can see that every speed has a omptimised angle which gives it the max range. IF this were to have no drag, all speeds would be optimised at 45 degrees. I also plotted a graph of optimal angle and speed, whichs hows which angle gives the maximised range at a certain speed. The graph shows that as speed increases, drag increases and so the optimum angle moves away from 45 degrees(the optimum with no drag). Its not a smooth curve due to background noise due to tolerance not being exact. The final table shows some tests i did which recorded the time the heatmap took to plot, there were few anomolies such as 50x50 one, which doubled from its First try ~60s. This is mainly due to background variance, such as other softwares running on my pc, which are using my cpu.
Ships:
Projectile motion model + research. Started from a simple projectile motion model in a vacuum which uses motion equations to graphically display the 2d trajectory of a projectile. Slowly, it was built up to a realistic model with quadratic drag, variable environments (Earth, Moon and Mars, with an exponential atmosphere), and headwind/tailwind. The model itself is built on 3 methods; eulers, heuns and Runge-kutta 4th order method. Once the main model was completed, tests were ran using Monte Carle method and further analysis was conducted and then results displayed graphically( including heatmap)....
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1793220939.7990284
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1793307339.7990284
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29405
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Wled board for led strip by @Patrik | Stardance
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Patrik
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0
|
2.93
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0
|
[]
|
[{"post_id": 75685, "ts": "202 [{"post_id": 75685, "ts": "2026-09-30T19:11:30Z", "hours": 0.2847, "text": "Finally build GitHub page so it might be finale and maybe funding 🤔 edit: Ooops somehow attached mission to this project and cant delete it."}, {"post_id": 75672, "ts": "2026-09-30T18:16:21Z", "hours": 1.2975, "text": "Board version 3 maybe final version. Fixed small error when buffer wasn connected to fuse. Added second capacitor to 5v. And added small hole near signal for shielding cable."}, {"post_id": 75631, "ts": "2026-09-30T16:30:36Z", "hours": 0.3503, "text": "version 2"}, {"post_id": 20660, "ts": "2026-07-02T09:53:19Z", "hours": 0.5, "text": "Finished layout for the V1 , fixed some issues with it. Gonna enhance it a later . BTW Its on 60x70mm board maybe im gonna shink it a little"}, {"post_id": 20632, "ts": "2026-07-02T08:40:43Z", "hours": 0.5017, "text": "Well, schematics is done and PCB is in work. idk why but my first time lapse didn’t count im down 30 minutes :( BTW im stupid and put antenna to gnd plane ups gonna fix it and I think i will add controls to the board like rotary encoders for controlling brightness and other thinks hopefully"}]...
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Title: Wled board for led strip by @Patrik | Stard Title: Wled board for led strip by @Patrik | Stardance
Devlogs:
Well, schematics is done and PCB is in work. idk why but my first time lapse didn’t count im down 30 minutes :( BTW im stupid and put antenna to gnd plane ups gonna fix it and I think i will add controls to the board like rotary encoders for controlling brightness and other thinks hopefully
Finished layout for the V1 , fixed some issues with it. Gonna enhance it a later . BTW Its on 60x70mm board maybe im gonna shink it a little
version 2
Board version 3 maybe final version. Fixed small error when buffer wasn connected to fuse. Added second capacitor to 5v. And added small hole near signal for shielding cable.
Finally build GitHub page so it might be finale and maybe funding 🤔 edit: Ooops somehow attached mission to this project and cant delete it....
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1792734445.657104
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1793339245.657104
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7084
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ALL of the board games I like or Invented by @Nezr ALL of the board games I like or Invented by @Nezruceuil | Stardance...
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Nezruceuil
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1
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151.0
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1265
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:52:05Z", "hours": 151.0, "multiplier": 8.44, "payout": 1265, "blessing": "neutral", "text": "I coded a Game in which you can play all of my favorite board games and the games that I invented. I deepened my Godot coding knowledge by recreating complicated games like: Chess, Reversi, Go, Tafl and Shōgi. I really enjoyed doing this project and now you can enjoy it too! hey, if you write **Stardance** in the background texture you can get this amazing background ↓. ✨", "repo": "https://github.com/Nezruceuil/my-board-games", "demo": "https://nezruceuil.itch.io/cool-board-games"}]...
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[{"post_id": 75686, "ts": "202 [{"post_id": 75686, "ts": "2026-09-30T19:11:44Z", "hours": 1.1744, "text": "Fixed Bugs and added new secrets panels."}, {"post_id": 71414, "ts": "2026-09-20T19:42:26Z", "hours": 9.54, "text": "Fixed bugs, improved my game, added recommendation, added a way to order the games however you want, added art for amazons game fire and added a Chess panel."}, {"post_id": 61656, "ts": "2026-09-04T17:57:46Z", "hours": 5.3467, "text": "Improve my board game, fixed bugs, added a texture for the walls, added a play time estimation for every games, added Amazons and added Gomoku."}, {"post_id": 58882, "ts": "2026-08-31T13:38:25Z", "hours": 1.7225, "text": "Fixed more bugs (tafl and text in wrong place.) and improved Castle War and added some art to it."}, {"post_id": 58076, "ts": "2026-08-30T12:49:31Z", "hours": 10.0364, "text": "Fixed Bugs (tafl,drawback chess,ect…), Added a Spring panel, Added Amazons and Added Castle War (my own strategy game)."}, {"post_id": 48101, "ts": "2026-08-16T12:03:28Z", "hours": 9.0517, "text": "fixed Bugs, added 2 new chess variants and Added 15 unique drawbacks to drawback chess!"}, {"post_id": 46333, "ts": "2026-08-13T14:07:53Z", "hours": 9.0744, "text": "Fixed bugs, added a Hazelnut fight ai (not entirely done) and added more drawbacks to drawback chess."}, {"post_id": 43342, "ts": "2026-08-08T15:20:23Z", "hours": 8.5814, "text": "Added better panel for the main page (added a Summer panel a Winter panel that you can get by being on the game at the right season. and a star dance panel that you can get by typing “Stardance”. (I drew all of the panels myself.)) , added a Save and Load function, change all of the text font to be better and added a script to see the panel (control/option space)."}, {"post_id": 40696, "ts": "2026-08-04T11:49:37Z", "hours": 1.2158, "text": "fixed bugs, improved design and added a delete drawings and arrows function win delete. (a lot of arrows + delete button = no more arrows)"}, {"post_id": 39671, "ts": "2026-08-02T20:01:01Z", "hours": 4.1125, "text": "added an arrow drawing ability and fixed bugs."}, {"post_id": 38699, "ts": "2026-08-01T06:56:05Z", "hours": 1.4872, "text": "added an explanation for every games and fixed bugs with the lines of action game."}, {"post_id": 38178, "ts": "2026-07-31T13:20:17Z", "hours": 1.7389, "text": "fixed a bug with chess and added lines of action!"}, {"post_id": 37562, "ts": "2026-07-30T11:46:29Z", "hours": 3.5211, "text": "fixed bugs and added Go!"}, {"post_id": 37224, "ts": "2026-07-29T19:30:53Z", "hours": 1.4664, "text": "finished making talf games (added the king suffocation mechanic) !"}, {"post_id": 36562, "ts": "2026-07-28T19:20:19Z", "hours": 3.0928, "text": "started added talf game( ≈ 85% done) still need to add the king capture feature"}, {"post_id": 35321, "ts": "2026-07-26T17:18:12Z", "hours": 1.8692, "text": "fixed bugs and added more chess variants"}, {"post_id": 35080, "ts": "2026-07-26T08:26:26Z", "hours": 4.0767, "text": "Fixed bugs and added Reversi!"}, {"post_id": 34274, "ts": "2026-07-24T20:51:45Z", "hours": 2.0453, "text": "added bigger tic tac toe and fixed bugs."}, {"post_id": 33662, "ts": "2026-07-23T19:17:40Z", "hours": 2.0328, "text": "added 4 player Chess, fixed bugs and added a boat for Chaturaji."}, {"post_id": 33528, "ts": "2026-07-23T15:39:08Z", "hours": 2.0022, "text": "added an explanation for every game."}, {"post_id": 33148, "ts": "2026-07-22T19:53:27Z", "hours": 4.4092, "text": "fixed bugs and added Chaturaji"}, {"post_id": 31461, "ts": "2026-07-19T20:45:54Z", "hours": 4.3989, "text": "fixed a bug with duck chess and added Shōgi."}, {"post_id": 30822, "ts": "2026-07-18T19:09:14Z", "hours": 6.975, "text": "added every variants( Atomic,Duck Chess,Fog Of War,Giveaway,King Of The Hill,Capture Anything,Torpedo,No Castling,Ghost Board,Sideways ) and added Connect 4"}, {"post_id": 30297, "ts": "2026-07-17T19:08:42Z", "hours": 7.4939, "text": "Started adding an AI for Hazelnut Fight, fixed bugs with castling in the chess games, added a page to play classic chess variants, and a page where you can see all the chess variants coming in the next devlog. I also added an autofill that checks for similarity to fill in variant names (for example: aTuMyk -> Atomic .)"}, {"post_id": 27888, "ts": "2026-07-13T20:03:40Z", "hours": 0.7567, "text": "added color pickers to the options menu."}, {"post_id": 27847, "ts": "2026-07-13T18:47:36Z", "hours": 1.3992, "text": "added a classic version to pieces fit!"}, {"post_id": 24673, "ts": "2026-07-08T12:50:10Z", "hours": 4.3453, "text": "Added ‘Pieces Fit,’ a game where everyone is given the same randomly generated custom piece and must place as many copies of it as possible without any of them attacking each other."}, {"post_id": 24151, "ts": "2026-07-07T15:08:03Z", "hours": 3.4447, "text": "fixed bugs with some drawbacks and added 5 more uniques drawbacks"}, {"post_id": 22245, "ts": "2026-07-04T16:41:55Z", "hours": 2.2403, "text": "added a resign button 5 more unique drawback and fixed bugs"}, {"post_id": 22065, "ts": "2026-07-04T09:47:55Z", "hours": 3.5369, "text": "added Drawback Chess with 15 drawbacks!"}, {"post_id": 20990, "ts": "2026-07-02T18:48:12Z", "hours": 3.8056, "text": "added draw to the chess games and a options menu (that doesn’t do anything yet)"}, {"post_id": 19446, "ts": "2026-06-30T19:25:45Z", "hours": 0.8839, "text": "added normal chess"}, {"post_id": 19383, "ts": "2026-06-30T17:58:23Z", "hours": 0.91, "text": "added a drawing ability , added color to see the last movement of your enemy and it now turn 180° every turn."}, {"post_id": 19112, "ts": "2026-06-30T11:00:58Z", "hours": 2.1864, "text": "added game mode and additional rule for pizza chess (for example this one makes all pieces looks like pizza ( Kings opening vs King Indian defense ) and you can’t even tell what is what piece)"}, {"post_id": 19057, "ts": "2026-06-30T07:37:39Z", "hours": 8.1514, "text": "added pizza chess (my own version of chess where the left knight is replace by a pizza)"}, {"post_id": 8544, "ts": "2026-06-14T06:27:46Z", "hours": 3.6144, "text": "added a new game with gambling (not real money!)"}, {"post_id": 3536, "ts": "2026-06-06T14:59:28Z", "hours": 1.145, "text": "added a indicator for the player turn and fixed a bug with the golden hazelnut. Added visual to hazelnut fight page in the menu."}, {"post_id": 3391, "ts": "2026-06-06T09:11:28Z", "hours": 0.5789, "text": "Finished the game ! and Fixed some bugs"}, {"post_id": 3377, "ts": "2026-06-06T08:32:40Z", "hours": 0.45, "text": "polished and added texture for this game!"}, {"post_id": 3355, "ts": "2026-06-06T07:38:18Z", "hours": 1.9031, "text": "added a settings for my games that work and finished the gameplay of the game !"}, {"post_id": 3315, "ts": "2026-06-06T05:39:18Z", "hours": 1.3564, "text": "fixed hiding, look around and added a win condition and a win screen!"}, {"post_id": 2792, "ts": "2026-06-05T16:34:28Z", "hours": 1.0958, "text": "added a Hazelnut limit for the inventory, added the possibility of hiding you hazelnuts and added the number of turns"}, {"post_id": 2319, "ts": "2026-06-04T19:05:43Z", "hours": 0.7481, "text": "added movement, look around button with how many hazelnuts you found on your position!"}, {"post_id": 2258, "ts": "2026-06-04T17:29:03Z", "hours": 0.6908, "text": "added a next player button, player turn and player with controlled position!"}, {"post_id": 2137, "ts": "2026-06-04T13:52:30Z", "hours": 0.6044, "text": "added a tile map with random tile (forest, plain or lake) for one of the game"}, {"post_id": 2037, "ts": "2026-06-04T10:08:21Z", "hours": 0.5872, "text": "Added the main page with buttons and a scroll bar"}]...
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Title: ALL of the board games I like or Invented b Title: ALL of the board games I like or Invented by @Nezruceuil | Stardance
Devlogs:
Added the main page with buttons and a scroll bar
added a tile map with random tile (forest, plain or lake) for one of the game
added a next player button, player turn and player with controlled position!
added movement, look around button with how many hazelnuts you found on your position!
added a Hazelnut limit for the inventory, added the possibility of hiding you hazelnuts and added the number of turns
fixed hiding, look around and added a win condition and a win screen!
added a settings for my games that work and finished the gameplay of the game !
polished and added texture for this game!
Finished the game ! and Fixed some bugs
added a indicator for the player turn and fixed a bug with the golden hazelnut. Added visual to hazelnut fight page in the menu.
added a new game with gambling (not real money!)
added pizza chess (my own version of chess where the left knight is replace by a pizza)
added game mode and additional rule for pizza chess (for example this one makes all pieces looks like pizza ( Kings opening vs King Indian defense ) and you can’t even tell what is what piece)
added a drawing ability , added color to see the last movement of your enemy and it now turn 180° every turn.
added normal chess
added draw to the chess games and a options menu (that doesn’t do anything yet)
added Drawback Chess with 15 drawbacks!
added a resign button 5 more unique drawback and fixed bugs
fixed bugs with some drawbacks and added 5 more uniques drawbacks
Added ‘Pieces Fit,’ a game where everyone is given the same randomly generated custom piece and must place as many copies of it as possible without any of them attacking each other.
added a classic version to pieces fit!
added color pickers to the options menu.
Started adding an AI for Hazelnut Fight, fixed bugs with castling in the chess games, added a page to play classic chess variants, and a page where you can see all the chess variants coming in the next devlog. I also added an autofill that checks for similarity to fill in variant names (for example: aTuMyk -> Atomic .)
added every variants( Atomic,Duck Chess,Fog Of War,Giveaway,King Of The Hill,Capture Anything,Torpedo,No Castling,Ghost Board,Sideways ) and added Connect 4
fixed a bug with duck chess and added Shōgi.
fixed bugs and added Chaturaji
added an explanation for every game.
added 4 player Chess, fixed bugs and added a boat for Chaturaji.
added bigger tic tac toe and fixed bugs.
Fixed bugs and added Reversi!
fixed bugs and added more chess variants
started added talf game( ≈ 85% done) still need to add the king capture feature
finished making talf games (added the king suffocation mechanic) !
fixed bugs and added Go!
fixed a bug with chess and added lines of action!
added an explanation for every games and fixed bugs with the lines of action game.
added an arrow drawing ability and fixed bugs.
fixed bugs, improved design and added a delete drawings and arrows function win delete. (a lot of arrows + delete button = no more arrows)
Added better panel for the main page (added a Summer panel a Winter panel that you can get by being on the game at the right season. and a star dance panel that you can get by typing “Stardance”. (I drew all of the panels myself.)) , added a Save and Load function, change all of the text font to be better and added a script to see the panel (control/option space).
Fixed bugs, added a Hazelnut fight ai (not entirely done) and added more drawbacks to drawback chess.
fixed Bugs, added 2 new chess variants and Added 15 unique drawbacks to drawback chess!
Fixed Bugs (tafl,drawback chess,ect…), Added a Spring panel, Added Amazons and Added Castle War (my own strategy game).
Fixed more bugs (tafl and text in wrong place.) and improved Castle War and added some art to it.
Improve my board game, fixed bugs, added a texture for the walls, added a play time estimation for every games, added Amazons and added Gomoku.
Fixed bugs, improved my game, added recommendation, added a way to order the games however you want, added art for amazons game fire and added a Chess panel.
Fixed Bugs and added new secrets panels.
Ships:
I coded a Game in which you can play all of my favorite board games and the games that I invented. I deepened my Godot coding knowledge by recreating complicated games like: Chess, Reversi, Go, Tafl and Shōgi. I really enjoyed doing this project and now you can enjoy it too! hey, if you write **Stardance** in the background texture you can get this amazing background ↓. ✨...
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1793145320.3895354
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1793231720.3895354
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65433
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Mechanics by @Imtiaz | Stardance
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Imtiaz
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2
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17.0
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239
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:20:23Z", "hours": 6.0, "multiplier": 13.49, "payout": 97, "blessing": "neutral", "text": "Added the recommended features asked by the voters. The features are- Phone Version: This works with phone now. Customizations of Metrics: You can change the metrics. Blue Indicators. Add buttons to move around Added 6 more mechanism Elastic Pendulum Bead on Rotating Hoop Coupled Spring Mass Chain Spherical Pendulum Kapitza Pendulum Symmetric Spinning Top WARNING: DONT EVEN TRY TO CHANGE A SINGLE METRICS OF ROLLING DISK PENDULUM, IT MIGHT CRASH YOUR COMPUTER, PROBABLY MAKE IT A BOMB!!!!!!!!!!!!!!!! check it out: https://mechanics.help/ can i get a super star now :D", "repo": "https://github.com/imtua/mechanics", "demo": "http://mechanics.help/"}, {"ship_num": 2, "ts": "2026-09-27T08:40:54Z", "hours": 11.0, "multiplier": 11.07, "payout": 142, "blessing": "neutral", "text": "Mechanics is a mechanic system simulator where you can simulate 6 of the most misunderstood mechanisms. It uses Lagrangian mechanics and Range-Kutta Methods. It also has its own library “Mechmaths”, that is actually made from scratch. It includes these mechanics- Simple Pendulum Double Pendulum Swinging Atwood Machine Cart and Pendulum Disk on Slope Rolling Disk Pendulum Go check this project out:- mechanics.help/ Video:- https://drive.google.com/file/d/1aHDGZiOuu2YE2afhuuUHdZ_UGJXLaKM6/view?usp=sharing", "repo": "https://github.com/imtua/mechanics", "demo": "http://mechanics.help/"}]...
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[{"post_id": 75687, "ts": "202 [{"post_id": 75687, "ts": "2026-09-30T19:15:24Z", "hours": 0.2639, "text": "SHIPPING INCOMING!!!!!!!!!!"}, {"post_id": 75681, "ts": "2026-09-30T18:57:35Z", "hours": 1.6517, "text": "Worked on the mechsimulator.js file. and now you can: i. set peremeters for the simulation e.g. weight of the disk, gravity value etc. ii. go back to home with the top button iii. get the updated phone version iv. blue or green highlights."}, {"post_id": 75372, "ts": "2026-09-29T21:29:26Z", "hours": 0.3014, "text": "well, we added elastic pendulum. next up coming is bead on rotating hoop."}, {"post_id": 75367, "ts": "2026-09-29T21:08:21Z", "hours": 3.7542, "text": "My first version advanced the solver once per frame with dt = 1/60. For stiff or fast systems, that step was too coarse and the energy drifted or blew up. So, I split each frame into 20 substeps of dt / steps (about 1/1200 s each). Each simulation can override the count with custom_steps, so lightweight systems stay cheap and touchy ones get more precision. Here we go, our new simulation_runner.py."}, {"post_id": 74377, "ts": "2026-09-27T08:34:14Z", "hours": 0.5819, "text": "Done on the readme files. Done on everything."}, {"post_id": 74345, "ts": "2026-09-27T06:42:39Z", "hours": 0.2892, "text": "done on the mechanisms description"}, {"post_id": 74342, "ts": "2026-09-27T06:25:08Z", "hours": 0.8078, "text": "well, the rolling disk pendulum mechanism was the hardest part and absolutely nailed it."}, {"post_id": 74279, "ts": "2026-09-27T03:39:07Z", "hours": 0.6497, "text": "Added cart and pendulum and disk on slope, they’re working fine as they should have."}, {"post_id": 74262, "ts": "2026-09-27T02:56:18Z", "hours": 0.475, "text": "Added swinging atwood machine and a button under the UI that says learn how mechmaths work that takes you to mechanics.help/mechmaths."}, {"post_id": 74187, "ts": "2026-09-26T21:34:41Z", "hours": 0.7189, "text": "adding double pendulum and some more metrics was easy."}, {"post_id": 74165, "ts": "2026-09-26T20:21:13Z", "hours": 1.0497, "text": "this is lowkey a big win. now, single pendulum works only. I bought a domain for mechanics and that’s mechanics.help mechanics.help - homepage mechanics.help/pend - single pendulum mechanics.help/mechmaths - how mechmath lib works"}, {"post_id": 73977, "ts": "2026-09-26T13:18:16Z", "hours": 0.7103, "text": "An overall document of how mechmaths work. https://github.com/imtua/mechanics/blob/main/mechmaths/README.md"}, {"post_id": 73927, "ts": "2026-09-26T10:50:34Z", "hours": 0.5217, "text": "Well, the engine.py and the init .py was lwk easier than the deriv.py."}, {"post_id": 73920, "ts": "2026-09-26T10:06:17Z", "hours": 0.9003, "text": "deriv.py done."}, {"post_id": 73715, "ts": "2026-09-25T19:30:05Z", "hours": 1.0847, "text": "did make the system.py and partial deriv.py of mechmaths. I’m sleepy, gotta sleep"}, {"post_id": 73284, "ts": "2026-09-24T19:10:51Z", "hours": 0.9972, "text": "Pendulum coming soon!!"}, {"post_id": 73147, "ts": "2026-09-24T14:13:57Z", "hours": 1.8406, "text": "Worked on the frontend, now the actual algorithms."}]...
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Title: Mechanics by @Imtiaz | Stardance
Devlogs:
Title: Mechanics by @Imtiaz | Stardance
Devlogs:
Worked on the frontend, now the actual algorithms.
Pendulum coming soon!!
did make the system.py and partial deriv.py of mechmaths. I’m sleepy, gotta sleep
deriv.py done.
Well, the engine.py and the init .py was lwk easier than the deriv.py.
An overall document of how mechmaths work. https://github.com/imtua/mechanics/blob/main/mechmaths/README.md
this is lowkey a big win. now, single pendulum works only. I bought a domain for mechanics and that’s mechanics.help mechanics.help - homepage mechanics.help/pend - single pendulum mechanics.help/mechmaths - how mechmath lib works
adding double pendulum and some more metrics was easy.
Added swinging atwood machine and a button under the UI that says learn how mechmaths work that takes you to mechanics.help/mechmaths.
Added cart and pendulum and disk on slope, they’re working fine as they should have.
well, the rolling disk pendulum mechanism was the hardest part and absolutely nailed it.
done on the mechanisms description
Done on the readme files. Done on everything.
My first version advanced the solver once per frame with dt = 1/60. For stiff or fast systems, that step was too coarse and the energy drifted or blew up. So, I split each frame into 20 substeps of dt / steps (about 1/1200 s each). Each simulation can override the count with custom_steps, so lightweight systems stay cheap and touchy ones get more precision. Here we go, our new simulation_runner.py.
well, we added elastic pendulum. next up coming is bead on rotating hoop.
Worked on the mechsimulator.js file. and now you can: i. set peremeters for the simulation e.g. weight of the disk, gravity value etc. ii. go back to home with the top button iii. get the updated phone version iv. blue or green highlights.
SHIPPING INCOMING!!!!!!!!!!
Ships:
Mechanics is a mechanic system simulator where you can simulate 6 of the most misunderstood mechanisms. It uses Lagrangian mechanics and Range-Kutta Methods. It also has its own library “Mechmaths”, that is actually made from scratch. It includes these mechanics- Simple Pendulum Double Pendulum Swinging Atwood Machine Cart and Pendulum Disk on Slope Rolling Disk Pendulum Go check this project out:- mechanics.help/ Video:- https://drive.google.com/file/d/1aHDGZiOuu2YE2afhuuUHdZ_UGJXLaKM6/view?usp=sharing
Added the recommended features asked by the voters. The features are- Phone Version: This works with phone now. Customizations of Metrics: You can change the metrics. Blue Indicators. Add buttons to move around Added 6 more mechanism Elastic Pendulum Bead on Rotating Hoop Coupled Spring Mass Chain Spherical Pendulum Kapitza Pendulum Symmetric Spinning Top WARNING: DONT EVEN TRY TO CHANGE A SINGLE METRICS OF ROLLING DISK PENDULUM, IT MIGHT CRASH YOUR COMPUTER, PROBABLY MAKE IT A BOMB!!!!!!!!!!!!!!!! check it out: https://mechanics.help/ can i get a super star now :D...
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1793213758.0924644
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1793300158.0924644
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43572
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AKidsDream by @MrCode | Stardance
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MrCode
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2
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190.61
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2036
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T13:57:00Z", "hours": 107.0, "multiplier": 19.36, "payout": 1877, "blessing": "neutral", "text": "👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}, {"ship_num": 2, "ts": "2026-08-09T19:50:41Z", "hours": 72.0, "multiplier": 8.67, "payout": 159, "blessing": "neutral", "text": "👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}]...
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[{"post_id": 75690, "ts": "202 [{"post_id": 75690, "ts": "2026-09-30T19:21:12Z", "hours": 11.6108, "text": "Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…"}, {"post_id": 70733, "ts": "2026-09-19T17:44:42Z", "hours": 10.015, "text": "Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality."}, {"post_id": 65311, "ts": "2026-09-10T11:39:01Z", "hours": 10.4142, "text": "Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )"}, {"post_id": 62821, "ts": "2026-09-06T10:50:51Z", "hours": 11.515, "text": "Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))"}, {"post_id": 61536, "ts": "2026-09-04T14:30:32Z", "hours": 12.2986, "text": "Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely."}, {"post_id": 58885, "ts": "2026-08-31T13:41:36Z", "hours": 8.9453, "text": "Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround"}, {"post_id": 56779, "ts": "2026-08-28T17:55:17Z", "hours": 13.4456, "text": "Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol."}, {"post_id": 53811, "ts": "2026-08-24T14:46:01Z", "hours": 11.2481, "text": "Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid."}, {"post_id": 50525, "ts": "2026-08-19T18:26:55Z", "hours": 8.7558, "text": "Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))"}, {"post_id": 47365, "ts": "2026-08-15T08:27:57Z", "hours": 4.3611, "text": "Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺"}, {"post_id": 46304, "ts": "2026-08-13T13:09:07Z", "hours": 3.7408, "text": "Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast ."}, {"post_id": 45761, "ts": "2026-08-12T13:46:07Z", "hours": 11.2067, "text": "Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc."}, {"post_id": 44495, "ts": "2026-08-10T09:23:28Z", "hours": 1.1089, "text": "Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)"}, {"post_id": 44174, "ts": "2026-08-09T19:13:05Z", "hours": 0.4558, "text": "Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥"}, {"post_id": 44122, "ts": "2026-08-09T18:03:26Z", "hours": 6.4614, "text": "Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe."}, {"post_id": 40688, "ts": "2026-08-04T11:39:41Z", "hours": 1.4419, "text": "Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more."}, {"post_id": 40390, "ts": "2026-08-03T21:11:26Z", "hours": 63.7325, "text": "Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)"}]...
|
Title: AKidsDream by @MrCode | Stardance
Devlogs: Title: AKidsDream by @MrCode | Stardance
Devlogs:
Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)
Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more.
Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe.
Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥
Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)
Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc.
Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast .
Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺
Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))
Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid.
Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol.
Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround
Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely.
Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))
Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )
Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality.
Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…
Ships:
👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)
👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging...
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1793267232.810773
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1793353632.810773
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67068
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Linux Package Manager by @tkpmonke | Stardance
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tkpmonke
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0
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0.52
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0
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[]
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[{"post_id": 75692, "ts": "202 [{"post_id": 75692, "ts": "2026-09-30T19:22:54Z", "hours": 0.5161, "text": "This post was written on September 6th, 2026 and was taken directly from my blog . I began this project before creating my stardance account, which is why I have so little time spent on it. In reality i’ve spent months brainstorming and the last 3 weeks working on it. I hope you enjoy! My own Linux distribution Motivations A few months ago, I decided that Arch Linux was too boring, and I decided to move to a new distribution. I ended up on NixOS because the idea of configuring my entire system using an actual configuration file rather than 200 different files sounded really nice. While NixOS was nice, it was also very annoying at times. Since it doesn’t follow the FHS, most standard things don’t work, and it has to have a shit ton of bad hacks to fix them. I also really disliked the Nix language itself, and its lack of good documentation. The thing that pissed me off the most was having to write Nix scripts and using Nix shells just to be able to compile/run my code that has nothing to do with nix. After about a month, I got fed up and switched to Gentoo. Gentoo is the worst Linux distribution ever. It literally drop-kicks orphans in its free time; that’s how bad it is. Jokes aside, of course, Gentoo isn’t the worst distribution ever, but I have a full list of issues that I won’t get into here; let’s just say it pushed me into wanting to make my own distro even more. All of these distributions taught me valuable lessons, and each one has its strong points and weak points that I want to mix and match to create (what is, in my opinion) the perfect Linux distribution. I want to combine the ease of use of Arch with the configuration of Nix (with a better language, of course), and I want to expand on the customizability of Gentoo. Ease of Use The distribution should never inconvenience the user, and should always make sense. I’ve never seen a distribution that didn’t have some stupid quirk that lessened my experience. The closest I’ve come is Void Linux, and Void is likely my top pick of distribution right now, but it fails on the other goals I have for my distribution. Configuration The distribution should manage and configure all system packages. System packages are things needed to boot into a TTY, but past that, every other package is a user package. The distribution configures system packages using Lua configuration files, but user packages are configured using the standard configuration system of the package. Every configuration file, build script, package metadata script, etc etc that the package manager handles will all be in Lua to provide a uniform experience across all aspects of the distribution. Customization Nothing will be chosen for the user, except for the package manager. This means that the init system, the bootloader, the kernel, the libc runtime, etc will all be chosen by the user. This will be done by using Lua interfaces for things like the init system. For instance, instead of a package creating a systemd service, it will create a Lua table that describes what the service file would have described, but in an init-system-agnostic way. This table will then go through a processing step depending on whatever init system the user wants to use. This allows for any init system to work without having to write 100 versions of the same service file for different init systems. What exists now I’ve begun working on the package manager, but it’s still very early in development. I need you If you know C, Lua, general Linux distribution development, or want to learn, I’d love help with this project. You can find some of my contact info on my website if you want to help. We can discuss certain things in more detail there. I’d like to make some sort of community hub for the distribution’s development eventually, once I can get enough public interest. I still don’t even have a name for the distribution yet, but I’m open to suggestions!"}]...
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Title: Linux Package Manager by @tkpmonke | Starda Title: Linux Package Manager by @tkpmonke | Stardance
Devlogs:
This post was written on September 6th, 2026 and was taken directly from my blog . I began this project before creating my stardance account, which is why I have so little time spent on it. In reality i’ve spent months brainstorming and the last 3 weeks working on it. I hope you enjoy! My own Linux distribution Motivations A few months ago, I decided that Arch Linux was too boring, and I decided to move to a new distribution. I ended up on NixOS because the idea of configuring my entire system using an actual configuration file rather than 200 different files sounded really nice. While NixOS was nice, it was also very annoying at times. Since it doesn’t follow the FHS, most standard things don’t work, and it has to have a shit ton of bad hacks to fix them. I also really disliked the Nix language itself, and its lack of good documentation. The thing that pissed me off the most was having to write Nix scripts and using Nix shells just to be able to compile/run my code that has nothing to do with nix. After about a month, I got fed up and switched to Gentoo. Gentoo is the worst Linux distribution ever. It literally drop-kicks orphans in its free time; that’s how bad it is. Jokes aside, of course, Gentoo isn’t the worst distribution ever, but I have a full list of issues that I won’t get into here; let’s just say it pushed me into wanting to make my own distro even more. All of these distributions taught me valuable lessons, and each one has its strong points and weak points that I want to mix and match to create (what is, in my opinion) the perfect Linux distribution. I want to combine the ease of use of Arch with the configuration of Nix (with a better language, of course), and I want to expand on the customizability of Gentoo. Ease of Use The distribution should never inconvenience the user, and should always make sense. I’ve never seen a distribution that didn’t have some stupid quirk that lessened my experience. The closest I’ve come is Void Linux, and Void is likely my top pick of distribution right now, but it fails on the other goals I have for my distribution. Configuration The distribution should manage and configure all system packages. System packages are things needed to boot into a TTY, but past that, every other package is a user package. The distribution configures system packages using Lua configuration files, but user packages are configured using the standard configuration system of the package. Every configuration file, build script, package metadata script, etc etc that the package manager handles will all be in Lua to provide a uniform experience across all aspects of the distribution. Customization Nothing will be chosen for the user, except for the package manager. This means that the init system, the bootloader, the kernel, the libc runtime, etc will all be chosen by the user. This will be done by using Lua interfaces for things like the init system. For instance, instead of a package creating a systemd service, it will create a Lua table that describes what the service file would have described, but in an init-system-agnostic way. This table will then go through a processing step depending on whatever init system the user wants to use. This allows for any init system to work without having to write 100 versions of the same service file for different init systems. What exists now I’ve begun working on the package manager, but it’s still very early in development. I need you If you know C, Lua, general Linux distribution development, or want to learn, I’d love help with this project. You can find some of my contact info on my website if you want to help. We can discuss certain things in more detail there. I’d like to make some sort of community hub for the distribution’s development eventually, once I can get enough public interest. I still don’t even have a name for the distribution yet, but I’m open to suggestions!...
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1793105623.7139661
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1793710423.7139661
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54596
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PianoOS by @niejestemprawdziwyy | Stardance
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niejestemprawdziwyy
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1
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31.11
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T08:54:23Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WebOS BUT you can play piano. PianoOS also allows you to run a metronome as an app and make some hehe notes The most challenging thing was definitely the animation in the beggining, like hell nah, i must have spent like 6h just on a 5 second cutscene. Still tho, I’m happy with how it looks, and even happier how it can look in the future.", "repo": "https://github.com/Korsor2137/PianoOS", "demo": "https://raw.githack.com/Korsor2137/PianoOS/main/index.html"}]...
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[{"post_id": 75696, "ts": "202 [{"post_id": 75696, "ts": "2026-09-30T19:34:29Z", "hours": 7.9089, "text": "Heck yeah! Finished all the rewriting, added a few new things blah blah blah Nobody cares! The important thing is that i’ve rewritten all css and most js, fixed many if not all bugs, so it’s foolproof. Yet another alt settings to play (in config). Metronome also sound more realistic. The whole thing should, and i mean should work better and faster. It looks better, sustain pedal fully works etc. etc. ANYWAY TEST IT HERE: https://raw.githack.com/Korsor2137/PianoOS/main/index.html"}, {"post_id": 69175, "ts": "2026-09-16T15:12:47Z", "hours": 0.5994, "text": "Made new controls for piano, so it’s possible to play more sounds with keyboard itself left-new, right-old However i’m still leaving them in the comments if for some reason someone wanted to use them I suppose i should make these devlogs a bit more often, the previous one was like 8h gap lol (q: 45 means that q is A4, i: 57 is A5, the rest most people can figure out themselves)"}, {"post_id": 68766, "ts": "2026-09-15T18:32:55Z", "hours": 8.6006, "text": "Made a new, better banner and rewriting a lot of things I was told that there was too much ai used, so i marked clearly at what part ai was used and rewritten the other parts. Added settings saving and reading it, made the samples load faster and added a loading percentage, deleted a particle animation so it doesn’t lag that much on mobiles, made the piano look cleaner (deleted some nametags), added sustain on spacebar, added config section in the code, readded old and added new unneccesary comments, fixed a bug with music either glitching out or playing after refreshing and fixed a few esthetic choices, probably unnoticable, but color changes and also…. plaing still dre is way easier now, as B3 can now be played with q, sooooo you just go ‘adh’ a few times, then another few of ‘qdh’ and some ‘qsg’. use spacebar for sustain and mouse for bass notes and voila! also i made it possible to name the workspace in the web itself still, i have to rewrite most of css, as some parts are unneccesary or ai and some are well, lacking. also, fixed the piano sample loading, just too lazy to make a new screenshot also, i overuse the word ‘also’"}, {"post_id": 60719, "ts": "2026-09-03T08:45:08Z", "hours": 5.8211, "text": "Finally, I finished my WebOS, or did I? I want to continue working on it as WebOS 2. I’m quite proud of how it looks now. But anyway, here’s the Readme: PianoOSA WebOS, which has notepad and metronome apps and fully playable 88 key piano. Try it here : https://raw.githack.com/Korsor2137/PianoOS/main/index.html Note: it may take a few seconds to prepare all the piano sounds How to run: Yeah, just click the link. Or download it and then run index.html Features: -Full 88 key virtual piano, which you can play using mouse, with your pc keyboard (-a- to -’- keys, press capslock to change octaves to lower) or by connecting your own MIDI piano; -Keys glow when you play the piano; -A simple notepad and a metronome which when you minimalize will remember their location adn when they’re closed, their position resets; -A button to hide the piano interface; -Volume settings which you can change to your liking. Author’s notes: And why did I decide to make this? Well, I saw how on the WebOS missions there was a lot of awesome stuff, the same main concept and yet they were all so different. So, since I like piano, decided to implement it :D I plan on making it more customizable in the future, such as changing the background color, or maybe the whole stylistic, making the top right buttons actually work instead of just being a decoration, adding maybe a few piano sounds, and of course more apps so it actually feels like an actual OS. Also, notice a little reference at the title screen? Full copyright of the sound samples I used: MIT LicenseCopyright (c) 2020 Liam LeePermission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE."}, {"post_id": 59229, "ts": "2026-08-31T22:01:49Z", "hours": 3.7533, "text": "I made the background and keyboard for my WebOS. Not gonna lie, used AI here with canvas, also found nice tutorial so i might do these particles that fly above when playing piano. i’m quite proud of making these glowing keys, well those are actually shadows but doesn’t matter. Also: made these names for keys, i intend for them to be toggable tho; made a button to hide/show piano, i think it looks good when its fully hidden and only the lights remain; and it’s now possible to control the piano with a pc keyboard, using “ a “ to “ ’ “ keys, black keys are the keys above like “ w “ and “ e “, and to change the octave with capslock; it’s also possible to control them with mouse For my plans, i next intend to make some actual apps, of course including notebook, but also metronome and midi recording. From other things i want to implement shortcuts, so when you press A0 and C4, for example, virtual keyboard hides or shows. Last thing is to make a mouse setting so when a note is pressed, until you stop pressing it you can move it to any position, while still playing that note (Toggable, so that it’s also possible to scale the whole piano really fast). I don’t intend to implement everything now, maybe after i make the first few apps and working piano i’ll ship it as WebOS 1, and then continue as WebOS 2 Oh, and should i name the keys that are possible to play with pc keyboard or maybe should i simply add a short guide of how it works and also maybe it would make sense to add actual sounds lol Anyways, feedback and critique is welcome, encouraged even, so i know what would actually be a good feature"}, {"post_id": 56764, "ts": "2026-08-28T17:34:02Z", "hours": 4.6208, "text": "Since this is my first post i’ll explain what my project even is about. My goal is to create a WebOS that you can control with a midi piano, where i want to then implement some usefull functions for pianists, we’ll see how far can i go with my amateur skills. I’ve coded bigger part of html already. Currently though im having some problems with how it looks and the whole animation. I seriously need to optimize it because daamnn its laggy now. Also, what a coincidence with the colors of those seven sou- i mean balls of light."}]...
|
Title: PianoOS by @niejestemprawdziwyy | Stardance Title: PianoOS by @niejestemprawdziwyy | Stardance
Devlogs:
Since this is my first post i’ll explain what my project even is about. My goal is to create a WebOS that you can control with a midi piano, where i want to then implement some usefull functions for pianists, we’ll see how far can i go with my amateur skills. I’ve coded bigger part of html already. Currently though im having some problems with how it looks and the whole animation. I seriously need to optimize it because daamnn its laggy now. Also, what a coincidence with the colors of those seven sou- i mean balls of light.
I made the background and keyboard for my WebOS. Not gonna lie, used AI here with canvas, also found nice tutorial so i might do these particles that fly above when playing piano. i’m quite proud of making these glowing keys, well those are actually shadows but doesn’t matter. Also: made these names for keys, i intend for them to be toggable tho; made a button to hide/show piano, i think it looks good when its fully hidden and only the lights remain; and it’s now possible to control the piano with a pc keyboard, using “ a “ to “ ’ “ keys, black keys are the keys above like “ w “ and “ e “, and to change the octave with capslock; it’s also possible to control them with mouse For my plans, i next intend to make some actual apps, of course including notebook, but also metronome and midi recording. From other things i want to implement shortcuts, so when you press A0 and C4, for example, virtual keyboard hides or shows. Last thing is to make a mouse setting so when a note is pressed, until you stop pressing it you can move it to any position, while still playing that note (Toggable, so that it’s also possible to scale the whole piano really fast). I don’t intend to implement everything now, maybe after i make the first few apps and working piano i’ll ship it as WebOS 1, and then continue as WebOS 2 Oh, and should i name the keys that are possible to play with pc keyboard or maybe should i simply add a short guide of how it works and also maybe it would make sense to add actual sounds lol Anyways, feedback and critique is welcome, encouraged even, so i know what would actually be a good feature
Finally, I finished my WebOS, or did I? I want to continue working on it as WebOS 2. I’m quite proud of how it looks now. But anyway, here’s the Readme: PianoOSA WebOS, which has notepad and metronome apps and fully playable 88 key piano. Try it here : https://raw.githack.com/Korsor2137/PianoOS/main/index.html Note: it may take a few seconds to prepare all the piano sounds How to run: Yeah, just click the link. Or download it and then run index.html Features: -Full 88 key virtual piano, which you can play using mouse, with your pc keyboard (-a- to -’- keys, press capslock to change octaves to lower) or by connecting your own MIDI piano; -Keys glow when you play the piano; -A simple notepad and a metronome which when you minimalize will remember their location adn when they’re closed, their position resets; -A button to hide the piano interface; -Volume settings which you can change to your liking. Author’s notes: And why did I decide to make this? Well, I saw how on the WebOS missions there was a lot of awesome stuff, the same main concept and yet they were all so different. So, since I like piano, decided to implement it :D I plan on making it more customizable in the future, such as changing the background color, or maybe the whole stylistic, making the top right buttons actually work instead of just being a decoration, adding maybe a few piano sounds, and of course more apps so it actually feels like an actual OS. Also, notice a little reference at the title screen? Full copyright of the sound samples I used: MIT LicenseCopyright (c) 2020 Liam LeePermission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Made a new, better banner and rewriting a lot of things I was told that there was too much ai used, so i marked clearly at what part ai was used and rewritten the other parts. Added settings saving and reading it, made the samples load faster and added a loading percentage, deleted a particle animation so it doesn’t lag that much on mobiles, made the piano look cleaner (deleted some nametags), added sustain on spacebar, added config section in the code, readded old and added new unneccesary comments, fixed a bug with music either glitching out or playing after refreshing and fixed a few esthetic choices, probably unnoticable, but color changes and also…. plaing still dre is way easier now, as B3 can now be played with q, sooooo you just go ‘adh’ a few times, then another few of ‘qdh’ and some ‘qsg’. use spacebar for sustain and mouse for bass notes and voila! also i made it possible to name the workspace in the web itself still, i have to rewrite most of css, as some parts are unneccesary or ai and some are well, lacking. also, fixed the piano sample loading, just too lazy to make a new screenshot also, i overuse the word ‘also’
Made new controls for piano, so it’s possible to play more sounds with keyboard itself left-new, right-old However i’m still leaving them in the comments if for some reason someone wanted to use them I suppose i should make these devlogs a bit more often, the previous one was like 8h gap lol (q: 45 means that q is A4, i: 57 is A5, the rest most people can figure out themselves)
Heck yeah! Finished all the rewriting, added a few new things blah blah blah Nobody cares! The important thing is that i’ve rewritten all css and most js, fixed many if not all bugs, so it’s foolproof. Yet another alt settings to play (in config). Metronome also sound more realistic. The whole thing should, and i mean should work better and faster. It looks better, sustain pedal fully works etc. etc. ANYWAY TEST IT HERE: https://raw.githack.com/Korsor2137/PianoOS/main/index.html
Ships:
WebOS BUT you can play piano. PianoOS also allows you to run a metronome as an app and make some hehe notes The most challenging thing was definitely the animation in the beggining, like hell nah, i must have spent like 6h just on a 5 second cutscene. Still tho, I’m happy with how it looks, and even happier how it can look in the future....
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Pass n’ Play by @ReuTheNetizen | Stardance
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ReuTheNetizen
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52.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T21:14:35Z", "hours": 52.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress.", "repo": "https://github.com/ReuTheCoder/pass-n-play", "demo": "https://reuthecoder.github.io/pass-n-play/"}]...
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[{"post_id": 75698, "ts": "202 [{"post_id": 75698, "ts": "2026-09-30T19:43:57Z", "hours": 1.5586, "text": "Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!"}, {"post_id": 74701, "ts": "2026-09-28T01:09:48Z", "hours": 7.2839, "text": "Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!"}, {"post_id": 67455, "ts": "2026-09-13T15:45:07Z", "hours": 9.9003, "text": "Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!"}, {"post_id": 63127, "ts": "2026-09-06T19:12:46Z", "hours": 10.0089, "text": "Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06"}, {"post_id": 42324, "ts": "2026-08-07T00:19:28Z", "hours": 6.3547, "text": "Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06"}, {"post_id": 41139, "ts": "2026-08-05T04:50:09Z", "hours": 8.1986, "text": "Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04"}, {"post_id": 39198, "ts": "2026-08-02T00:06:21Z", "hours": 3.3308, "text": "Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01"}, {"post_id": 38537, "ts": "2026-08-01T00:04:57Z", "hours": 1.8419, "text": "Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30"}, {"post_id": 37429, "ts": "2026-07-30T04:50:17Z", "hours": 3.1317, "text": "Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29"}]...
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Title: Pass n’ Play by @ReuTheNetizen | Stardance
Title: Pass n’ Play by @ReuTheNetizen | Stardance
Devlogs:
Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29
Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30
Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01
Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04
Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06
Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06
Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!
Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!
Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!
Ships:
What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress....
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My website by @tkpmonke | Stardance
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tkpmonke
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1
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0.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:54:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here.", "repo": "https://git.tkpmonke.com/tkpmonke/tkpmonke.com", "demo": "https://tkpmonke.com"}]...
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[{"post_id": 75700, "ts": "202 [{"post_id": 75700, "ts": "2026-09-30T19:53:01Z", "hours": 0.2653, "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months."}]...
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Title: My website by @tkpmonke | Stardance
Devlog Title: My website by @tkpmonke | Stardance
Devlogs:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months.
Ships:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here....
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SealDeck: my very first hackpad by @pcsef40 | Star SealDeck: my very first hackpad by @pcsef40 | Stardance...
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pcsef40
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[]
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[{"post_id": 75702, "ts": "202 [{"post_id": 75702, "ts": "2026-09-30T19:54:31Z", "hours": 0.7661, "text": "sealdeck: The design is ready, the pcb board is made, and the code is almost done. planning on making big improvements on this little fella"}]...
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Title: SealDeck: my very first hackpad by @pcsef40 Title: SealDeck: my very first hackpad by @pcsef40 | Stardance
Devlogs:
sealdeck: The design is ready, the pcb board is made, and the code is almost done. planning on making big improvements on this little fella...
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TripleT-Games by @Bh4v | Stardance
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Bh4v
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4
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22.0
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97
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:29:12Z", "hours": 6.0, "multiplier": 4.23, "payout": 25, "blessing": "neutral", "text": "I developed Triple-T Games, a fast-paced, Tung Tung Sahur-themed 2D minigame experience inspired by the rapid-fire structure of WarioWare, using the Godot 4.1 game engine. The project comprises five distinct microgames, each designed around a different gameplay paradigm, including physics-based platforming, precision clicking, AI-driven Pong, dynamic object interception, and a physics-intensive Snooker Rush. I am particularly proud of the project’s modular architecture, responsive gameplay systems, and sophisticated physics implementation, especially the utilisation of RigidBody2D, collision bodies, dynamic signals, scene groups, and deferred physics-safe transitions. Developing the project also presented several technical challenges, particularly in ensuring seamless scene transitions, synchronising global lives and progression across independent minigames, managing collision events without disrupting the physics engine, and creating consistent difficulty and timing systems. Players should know that the game is intended to be experienced as a rapid, reaction-oriented survival gauntlet: begin with five lives, navigate the sequence of challenges, make effective use of the settings and level-skip functionality, and attempt to survive the entire progression. The project can be played directly through the Itch.io browser-based demo, allowing the complete experience to be tested without additional configuration.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 2, "ts": "2026-08-20T08:32:06Z", "hours": 4.0, "multiplier": 13.08, "payout": 48, "blessing": "neutral", "text": "I developed Triple-T Games—a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of high-stakes micro-challenges, ranging from precision platforming to dynamic spatial tracking. Bringing this vision to life meant pushing my engineering limits; my biggest hurdle was architecting a robust global state manager and deferred physics system to handle rapid scene swaps, custom setting toggles, and dynamic difficulty scaling without dropping frames or triggering crashes. I am immensely proud of the project’s modular foundation, smooth Tween-driven game feel, and code-driven signals that weave these chaotic minigames into a cohesive survival loop. To test your skill, dive into the live Itch.io demo or grab the standalone build, tweak your difficulty, and brace yourself—you have exactly five lives to survive the entire gauntlet.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 3, "ts": "2026-08-09T14:46:28Z", "hours": 5.0, "multiplier": 4.99, "payout": 24, "blessing": "neutral", "text": "I developed Triple-T Games, a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of mechanical challenges ranging from precision platforming to dynamic spatial tracking. The most formidable challenge was architecting a robust global state manager and implementing deferred physics transitions to ensure the engine could handle rapid, asynchronous scene swaps without dropping frames or triggering collision-based crashes. I am immensely proud of the project’s modular foundation, particularly how it elegantly orchestrates dynamically instantiated entities and code-driven signal connections into a cohesive, high-stakes survival loop. To properly test the project, players should dive into the live Itch.io demo or download the standalone executable, bearing in mind that they possess exactly five lives to conquer all four rapid-fire levels and must brace themselves for instantaneous, unpredictable gameplay shifts.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 4, "ts": "2026-07-22T09:00:37Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a chaotic, WarioWare-style collection of microgames in Godot where players have exactly 6.7 seconds to figure out and complete rapid-fire tasks, such as a platforming challenge to collect three garlics. The most challenging part was debugging the UI and player movement while figuring out how to manage global game states—like tracking the player’s four lives and overall progress—across completely isolated scenes. I am incredibly proud of the modular scene architecture I created, especially the standalone, reusable countdown timer that seamlessly triggers instant transitions to the next minigame, victory screen, or game-over screen via a global Autoload script. To test the game, reviewers don’t need to download or install anything; you can simply click the live itch.io link to play the HTML5 export directly in your web browser, using the Arrow Keys (or A/D) to move and Space (or W/Up) to jump.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}]...
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[{"post_id": 75710, "ts": "202 [{"post_id": 75710, "ts": "2026-09-30T20:20:59Z", "hours": 3.3672, "text": "Final Devlog Before Ship 4! alr guys so i have been incessantly working on this game, and i have not only improved the user experience, aesthetics and functioning but also added a new level! changes made -> -added snooker rush(minigame 5) -added volume control -changed the aesthetics -added option to skip a level ALL IN ALL, I HAVE DONE EVERYTHING TO MAKE IT BETTER!!"}, {"post_id": 58754, "ts": "2026-08-31T10:00:04Z", "hours": 1.4767, "text": "alr guys! I have been working on the snooker game, added functionality and worked on the aesthetics. Changes Made -> 1 - added gravity features 2- changed linear damping and bouncing 3- changed aesthetics"}, {"post_id": 55076, "ts": "2026-08-26T14:47:02Z", "hours": 1.125, "text": "#Devlog 17 alr guys! I have decided to make snooker as my next minigame. Changes Made-> added collisionshapes, rigidbodies, 2dsprites and collision polygons accordingly to the physical properties observed fixed zero gravity(took a lot of time) for this particular scene and updated the script. I’m gonna be working on this while concurrently improving the textures and graphics of the game throughout!"}, {"post_id": 50830, "ts": "2026-08-20T08:20:46Z", "hours": 0.5628, "text": "Devlog 15 - Alr guys, this is the final devlog before the ship, I have been working on adding cool aninamtions and changing graphical colors. Changes made - added a floating animation to the icons changes colors in harmony I hope y’all like it:D"}, {"post_id": 50524, "ts": "2026-08-19T18:26:03Z", "hours": 1.2917, "text": "Devlog 14 alr guys I’m done with the final touches and I’m ready for Ship 3 - I have been mainly working on improving the aesthetics and making certain features more smooth. Changes made => added a cool spin animation to minigame 4 updated the collisionshapes for all minigames I have worked really hard on this project, I hope y’all really like it:D"}, {"post_id": 49388, "ts": "2026-08-18T05:41:57Z", "hours": 1.1664, "text": "Devlog 13 hi guys! I have been working on making the user experience and the functionality of the game more convenient! As a result, I have added the following changes difficulty choice(normal, hard, easy) music(on/off) I have added a new settings scene which will encompass the above enlisted features. Working on more features and resolving a few of the bugs!"}, {"post_id": 48428, "ts": "2026-08-16T19:34:24Z", "hours": 0.6578, "text": "Devlog 1 after Ship 2: hi guys, i was really disappointed with the payout of my ship 2, despite the effort i put in. But anyways, I am working on the reviews and feedback, consequently, I have decreased the difficulty and made it more user friendly. changes - 1- increasing time for each minigame 2- instruction panel for each minigame to avoid confusion working on more features:D"}, {"post_id": 43933, "ts": "2026-08-09T11:50:50Z", "hours": 1.0656, "text": "alr guys! This is probably gonna be the last devlog before I ship the project. Changes made -> making a custom font improvement of the aesthetic appeal reworking some physics processes code adding web presets final touches:D 4 minigames - 1 - Platformer Minigame 2- Clicker Minigame 3 - Tung Tong (ping pong😭) 4 - Token collection I have really worked hard on this game, I hope y’all like it :)"}, {"post_id": 43191, "ts": "2026-08-08T09:56:25Z", "hours": 1.5658, "text": "alr guys im almost done with v2 of my game, js added a token collection minigame wherein tung tokens fall from the top of the screen and the sprite is supposed to collect these tokens. Currently im working on the final touches:D/"}, {"post_id": 42580, "ts": "2026-08-07T12:23:33Z", "hours": 1.16, "text": "alr guys, i finished completing TUNG-TONG, gave it a remake based on triple-t and additionally completed working on the scripts(made it fully functional)."}, {"post_id": 42455, "ts": "2026-08-07T06:07:11Z", "hours": 0.49, "text": "hi guys im workinng on a new minigame based on ping pong, but its gonna be called TUNG-TONG😭😭😭😭 anywyss im working on the scripts rn"}, {"post_id": 42073, "ts": "2026-08-06T17:03:57Z", "hours": 0.6261, "text": "hi guys, im giving my game a remake to my game to a triple-t based theme. Additionally, im gonna add levels and more minigames and cumulatively make it more aesthetic. COMMENT DOWN IF U WANT ME TO CONTINUE THIS PROJECT BASED ON TRIPLE-T!"}, {"post_id": 32799, "ts": "2026-07-22T05:50:23Z", "hours": 2.27, "text": "I completed the entire game encompassing the winner and death scenes, alongside debugging critical issues."}, {"post_id": 31857, "ts": "2026-07-20T16:00:53Z", "hours": 1.1572, "text": "I completed making minigame 1(finally!)"}, {"post_id": 31636, "ts": "2026-07-20T06:15:03Z", "hours": 1.7822, "text": "I completed working on the first minigame(platform), attached physics processes scripts, characters, platforms, alongside a scrolling-background."}, {"post_id": 29620, "ts": "2026-07-16T17:51:12Z", "hours": 0.2711, "text": "I completed writing scripts for the timer and additionally made a themed timer to fetch details in any scene."}, {"post_id": 29606, "ts": "2026-07-16T17:26:32Z", "hours": 0.4047, "text": "I completed the level scene by adding the remaining lives counter, level no. and timer."}, {"post_id": 29571, "ts": "2026-07-16T16:32:01Z", "hours": 1.175, "text": "I made the title screen, added scripts for the buttons and completed drafting the global script."}]...
|
Title: TripleT-Games by @Bh4v | Stardance
Devlogs Title: TripleT-Games by @Bh4v | Stardance
Devlogs:
I made the title screen, added scripts for the buttons and completed drafting the global script.
I completed the level scene by adding the remaining lives counter, level no. and timer.
I completed writing scripts for the timer and additionally made a themed timer to fetch details in any scene.
I completed working on the first minigame(platform), attached physics processes scripts, characters, platforms, alongside a scrolling-background.
I completed making minigame 1(finally!)
I completed the entire game encompassing the winner and death scenes, alongside debugging critical issues.
hi guys, im giving my game a remake to my game to a triple-t based theme. Additionally, im gonna add levels and more minigames and cumulatively make it more aesthetic. COMMENT DOWN IF U WANT ME TO CONTINUE THIS PROJECT BASED ON TRIPLE-T!
hi guys im workinng on a new minigame based on ping pong, but its gonna be called TUNG-TONG😭😭😭😭 anywyss im working on the scripts rn
alr guys, i finished completing TUNG-TONG, gave it a remake based on triple-t and additionally completed working on the scripts(made it fully functional).
alr guys im almost done with v2 of my game, js added a token collection minigame wherein tung tokens fall from the top of the screen and the sprite is supposed to collect these tokens. Currently im working on the final touches:D/
alr guys! This is probably gonna be the last devlog before I ship the project. Changes made -> making a custom font improvement of the aesthetic appeal reworking some physics processes code adding web presets final touches:D 4 minigames - 1 - Platformer Minigame 2- Clicker Minigame 3 - Tung Tong (ping pong😭) 4 - Token collection I have really worked hard on this game, I hope y’all like it :)
Devlog 1 after Ship 2: hi guys, i was really disappointed with the payout of my ship 2, despite the effort i put in. But anyways, I am working on the reviews and feedback, consequently, I have decreased the difficulty and made it more user friendly. changes - 1- increasing time for each minigame 2- instruction panel for each minigame to avoid confusion working on more features:D
Devlog 13 hi guys! I have been working on making the user experience and the functionality of the game more convenient! As a result, I have added the following changes difficulty choice(normal, hard, easy) music(on/off) I have added a new settings scene which will encompass the above enlisted features. Working on more features and resolving a few of the bugs!
Devlog 14 alr guys I’m done with the final touches and I’m ready for Ship 3 - I have been mainly working on improving the aesthetics and making certain features more smooth. Changes made => added a cool spin animation to minigame 4 updated the collisionshapes for all minigames I have worked really hard on this project, I hope y’all really like it:D
Devlog 15 - Alr guys, this is the final devlog before the ship, I have been working on adding cool aninamtions and changing graphical colors. Changes made - added a floating animation to the icons changes colors in harmony I hope y’all like it:D
#Devlog 17 alr guys! I have decided to make snooker as my next minigame. Changes Made-> added collisionshapes, rigidbodies, 2dsprites and collision polygons accordingly to the physical properties observed fixed zero gravity(took a lot of time) for this particular scene and updated the script. I’m gonna be working on this while concurrently improving the textures and graphics of the game throughout!
alr guys! I have been working on the snooker game, added functionality and worked on the aesthetics. Changes Made -> 1 - added gravity features 2- changed linear damping and bouncing 3- changed aesthetics
Final Devlog Before Ship 4! alr guys so i have been incessantly working on this game, and i have not only improved the user experience, aesthetics and functioning but also added a new level! changes made -> -added snooker rush(minigame 5) -added volume control -changed the aesthetics -added option to skip a level ALL IN ALL, I HAVE DONE EVERYTHING TO MAKE IT BETTER!!
Ships:
I built a chaotic, WarioWare-style collection of microgames in Godot where players have exactly 6.7 seconds to figure out and complete rapid-fire tasks, such as a platforming challenge to collect three garlics. The most challenging part was debugging the UI and player movement while figuring out how to manage global game states—like tracking the player’s four lives and overall progress—across completely isolated scenes. I am incredibly proud of the modular scene architecture I created, especially the standalone, reusable countdown timer that seamlessly triggers instant transitions to the next minigame, victory screen, or game-over screen via a global Autoload script. To test the game, reviewers don’t need to download or install anything; you can simply click the live itch.io link to play the HTML5 export directly in your web browser, using the Arrow Keys (or A/D) to move and Space (or W/Up) to jump.
I developed Triple-T Games, a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of mechanical challenges ranging from precision platforming to dynamic spatial tracking. The most formidable challenge was architecting a robust global state manager and implementing deferred physics transitions to ensure the engine could handle rapid, asynchronous scene swaps without dropping frames or triggering collision-based crashes. I am immensely proud of the project’s modular foundation, particularly how it elegantly orchestrates dynamically instantiated entities and code-driven signal connections into a cohesive, high-stakes survival loop. To properly test the project, players should dive into the live Itch.io demo or download the standalone executable, bearing in mind that they possess exactly five lives to conquer all four rapid-fire levels and must brace themselves for instantaneous, unpredictable gameplay shifts.
I developed Triple-T Games—a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of high-stakes micro-challenges, ranging from precision platforming to dynamic spatial tracking. Bringing this vision to life meant pushing my engineering limits; my biggest hurdle was architecting a robust global state manager and deferred physics system to handle rapid scene swaps, custom setting toggles, and dynamic difficulty scaling without dropping frames or triggering crashes. I am immensely proud of the project’s modular foundation, smooth Tween-driven game feel, and code-driven signals that weave these chaotic minigames into a cohesive survival loop. To test your skill, dive into the live Itch.io demo or grab the standalone build, tweak your difficulty, and brace yourself—you have exactly five lives to survive the entire gauntlet.
I developed Triple-T Games, a fast-paced, Tung Tung Sahur-themed 2D minigame experience inspired by the rapid-fire structure of WarioWare, using the Godot 4.1 game engine. The project comprises five distinct microgames, each designed around a different gameplay paradigm, including physics-based platforming, precision clicking, AI-driven Pong, dynamic object interception, and a physics-intensive Snooker Rush. I am particularly proud of the project’s modular architecture, responsive gameplay systems, and sophisticated physics implementation, especially the utilisation of RigidBody2D, collision bodies, dynamic signals, scene groups, and deferred physics-safe transitions. Developing the project also presented several technical challenges, particularly in ensuring seamless scene transitions, synchronising global lives and progression across independent minigames, managing collision events without disrupting the physics engine, and creating consistent difficulty and timing systems. Players should know that the game is intended to be experienced as a rapid, reaction-oriented survival gauntlet: begin with five lives, navigate the sequence of challenges, make effective use of the settings and level-skip functionality, and attempt to survive the entire progression. The project can be played directly through the Itch.io browser-based demo, allowing the complete experience to be tested without additional configuration....
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1793224567.6451232
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1793310967.6451232
|
|
48315
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Storm by @Draaal | Stardance
|
Draaal
|
1
|
79.0
|
1279
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T20:25:22Z", "hours": 79.0, "multiplier": 18.99, "payout": 1279, "blessing": "neutral", "text": "storm I made a rules engine for the card game MTG. Its basically a giant state machine. You tell it what the players do and based on that it changes the game state. My experience The most challenging thing by far was finding a data model that would allow everything you can do in MTG. And since cards are written in english, there are A LOT of possible actions. Shiny new things I learned I finallyyy have a proper understanding of generics; before it was just this “magic in angle brackets” Pros & Cons of different data structures while I decided what to use for storing cards Experience in how to manage a project that has > 10 files. Might actually be the most valuable thing I gained from all of this.. A somewhat decent understanding of lifetimes in rust Also I finally had a look at metaprogramming with macros (only declarative macros though) I am proud of this The thing I am really proud of in here is how you can have these generic components that define behaviour or targets or such an how you can then use them to create cards as pure data through the power of generics and macros. They are literally just a constant in the code. My experience with AI Later in the implementation when my data structure was mostly fixed I tried having an AI agent do some of the boring work of hooking things up, but it didn’t work. And by that I mean it was pretty awful. It didn’t understand my design, reinvented the wheel several times, took shortcuts that would work for exactly this one card I asked about and just created wrong behaviour. Maybe this was a me problem, because I provided bad context, but I think I will stick writing code by hand for a while longer.", "repo": "https://github.com/andraaal/storm", "demo": "https://crates.io/crates/storm-engine"}]...
|
[{"post_id": 75713, "ts": "202 [{"post_id": 75713, "ts": "2026-09-30T20:35:17Z", "hours": 2.5422, "text": "#12 Of course there is an extension of one month right as I was going to ship… Anyway I published it on crates.io, I added some minimal executable example, did the README and added some metadata for publication. And I drew this wonderful new banner. Its a bit whacky, but I like it"}, {"post_id": 75316, "ts": "2026-09-29T18:52:32Z", "hours": 7.1283, "text": "#11 Devlog (AI adventure) So, since stardance ends soon I have to ship this and I am not sure if I can manage in time. So I had a look at AI coding and how to do it properly, because I tried vibe-coding before and it was abysmal. And I have to say it was miles ahead of anything else AI has ever done for me, when you use some specialized skills, create a roadmap first, split it into tickets (The AI even created tickets on GitHub for whatever godforsaken reason; It knew this is a solo project), structure your work, … It is also a TON more work. And it was still lacking. Maybe it was because my student subscription isn’t that powerful, maybe MTG is just too complex or I didn’t explain my messed up design well enough to the agent. Either way I wasted a bunch more time and … yeah, here’s hoping that I will get a working v0.1 alpha in time!"}, {"post_id": 68841, "ts": "2026-09-15T20:56:08Z", "hours": 7.1406, "text": "#10 Devlog How could I forget git THIS hard??? I didn’t make a single commit in like the last 20 hours. And now everything is so different that I might as well make a new repo. Also the line count in the screenshots is bugged somehow. Its more like +28XX lines. And it took THREE screenshots!! Anyways, heres an actual update: Now casting spells is finally complete (kinda) and static abilities work too. They even share some code through common “behaviour”. Thats just some common action that can be executed on the game state. Also with the help of a few todo! macros (Magic for fixing anything, but throws at runtime) the code finally compiles again. For like the second time in the entire development. There is bound to be a million bugs in there…."}, {"post_id": 66240, "ts": "2026-09-11T23:06:07Z", "hours": 8.4828, "text": "#9 Devlog Casting spells is now almost complete, and my overengineered type system got even more crazy. We have now: Card , that represent, well… cards StackDefinition , which the targets and some other metadata for Spells Selectors , as there name suggests, select objects Behaviour , a closure that can change the game state, but with a lot of fancy type shenanigans to make sure it is only used with appropriate StackDefinitions. Below are some highlights from the new types"}, {"post_id": 63238, "ts": "2026-09-06T22:41:41Z", "hours": 4.5017, "text": "#8 Devlog (Sorry; last one is actually #7) So I finally completed the rewrite my entire project now uses my new overengineered typing. Yay! Finally!! But that also meant that I had to change my library API to use all of those types. What you see below are just the function definitions for that + some minor input validation. And, yes, you could defnitiely make that a lot shorter with macros but it is 1am and I can’t be bothered to go learn how they work."}, {"post_id": 61426, "ts": "2026-09-04T10:21:58Z", "hours": 4.1117, "text": "#5 Devlog Of course fixing stuff took longer than I thought (as always), but we are almost there. Only 16 more errors to go!"}, {"post_id": 59051, "ts": "2026-08-31T17:20:49Z", "hours": 7.4244, "text": "#6 Devlog You know the rewrite I talked about last time? I am STILL doing that. It changed so much more that I had expected. Now I have changed just about every function signature in the entire project. Also there were a million little problems that also needed attention. I think I am close to completing the rewrite though; the core types are all set, I just have to deal with the downstream effects of changing them. That shouldn’t (I hope) take too long"}, {"post_id": 56248, "ts": "2026-08-27T22:35:34Z", "hours": 3.4006, "text": "#5 Devlog I redesigned my engine (not implemented yet); It makes much more extensive use of generics now and has in general much better type-safety. This eliminates a ton of bounds checks and potential errors, because the compiler can prove at compile-time that the program is valid (or not). Also kind of crazy that it says 3.5h for designing. I feel like I spent most of my time in the browser explaining my code to ChatGPT to understand it better myself (ChatGPT did little besides saying “Ah, yes, great idea” and explaining my idea back to me)"}, {"post_id": 55056, "ts": "2026-08-26T14:14:51Z", "hours": 1.5544, "text": "#4 Devlog I have been developing a new model for how cards on the “stack” (a zone for cards). This moves a lot of the verification and testing (“Is the card that is reference by this Id, the card I expect?, Is this card really in the correct zone?, …”) to compile-time and the compiler will simply refuse to compile if its wrong. And I am really proud of it, since this is by far the most advanced thing I have ever done with generics and it is beautiful. All these ifs are just gone"}, {"post_id": 53369, "ts": "2026-08-23T21:53:02Z", "hours": 1.0717, "text": "#3 Devlog I created a single method in this hour. I wanted to just have method that creates an Iterator over a collection of objects. But if you have different objects that becomes very messy very fast, because the concrete type of the iterator is also different then. Now the method only claims to return something that is an iterator, so it shouldn’t be a problem, right? Well it is, because the compiler doesn’t know at compile time what type will be returned and thus can’t do monomorphization. The solution: Make the types of all of the objects the same through static polymorphism BEFORE you construct the iterator by putting everything into an enum and implementing an access method. You could of course avoid all of that and just use dynamic polymorphism, but who needs that. Also sorry for posting so little, I will try to post more often."}, {"post_id": 53291, "ts": "2026-08-23T19:04:07Z", "hours": 11.1336, "text": "#2 Devlog I reworked how static abilities are applied - now they are (mostly) compliant with MTG comp rules. By far the hardest (and most time-consuming) part was coming up with a design that can actually accommodate all of the requirements the rules have. It’s madness; you can change abilities during resolution, partially apply abilities and the order of application is incredibly complicated. Once I had that figured out the implementation was pretty straightforward. Design is in the image below. The second big thing is that I started creating a unified iterator interface to access my cards in a structured manner."}, {"post_id": 47560, "ts": "2026-08-15T15:14:23Z", "hours": 20.0756, "text": "#1 Devlog So originally I didn’t even plan to put this here, it was just me trying some different ideas. But now that I have spent over 20h and the design isn’t complete trash anymore, I should probably put this here as well. It is still far from complete and actually not that much code for 20h due to a million rewrites. Still, it has a working model for spells, permanents and various effects, so some basic cards can already work. What still needs a lot of work is how to cast a spell, but it is so freaking complicated. Also sorry for no image, but it is a lib and far from runnable, so yeah.."}]...
|
Title: Storm by @Draaal | Stardance
Devlogs:
#1 D Title: Storm by @Draaal | Stardance
Devlogs:
#1 Devlog So originally I didn’t even plan to put this here, it was just me trying some different ideas. But now that I have spent over 20h and the design isn’t complete trash anymore, I should probably put this here as well. It is still far from complete and actually not that much code for 20h due to a million rewrites. Still, it has a working model for spells, permanents and various effects, so some basic cards can already work. What still needs a lot of work is how to cast a spell, but it is so freaking complicated. Also sorry for no image, but it is a lib and far from runnable, so yeah..
#2 Devlog I reworked how static abilities are applied - now they are (mostly) compliant with MTG comp rules. By far the hardest (and most time-consuming) part was coming up with a design that can actually accommodate all of the requirements the rules have. It’s madness; you can change abilities during resolution, partially apply abilities and the order of application is incredibly complicated. Once I had that figured out the implementation was pretty straightforward. Design is in the image below. The second big thing is that I started creating a unified iterator interface to access my cards in a structured manner.
#3 Devlog I created a single method in this hour. I wanted to just have method that creates an Iterator over a collection of objects. But if you have different objects that becomes very messy very fast, because the concrete type of the iterator is also different then. Now the method only claims to return something that is an iterator, so it shouldn’t be a problem, right? Well it is, because the compiler doesn’t know at compile time what type will be returned and thus can’t do monomorphization. The solution: Make the types of all of the objects the same through static polymorphism BEFORE you construct the iterator by putting everything into an enum and implementing an access method. You could of course avoid all of that and just use dynamic polymorphism, but who needs that. Also sorry for posting so little, I will try to post more often.
#4 Devlog I have been developing a new model for how cards on the “stack” (a zone for cards). This moves a lot of the verification and testing (“Is the card that is reference by this Id, the card I expect?, Is this card really in the correct zone?, …”) to compile-time and the compiler will simply refuse to compile if its wrong. And I am really proud of it, since this is by far the most advanced thing I have ever done with generics and it is beautiful. All these ifs are just gone
#5 Devlog I redesigned my engine (not implemented yet); It makes much more extensive use of generics now and has in general much better type-safety. This eliminates a ton of bounds checks and potential errors, because the compiler can prove at compile-time that the program is valid (or not). Also kind of crazy that it says 3.5h for designing. I feel like I spent most of my time in the browser explaining my code to ChatGPT to understand it better myself (ChatGPT did little besides saying “Ah, yes, great idea” and explaining my idea back to me)
#6 Devlog You know the rewrite I talked about last time? I am STILL doing that. It changed so much more that I had expected. Now I have changed just about every function signature in the entire project. Also there were a million little problems that also needed attention. I think I am close to completing the rewrite though; the core types are all set, I just have to deal with the downstream effects of changing them. That shouldn’t (I hope) take too long
#5 Devlog Of course fixing stuff took longer than I thought (as always), but we are almost there. Only 16 more errors to go!
#8 Devlog (Sorry; last one is actually #7) So I finally completed the rewrite my entire project now uses my new overengineered typing. Yay! Finally!! But that also meant that I had to change my library API to use all of those types. What you see below are just the function definitions for that + some minor input validation. And, yes, you could defnitiely make that a lot shorter with macros but it is 1am and I can’t be bothered to go learn how they work.
#9 Devlog Casting spells is now almost complete, and my overengineered type system got even more crazy. We have now: Card , that represent, well… cards StackDefinition , which the targets and some other metadata for Spells Selectors , as there name suggests, select objects Behaviour , a closure that can change the game state, but with a lot of fancy type shenanigans to make sure it is only used with appropriate StackDefinitions. Below are some highlights from the new types
#10 Devlog How could I forget git THIS hard??? I didn’t make a single commit in like the last 20 hours. And now everything is so different that I might as well make a new repo. Also the line count in the screenshots is bugged somehow. Its more like +28XX lines. And it took THREE screenshots!! Anyways, heres an actual update: Now casting spells is finally complete (kinda) and static abilities work too. They even share some code through common “behaviour”. Thats just some common action that can be executed on the game state. Also with the help of a few todo! macros (Magic for fixing anything, but throws at runtime) the code finally compiles again. For like the second time in the entire development. There is bound to be a million bugs in there….
#11 Devlog (AI adventure) So, since stardance ends soon I have to ship this and I am not sure if I can manage in time. So I had a look at AI coding and how to do it properly, because I tried vibe-coding before and it was abysmal. And I have to say it was miles ahead of anything else AI has ever done for me, when you use some specialized skills, create a roadmap first, split it into tickets (The AI even created tickets on GitHub for whatever godforsaken reason; It knew this is a solo project), structure your work, … It is also a TON more work. And it was still lacking. Maybe it was because my student subscription isn’t that powerful, maybe MTG is just too complex or I didn’t explain my messed up design well enough to the agent. Either way I wasted a bunch more time and … yeah, here’s hoping that I will get a working v0.1 alpha in time!
#12 Of course there is an extension of one month right as I was going to ship… Anyway I published it on crates.io, I added some minimal executable example, did the README and added some metadata for publication. And I drew this wonderful new banner. Its a bit whacky, but I like it
Ships:
storm I made a rules engine for the card game MTG. Its basically a giant state machine. You tell it what the players do and based on that it changes the game state. My experience The most challenging thing by far was finding a data model that would allow everything you can do in MTG. And since cards are written in english, there are A LOT of possible actions. Shiny new things I learned I finallyyy have a proper understanding of generics; before it was just this “magic in angle brackets” Pros & Cons of different data structures while I decided what to use for storing cards Experience in how to manage a project that has > 10 files. Might actually be the most valuable thing I gained from all of this.. A somewhat decent understanding of lifetimes in rust Also I finally had a look at metaprogramming with macros (only declarative macros though) I am proud of this The thing I am really proud of in here is how you can have these generic components that define behaviour or targets or such an how you can then use them to create cards as pure data through the power of generics and macros. They are literally just a constant in the code. My experience with AI Later in the implementation when my data structure was mostly fixed I tried having an AI agent do some of the boring work of hooking things up, but it didn’t work. And by that I mean it was pretty awful. It didn’t understand my design, reinvented the wheel several times, took shortcuts that would work for exactly this one card I asked about and just created wrong behaviour. Maybe this was a me problem, because I provided bad context, but I think I will stick writing code by hand for a while longer....
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1793148498.8005824
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1793234898.8005824
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66854
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Moon Or Bust! by @Hisham | Stardance
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Hisham
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1
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0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T21:28:53Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "First Release!!!! I will talk about my process in developing the project in the next devlog :)", "repo": "https://github.com/hisham-sallam/moon-or-bust", "demo": "https://github.com/hisham-sallam/moon-or-bust/releases/tag/v1.0.0"}]...
|
[{"post_id": 75716, "ts": "202 [{"post_id": 75716, "ts": "2026-09-30T20:45:34Z", "hours": 0.3292, "text": "First Devlog: nothing much to be adding here honestly its more or less complete but there is a bug im planning to fix with the how the navball operates when you lose all of your velocity and burn in a different orbital direction"}]...
|
Title: Moon Or Bust! by @Hisham | Stardance
Devlo Title: Moon Or Bust! by @Hisham | Stardance
Devlogs:
First Devlog: nothing much to be adding here honestly its more or less complete but there is a bug im planning to fix with the how the navball operates when you lose all of your velocity and burn in a different orbital direction
Ships:
First Release!!!! I will talk about my process in developing the project in the next devlog :)...
|
1793217020.5270467
|
1793303420.5270467
|
|
31102
|
Sherbert Minecraft Modpack and Modpack + Building Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance...
|
Welsey
|
1
|
12.68
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T09:43:44Z", "hours": 1.0, "multiplier": 3.22, "payout": 4, "blessing": "neutral", "text": "I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)", "repo": "https://github.com/Welsey0/Sherbert", "demo": "https://modrinth.com/modpack/sherbert"}]...
|
[{"post_id": 75718, "ts": "202 [{"post_id": 75718, "ts": "2026-09-30T20:55:51Z", "hours": 3.3881, "text": "I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!"}, {"post_id": 68981, "ts": "2026-09-16T04:57:31Z", "hours": 3.7081, "text": "I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0."}, {"post_id": 48374, "ts": "2026-08-16T18:10:26Z", "hours": 2.1011, "text": "Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!"}, {"post_id": 31615, "ts": "2026-07-20T05:05:03Z", "hours": 2.4803, "text": "I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0"}, {"post_id": 23368, "ts": "2026-07-06T09:20:13Z", "hours": 1.1528, "text": "I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes."}]...
|
Title: Sherbert Minecraft Modpack and Modpack + Bu Title: Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance
Devlogs:
I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes.
I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0
Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!
I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0.
I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!
Ships:
I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)...
|
1793138161.582392
|
1793224561.582392
|
|
67126
|
Coda - portable music player by @neset | Stardance
|
neset
|
0
|
1.4
|
0
|
[]
|
[{"post_id": 75727, "ts": "202 [{"post_id": 75727, "ts": "2026-09-30T21:29:01Z", "hours": 1.4, "text": "i designed the board, including connections for a raspberry pi zero 2 w for computing, a dac, a small screen, a rotary encoder w click and 3 buttons. next: print pcb acquire components solder/assemble program iterate"}]...
|
Title: Coda - portable music player by @neset | St Title: Coda - portable music player by @neset | Stardance
Devlogs:
i designed the board, including connections for a raspberry pi zero 2 w for computing, a dac, a small screen, a rotary encoder w click and 3 buttons. next: print pcb acquire components solder/assemble program iterate...
|
1793105713.7389839
|
1793710513.7389839
|
|
16603
|
TimeOS by @sathyndhira | Stardance
|
sathyndhira
|
0
|
2.13
|
0
|
[]
|
[{"post_id": 7573, "ts": "2026 [{"post_id": 7573, "ts": "2026-06-12T17:39:10Z", "hours": 2.1264, "text": "Just started working on this OS. First time coding using HTML, JavaScript, and CSS so it took a while to get it working but I’m satisfied with the progress so far!"}]...
|
Title: TimeOS by @sathyndhira | Stardance
Devlogs Title: TimeOS by @sathyndhira | Stardance
Devlogs:
Just started working on this OS. First time coding using HTML, JavaScript, and CSS so it took a while to get it working but I’m satisfied with the progress so far!...
|
1793285775.0646937
|
1793890575.0646937
|
|
44316
|
Raven Mill by @nico1 | Stardance
|
nico1
|
0
|
18.28
|
0
|
[]
|
[{"post_id": 75732, "ts": "202 [{"post_id": 75732, "ts": "2026-09-30T21:39:26Z", "hours": 0.95, "text": "Worked on the mill’s bodywork Well as described i drew up the mill’s doors and hinges - which do need a bit of final design to be properly manufacturable. Quite a bit of detailing left to do on the door design but the base is there!! I have yet to decide on a colour theme for my build. yes it’s gonna look sick"}, {"post_id": 75295, "ts": "2026-09-29T17:36:37Z", "hours": 5.2094, "text": "#More DFM and significant CAD progress Significant progress over a small break i took while settling into uni. Worked heavily on the 4th axis and it’s gearbox and am now putting work into the shell of the machine and it’s eventual electronics mounting mechanisms - as well as the mounts for the HMI - on that note, i’ll be using an old laptop for the high level processing and interface. I need to finalize the chip conveyor and debris removal systems. Bellow covers and seals for movement systems have yet to be drawn up. Documentation should start soon - i’m gonna try and keep a streak now that i may have more time."}, {"post_id": 64433, "ts": "2026-09-08T20:09:44Z", "hours": 0.7667, "text": "Small CAD updates Finished up part of the tooling plate Drafted the chip evacuation belt Worked a little on the frame (tired today and got uni coursework so not much stuff done)"}, {"post_id": 63714, "ts": "2026-09-07T17:30:37Z", "hours": 1.1333, "text": "Re ran FEA as deflection was outside of design parameters The machine is now back to an estimated deflection of 0.182mm under 1KN load on x,y and 500N on z. (this should like never ever happen but i aim for under 0.2mm under those loads) Now need to essentially add in all of the “accessory” systems (basically anything which isn’t the core motion system Also need to design the 4th axis system"}, {"post_id": 63221, "ts": "2026-09-06T22:06:38Z", "hours": 5.8364, "text": "Finished the linear axes!! Y and Z axes polished and ready to go! Ran the FEA for the machine, and unfortunately found significant torsion under 1KN loads (0.2 mm above my goal of 0.1mm) - I need to review these results with a fresh mind Did some research into what fixturing surface to use and found a German supplier selling AW-5083 in the dimensions i require for a reasonable price Looked into fixturing options (part clamps) and started considering design options for the rotary 4 axis - should be simple Decided on a door design that gets it out of the user’s face in a fairly simple manner Also figured out a really good way to evacuate chips and coolant (conveyor belt) which is far better than my previous idea (vacuum extraction) : gotta get around to this in the next design session So much more to do, but so much progress!!"}, {"post_id": 62292, "ts": "2026-09-05T16:21:57Z", "hours": 4.3833, "text": "DFM for the CNC machine I have an existing concept design for the machine that i spent about 30 hours on over at fallout. While i am satisfied with the architecture of the design and in theory it could be shipped, i’m not happy with how it goes together and how sloppy the design is, so i’m doing a second pass from the ground up, and designing everything so it’s clean and easy to assemble. I’m currently working on the motion system and the frame - once i’m done with that i’m going to move onto all of the secondary systems such as the chip collector, electronics bay, doors, and control panel. I do need to re run the FEA on the motion system once complete as there have been significant changes in the structure (for the better)"}]...
|
Title: Raven Mill by @nico1 | Stardance
Devlogs:
Title: Raven Mill by @nico1 | Stardance
Devlogs:
DFM for the CNC machine I have an existing concept design for the machine that i spent about 30 hours on over at fallout. While i am satisfied with the architecture of the design and in theory it could be shipped, i’m not happy with how it goes together and how sloppy the design is, so i’m doing a second pass from the ground up, and designing everything so it’s clean and easy to assemble. I’m currently working on the motion system and the frame - once i’m done with that i’m going to move onto all of the secondary systems such as the chip collector, electronics bay, doors, and control panel. I do need to re run the FEA on the motion system once complete as there have been significant changes in the structure (for the better)
Finished the linear axes!! Y and Z axes polished and ready to go! Ran the FEA for the machine, and unfortunately found significant torsion under 1KN loads (0.2 mm above my goal of 0.1mm) - I need to review these results with a fresh mind Did some research into what fixturing surface to use and found a German supplier selling AW-5083 in the dimensions i require for a reasonable price Looked into fixturing options (part clamps) and started considering design options for the rotary 4 axis - should be simple Decided on a door design that gets it out of the user’s face in a fairly simple manner Also figured out a really good way to evacuate chips and coolant (conveyor belt) which is far better than my previous idea (vacuum extraction) : gotta get around to this in the next design session So much more to do, but so much progress!!
Re ran FEA as deflection was outside of design parameters The machine is now back to an estimated deflection of 0.182mm under 1KN load on x,y and 500N on z. (this should like never ever happen but i aim for under 0.2mm under those loads) Now need to essentially add in all of the “accessory” systems (basically anything which isn’t the core motion system Also need to design the 4th axis system
Small CAD updates Finished up part of the tooling plate Drafted the chip evacuation belt Worked a little on the frame (tired today and got uni coursework so not much stuff done)
#More DFM and significant CAD progress Significant progress over a small break i took while settling into uni. Worked heavily on the 4th axis and it’s gearbox and am now putting work into the shell of the machine and it’s eventual electronics mounting mechanisms - as well as the mounts for the HMI - on that note, i’ll be using an old laptop for the high level processing and interface. I need to finalize the chip conveyor and debris removal systems. Bellow covers and seals for movement systems have yet to be drawn up. Documentation should start soon - i’m gonna try and keep a streak now that i may have more time.
Worked on the mill’s bodywork Well as described i drew up the mill’s doors and hinges - which do need a bit of final design to be properly manufacturable. Quite a bit of detailing left to do on the door design but the base is there!! I have yet to decide on a colour theme for my build. yes it’s gonna look sick...
|
1793267604.9108481
|
1793872404.9108481
|
|
23350
|
esp32 based mp3 player by @saivagishv | Stardance
|
saivagishv
|
0
|
10.11
|
0
|
[]
|
[{"post_id": 75733, "ts": "202 [{"post_id": 75733, "ts": "2026-09-30T21:41:40Z", "hours": 3.32, "text": "swapped to esp32 wrover with seperate usb chip to allow for bluetooth audio"}, {"post_id": 22599, "ts": "2026-07-05T04:14:45Z", "hours": 0.3353, "text": "PCB routing complete, the hardware project is finished"}, {"post_id": 21927, "ts": "2026-07-04T03:44:47Z", "hours": 1.5503, "text": "I finished routing the pcb for the design, and began troubleshooting"}, {"post_id": 21614, "ts": "2026-07-03T17:32:22Z", "hours": 0.4839, "text": "began pcb routing"}, {"post_id": 18599, "ts": "2026-06-29T19:46:46Z", "hours": 0.3667, "text": "I began routing the pcb"}, {"post_id": 18574, "ts": "2026-06-29T19:24:45Z", "hours": 0.3836, "text": "I added pins for a tft touchscreen display, it will be the input for this project"}, {"post_id": 17116, "ts": "2026-06-27T19:45:52Z", "hours": 1.05, "text": "PCB layout begun"}, {"post_id": 16403, "ts": "2026-06-26T18:02:58Z", "hours": 0.7836, "text": "Debugging of schematic finished, pcb started, but screenshare bugged, didn’t show it, and then kicad PCB crashed"}, {"post_id": 15892, "ts": "2026-06-25T20:33:04Z", "hours": 1.0669, "text": "microsd card and headphone jack compatibility added, power switched from max1811 to have internal passthrough and volage detection,only thing that remains on schematic is to breakout open pins like in devboard then model pcb"}, {"post_id": 14777, "ts": "2026-06-24T00:23:42Z", "hours": 0.7669, "text": "Power system, takes battery, with usb-c charging, debugging most likely needed, will add a p type mosfet for passthrough when on usb-c cable"}]...
|
Title: esp32 based mp3 player by @saivagishv | Sta Title: esp32 based mp3 player by @saivagishv | Stardance
Devlogs:
Power system, takes battery, with usb-c charging, debugging most likely needed, will add a p type mosfet for passthrough when on usb-c cable
microsd card and headphone jack compatibility added, power switched from max1811 to have internal passthrough and volage detection,only thing that remains on schematic is to breakout open pins like in devboard then model pcb
Debugging of schematic finished, pcb started, but screenshare bugged, didn’t show it, and then kicad PCB crashed
PCB layout begun
I added pins for a tft touchscreen display, it will be the input for this project
I began routing the pcb
began pcb routing
I finished routing the pcb for the design, and began troubleshooting
PCB routing complete, the hardware project is finished
swapped to esp32 wrover with seperate usb chip to allow for bluetooth audio...
|
1793148964.2551596
|
1793753764.2551596
|
|
16837
|
Grail-Tracker by @helicaptain | Stardance
|
helicaptain
|
1
|
2.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T04:21:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo.", "repo": "https://github.com/helicaptain827-alt/grail-tracker", "demo": "https://youtube.com/shorts/8JImJ8J0FfE"}]...
|
[{"post_id": 7574, "ts": "2026 [{"post_id": 7574, "ts": "2026-06-12T17:40:46Z", "hours": 0.3519, "text": "I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend."}, {"post_id": 6997, "ts": "2026-06-11T19:03:48Z", "hours": 1.8431, "text": "Grail-Tracker App (AI Clothing App)"}]...
|
Title: Grail-Tracker by @helicaptain | Stardance
Title: Grail-Tracker by @helicaptain | Stardance
Devlogs:
Grail-Tracker App (AI Clothing App)
I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend.
Ships:
🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo....
|
1793138160.3509355
|
1793224560.3509355
|
|
66998
|
Repro Relay by @Aaravkatiyar | Stardance
|
Aaravkatiyar
|
0
|
0.87
|
0
|
[]
|
[{"post_id": 75740, "ts": "202 [{"post_id": 75740, "ts": "2026-09-30T22:12:08Z", "hours": 0.8711, "text": "Repro Relay now recovers an unfinished review after reload, including its results and notes. Two tabs cannot quietly overwrite each other: the older tab keeps its work and offers a separate copy. Issue Markdown and comparison filters make the handoff easier; changed criteria still leave the original failure visible. All 28 tests passed. The public demo reproduced all three broken-board bugs and passed their matching fixes. Recovery also worked offline and at 360px. Screenshots use fictional test data. Aarav chose the scope; Codex wrote most code and tests, prepared this text and ran the browser checks. Demo · Source and limits"}]...
|
Title: Repro Relay by @Aaravkatiyar | Stardance
D Title: Repro Relay by @Aaravkatiyar | Stardance
Devlogs:
Repro Relay now recovers an unfinished review after reload, including its results and notes. Two tabs cannot quietly overwrite each other: the older tab keeps its work and offers a separate copy. Issue Markdown and comparison filters make the handoff easier; changed criteria still leave the original failure visible. All 28 tests passed. The public demo reproduced all three broken-board bugs and passed their matching fixes. Recovery also worked offline and at 360px. Screenshots use fictional test data. Aarav chose the scope; Codex wrote most code and tests, prepared this text and ran the browser checks. Demo · Source and limits...
|
1793105524.2599294
|
1793710324.2599294
|
|
37233
|
Drowned Fish by @cauadev | Stardance
|
cauadev
|
1
|
80.29
|
1155
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:31:11Z", "hours": 80.0, "multiplier": 14.43, "payout": 1155, "blessing": "neutral", "text": "Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)", "repo": "https://github.com/Br-Zueira/Drowned-Fish", "demo": "https://github.com/Br-Zueira/Drowned-Fish/releases/tag/v1.0.0"}]...
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[{"post_id": 75741, "ts": "202 [{"post_id": 75741, "ts": "2026-09-30T22:18:40Z", "hours": 0.2886, "text": "Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)"}, {"post_id": 71223, "ts": "2026-09-20T14:03:54Z", "hours": 1.4161, "text": "Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)"}, {"post_id": 62373, "ts": "2026-09-05T18:19:55Z", "hours": 2.1108, "text": "Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!"}, {"post_id": 59957, "ts": "2026-09-02T01:01:40Z", "hours": 1.8258, "text": "Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans."}, {"post_id": 59182, "ts": "2026-08-31T20:34:32Z", "hours": 2.2239, "text": "Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)"}, {"post_id": 55251, "ts": "2026-08-26T22:19:20Z", "hours": 1.0742, "text": "Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can."}, {"post_id": 54641, "ts": "2026-08-25T17:49:56Z", "hours": 2.0483, "text": "Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!"}, {"post_id": 51329, "ts": "2026-08-20T22:26:49Z", "hours": 1.6053, "text": "Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)"}, {"post_id": 49790, "ts": "2026-08-18T18:40:46Z", "hours": 2.57, "text": "Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!"}, {"post_id": 48535, "ts": "2026-08-16T23:15:39Z", "hours": 2.7033, "text": "Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!"}, {"post_id": 45346, "ts": "2026-08-11T18:53:24Z", "hours": 3.4861, "text": "Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level."}, {"post_id": 43235, "ts": "2026-08-08T11:38:33Z", "hours": 4.205, "text": "Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game."}, {"post_id": 41350, "ts": "2026-08-05T14:39:50Z", "hours": 5.0219, "text": "Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool"}, {"post_id": 39807, "ts": "2026-08-03T01:25:25Z", "hours": 2.1606, "text": "Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards."}, {"post_id": 39229, "ts": "2026-08-02T01:56:01Z", "hours": 3.1364, "text": "Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects."}, {"post_id": 37947, "ts": "2026-07-31T00:06:18Z", "hours": 6.5086, "text": "Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub."}, {"post_id": 36483, "ts": "2026-07-28T16:50:27Z", "hours": 1.8083, "text": "Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!"}, {"post_id": 35973, "ts": "2026-07-27T19:22:49Z", "hours": 2.6047, "text": "Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture)."}, {"post_id": 35502, "ts": "2026-07-26T23:48:00Z", "hours": 4.0628, "text": "Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!"}, {"post_id": 34631, "ts": "2026-07-25T14:50:05Z", "hours": 4.7336, "text": "Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1."}, {"post_id": 34000, "ts": "2026-07-24T12:09:06Z", "hours": 4.9647, "text": "Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters."}, {"post_id": 33469, "ts": "2026-07-23T13:26:08Z", "hours": 4.6464, "text": "Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later."}, {"post_id": 32972, "ts": "2026-07-22T14:01:01Z", "hours": 4.7653, "text": "Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!"}, {"post_id": 32316, "ts": "2026-07-21T12:36:06Z", "hours": 4.3033, "text": "Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you."}, {"post_id": 31539, "ts": "2026-07-20T00:57:14Z", "hours": 2.9972, "text": "Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props."}, {"post_id": 31211, "ts": "2026-07-19T12:56:11Z", "hours": 3.0753, "text": "Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!"}]...
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Title: Drowned Fish by @cauadev | Stardance
Devlo Title: Drowned Fish by @cauadev | Stardance
Devlogs:
Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!
Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props.
Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you.
Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!
Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later.
Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters.
Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1.
Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!
Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture).
Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!
Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub.
Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects.
Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards.
Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool
Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game.
Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level.
Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!
Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!
Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)
Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!
Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can.
Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)
Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans.
Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!
Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)
Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)
Ships:
Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)...
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1793155644.0480256
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1793242044.0480256
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64924
|
hackagotchi by @samarnova1 | Stardance
|
samarnova1
|
0
|
23.95
|
0
|
[]
|
[{"post_id": 75742, "ts": "202 [{"post_id": 75742, "ts": "2026-09-30T22:22:47Z", "hours": 0.3, "text": "new day, new items, new art; hehe. last devog i only realized after i had posted that we dont get the whole view. what a bummer gna have to code for 15 more mins to show yall that too"}, {"post_id": 75725, "ts": "2026-09-30T21:24:05Z", "hours": 3.3811, "text": "filled up my inventory with stuff (coded alot and figured thru sm hell of trouble)"}, {"post_id": 74465, "ts": "2026-09-27T13:10:19Z", "hours": 3.2036, "text": "HERE ARE THE ITEMS FOR THE SHOP PLUS ART FOR THEM AS WELL. Every day there will be new 3 items restocked in the store replacing the 3 items that were there for a day *qnd it goes on on , new day new store items"}, {"post_id": 72914, "ts": "2026-09-24T00:51:56Z", "hours": 3.2011, "text": "had to scroll down a bit o reveal the whole art which then hides the dialog of mr.keeper that says “what are you looking for today?”"}, {"post_id": 72416, "ts": "2026-09-22T21:41:44Z", "hours": 13.8661, "text": "here have a look at the home pg! earned coins by maintaining a 4 day streak and bought some things for Jr!built in its stats, a shop and all interations based on clicking buttons!"}]...
|
Title: hackagotchi by @samarnova1 | Stardance
Dev Title: hackagotchi by @samarnova1 | Stardance
Devlogs:
here have a look at the home pg! earned coins by maintaining a 4 day streak and bought some things for Jr!built in its stats, a shop and all interations based on clicking buttons!
had to scroll down a bit o reveal the whole art which then hides the dialog of mr.keeper that says “what are you looking for today?”
HERE ARE THE ITEMS FOR THE SHOP PLUS ART FOR THEM AS WELL. Every day there will be new 3 items restocked in the store replacing the 3 items that were there for a day *qnd it goes on on , new day new store items
filled up my inventory with stuff (coded alot and figured thru sm hell of trouble)
new day, new items, new art; hehe. last devog i only realized after i had posted that we dont get the whole view. what a bummer gna have to code for 15 more mins to show yall that too...
|
1793069435.09289
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1793674235.09289
|
|
66939
|
Glider model imitating movement from flarm by @Kop Glider model imitating movement from flarm by @Koparka | Stardance...
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Koparka
|
0
|
1.15
|
0
|
[]
|
[{"post_id": 75743, "ts": "202 [{"post_id": 75743, "ts": "2026-09-30T22:26:22Z", "hours": 1.1511, "text": "making the movment parts"}]...
|
Title: Glider model imitating movement from flarm Title: Glider model imitating movement from flarm by @Koparka | Stardance
Devlogs:
making the movment parts...
|
1793105423.8291163
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1793710223.8291163
|
|
39625
|
space cleaner by @XmanuX | Stardance
|
XmanuX
|
0
|
27.61
|
0
|
[]
|
[{"post_id": 75745, "ts": "202 [{"post_id": 75745, "ts": "2026-09-30T22:36:25Z", "hours": 1.5456, "text": "the boss fight is done, the game demo is published on itch.io life is good"}, {"post_id": 75402, "ts": "2026-09-29T23:25:55Z", "hours": 7.0631, "text": "FINALLY HUZZAH, homestretch health system is set up, both enemy and player can attack and take damage, also now the rocket won’t leave until you’ve killed all enemies and cleaned all trash, nor just gotta do the final boss fight and possible add an intro then I’m done"}, {"post_id": 69820, "ts": "2026-09-17T20:57:49Z", "hours": 8.8961, "text": "FINAL BOSS RAAAAAA, right I did a lot of coding and level design for my game but that doesn’t matter, I finally finished the pixel art for my games final boss, I’m no artist but I’m really proud of how it came out and am very proud, next I will do level design for the last two levels, add some cut scenes and try and add a heart and attack system tmr"}, {"post_id": 49612, "ts": "2026-08-18T14:32:46Z", "hours": 3.4167, "text": "firstly, I changed the games name to space cleaner, pretty much my idea is you go planet to planet cleaning up trash whilst avoiding death form to be added space aliens, I made lvl longer, added a points system, changed the background, added a guy, idle n moving animations, added the collectibles and more, next I will work on the enemies, and hp system and getting the rocket to be a queue to change scene to the next level"}, {"post_id": 40064, "ts": "2026-08-03T13:04:47Z", "hours": 4.4331, "text": "is spent about 2 hours aside from this on sprite design but idk how to log that, I drew the character sprite and terrain by hand, I also altered the settings menu to be a pop up rather than a different scene, I also added a toggle button between a window and a fullscreen mode, finally I added music(I think you can’t here it in the vid)and a music control in settings along side one for six, but there aren’t any six in the game yet"}, {"post_id": 37208, "ts": "2026-07-29T19:07:57Z", "hours": 2.2564, "text": "Title screen, basic code, themes, buttons, and more, I am new to Godot so today was spent getting used to the features, however I am happy with what I have accomplished so far"}]...
|
Title: space cleaner by @XmanuX | Stardance
Devlo Title: space cleaner by @XmanuX | Stardance
Devlogs:
Title screen, basic code, themes, buttons, and more, I am new to Godot so today was spent getting used to the features, however I am happy with what I have accomplished so far
is spent about 2 hours aside from this on sprite design but idk how to log that, I drew the character sprite and terrain by hand, I also altered the settings menu to be a pop up rather than a different scene, I also added a toggle button between a window and a fullscreen mode, finally I added music(I think you can’t here it in the vid)and a music control in settings along side one for six, but there aren’t any six in the game yet
firstly, I changed the games name to space cleaner, pretty much my idea is you go planet to planet cleaning up trash whilst avoiding death form to be added space aliens, I made lvl longer, added a points system, changed the background, added a guy, idle n moving animations, added the collectibles and more, next I will work on the enemies, and hp system and getting the rocket to be a queue to change scene to the next level
FINAL BOSS RAAAAAA, right I did a lot of coding and level design for my game but that doesn’t matter, I finally finished the pixel art for my games final boss, I’m no artist but I’m really proud of how it came out and am very proud, next I will do level design for the last two levels, add some cut scenes and try and add a heart and attack system tmr
FINALLY HUZZAH, homestretch health system is set up, both enemy and player can attack and take damage, also now the rocket won’t leave until you’ve killed all enemies and cleaned all trash, nor just gotta do the final boss fight and possible add an intro then I’m done
the boss fight is done, the game demo is published on itch.io life is good...
|
1793188239.032244
|
1793793039.032244
|
|
39461
|
A.V.A Artificial Virtual Assistant by @Cherish9 | A.V.A Artificial Virtual Assistant by @Cherish9 | Stardance...
|
Cherish9
|
0
|
24.63
|
0
|
[]
|
[{"post_id": 75746, "ts": "202 [{"post_id": 75746, "ts": "2026-09-30T22:52:41Z", "hours": 4.9017, "text": "I didn’t realize I already racked up 4 hours before I posted a devlog but anyway I fixed up the google authentification and I also coded a new email sorting system where it flags emails as important or not using keywords and only emails that pass that filter gets filtered by the llm to see if it’s important. I also cleaned up the files and replaced some features with get agenda by date, so it will read my calendar and task on a day I specify and using dateparser I can give a natural timestamp (e.g this friday) Next I will work on an email summary system so AVA can pull the contents of the important emails into an .md and if I ask it to read out the email to me it will read it out there. I will also work on adding a reply email function"}, {"post_id": 34456, "ts": "2026-07-25T05:50:18Z", "hours": 19.7325, "text": "I worked on this for a long while already haha but I just switched out llama-70b-versatile for oss-gpt-20b since it got discontinued by groq"}]...
|
Title: A.V.A Artificial Virtual Assistant by @Cher Title: A.V.A Artificial Virtual Assistant by @Cherish9 | Stardance
Devlogs:
I worked on this for a long while already haha but I just switched out llama-70b-versatile for oss-gpt-20b since it got discontinued by groq
I didn’t realize I already racked up 4 hours before I posted a devlog but anyway I fixed up the google authentification and I also coded a new email sorting system where it flags emails as important or not using keywords and only emails that pass that filter gets filtered by the llm to see if it’s important. I also cleaned up the files and replaced some features with get agenda by date, so it will read my calendar and task on a day I specify and using dateparser I can give a natural timestamp (e.g this friday) Next I will work on an email summary system so AVA can pull the contents of the important emails into an .md and if I ask it to read out the email to me it will read it out there. I will also work on adding a reply email function...
|
1792713023.845197
|
1793317823.845197
|
|
54855
|
Empanadita OS by @jacob1234 | Stardance
|
jacob1234
|
0
|
8.9
|
0
|
[]
|
[{"post_id": 75749, "ts": "202 [{"post_id": 75749, "ts": "2026-09-30T23:06:57Z", "hours": 2.2239, "text": "I fixed some problems i had with the windows view, and fought a lot against the tutorial as i still cant seem to understand it"}, {"post_id": 70930, "ts": "2026-09-20T02:01:17Z", "hours": 1.7858, "text": "I made a working close and open button for all windows(X to close and Empanadita-OS on the bar up there), and put all of the styles on the html on a styles.css file"}, {"post_id": 67820, "ts": "2026-09-14T02:27:28Z", "hours": 4.1403, "text": "i made the windows draggable and closeable, added a background and updated and fixed the code a lot, and i also added a windows-inspired top bar for each main"}, {"post_id": 63977, "ts": "2026-09-08T02:13:09Z", "hours": 0.7486, "text": "I have a very basic looking HTML page, but i worked on adding buttons instead of using a hyperlink, and i added buttons that take the user to my steam, instagram and spotify accounts(spotify one isnt an account, its a playlist i like)"}]...
|
Title: Empanadita OS by @jacob1234 | Stardance
De Title: Empanadita OS by @jacob1234 | Stardance
Devlogs:
I have a very basic looking HTML page, but i worked on adding buttons instead of using a hyperlink, and i added buttons that take the user to my steam, instagram and spotify accounts(spotify one isnt an account, its a playlist i like)
i made the windows draggable and closeable, added a background and updated and fixed the code a lot, and i also added a windows-inspired top bar for each main
I made a working close and open button for all windows(X to close and Empanadita-OS on the bar up there), and put all of the styles on the html on a styles.css file
I fixed some problems i had with the windows view, and fought a lot against the tutorial as i still cant seem to understand it...
|
1792806880.8702404
|
1793411680.8702404
|
|
42856
|
Focus Manager by @CatOwlDev | Stardance
|
CatOwlDev
|
1
|
44.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T23:33:16Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills.", "repo": "https://github.com/CatOwlDev/FocusManager", "demo": "https://github.com/CatOwlDev/FocusManager/releases"}]...
|
[{"post_id": 75750, "ts": "202 [{"post_id": 75750, "ts": "2026-09-30T23:12:43Z", "hours": 5.4956, "text": "Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub."}, {"post_id": 62124, "ts": "2026-09-05T11:44:59Z", "hours": 11.9847, "text": "I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon"}, {"post_id": 55474, "ts": "2026-08-27T10:47:49Z", "hours": 9.5528, "text": "Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful"}, {"post_id": 49565, "ts": "2026-08-18T13:22:33Z", "hours": 7.3856, "text": "I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future"}, {"post_id": 45157, "ts": "2026-08-11T13:49:26Z", "hours": 9.2492, "text": "I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running"}]...
|
Title: Focus Manager by @CatOwlDev | Stardance
De Title: Focus Manager by @CatOwlDev | Stardance
Devlogs:
I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running
I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future
Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful
I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon
Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub.
Ships:
I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills....
|
1793145324.3629155
|
1793231724.3629155
|
|
66888
|
Endless Dream by @heitordecarvalhopessoa | Stardan Endless Dream by @heitordecarvalhopessoa | Stardance...
|
heitordecarvalhopessoa
|
0
|
4.03
|
0
|
[]
|
[{"post_id": 75751, "ts": "202 [{"post_id": 75751, "ts": "2026-09-30T23:17:00Z", "hours": 4.0256, "text": "Version 1 A recreation of an old project of mine; I’m rebuilding it from scratch using Python and Ruby . I’ll be adding both old and new creatures, as well as new mechanics that you’ll see soon."}]...
|
Title: Endless Dream by @heitordecarvalhopessoa | Title: Endless Dream by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1 A recreation of an old project of mine; I’m rebuilding it from scratch using Python and Ruby . I’ll be adding both old and new creatures, as well as new mechanics that you’ll see soon....
|
1793105345.4257984
|
1793710145.4257984
|
|
4414
|
Remote Access Trojan by @soloplanet | Stardance
|
soloplanet
|
1
|
38.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T00:05:54Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures).", "repo": "https://github.com/MasterGoop2000/rat-project/", "demo": "https://github.com/MasterGoop2000/rat-project/releases/tag/v1.0"}]...
|
[{"post_id": 75757, "ts": "202 [{"post_id": 75757, "ts": "2026-09-30T23:54:04Z", "hours": 35.9075, "text": "Shellcode loader"}, {"post_id": 1353, "ts": "2026-06-03T09:49:17Z", "hours": 1.8203, "text": "Remote Access Trojan"}]...
|
Title: Remote Access Trojan by @soloplanet | Stard Title: Remote Access Trojan by @soloplanet | Stardance
Devlogs:
Remote Access Trojan
Shellcode loader
Ships:
I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures)....
|
1793148501.7879965
|
1793234901.7879965
|
|
47666
|
fetalsentry by @gyandakshin | Stardance
|
gyandakshin
|
0
|
14.92
|
0
|
[]
|
[{"post_id": 75764, "ts": "202 [{"post_id": 75764, "ts": "2026-10-01T01:11:27Z", "hours": 14.9189, "text": "Science Fair Project called FetalSentry. In childbirth, fetuses can die, called stillbirth. It can cause lots of complications, and if hospitals or the individual does not have the means to remediate it, it can have serious consequences. FetalSentry is a device that can pull fetal ecg from an electrode, and test the recoverability of that single recording so there are no false results. Code and CAD work done"}]...
|
Title: fetalsentry by @gyandakshin | Stardance
De Title: fetalsentry by @gyandakshin | Stardance
Devlogs:
Science Fair Project called FetalSentry. In childbirth, fetuses can die, called stillbirth. It can cause lots of complications, and if hospitals or the individual does not have the means to remediate it, it can have serious consequences. FetalSentry is a device that can pull fetal ecg from an electrode, and test the recoverability of that single recording so there are no false results. Code and CAD work done...
|
1793191809.9346795
|
1793796609.9346795
|
|
67163
|
Fogri by @Sahil | Stardance
|
Sahil
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T01:27:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HEY!!! I made Fogri its a simple focus timer for working on a single task at a time, you can simply add a task, select it and use the 25 min timer with short or long breaks, and finally finish the task you have been avoiding, the session shows up in your daily stats and weekly chart, the site is a single page site so no distractions, The lil challenging stuff for me was to sync the sessions and stats also manually coding after a long time of ai .", "repo": "https://github.com/Sahil-Khan-I/fogri", "demo": "https://fogri.vercel.app/#top"}]...
|
[{"post_id": 75766, "ts": "202 [{"post_id": 75766, "ts": "2026-10-01T01:17:12Z", "hours": 3.6761, "text": "Hey ! I am working on Fogri a simple focus timer similar to pomodoro timer ."}]...
|
Title: Fogri by @Sahil | Stardance
Devlogs:
Hey ! Title: Fogri by @Sahil | Stardance
Devlogs:
Hey ! I am working on Fogri a simple focus timer similar to pomodoro timer .
Ships:
HEY!!! I made Fogri its a simple focus timer for working on a single task at a time, you can simply add a task, select it and use the 25 min timer with short or long breaks, and finally finish the task you have been avoiding, the session shows up in your daily stats and weekly chart, the site is a single page site so no distractions, The lil challenging stuff for me was to sync the sessions and stats also manually coding after a long time of ai ....
|
1793217059.484144
|
1793303459.484144
|
|
42829
|
Keytchen by @-Sophie- | Stardance
|
-Sophie-
|
1
|
15.0
|
267
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T01:25:55Z", "hours": 15.0, "multiplier": 17.92, "payout": 267, "blessing": "neutral", "text": "Keytchen is a digital experience where you get to explore a kitchen using eccentric controls, whether on your NanoKEY2 (what this game is intended for) or just your computer keyboard (which works just as well!) This was just a fun project to work on because I wanted to created a game that went beyond the standard WASD/arrow key controls. Controls are in the title screen instructions preface thing. It’s hard to explain with words but I have a picture in-game that helps a TON. My Github README also features the nanoKEY2 map guide + keyboard equivalent inputs. Challenges: This was my first time working with MIDI inputs in Godot and also working with music/timing in Godot. I had to learn a bit about rhythm and BPM actually because of this project, and also scoured upon Godot docs about getting playback positions and whatnot, which made me realize that Godot’s way of timing music is actually very inaccurate and you need to put a lot of safeguards to make sure that you’re not getting a late/older version of your playback position. That it’s up to speed as much as possible. There was also a lot of decision-making that I had to do. I could’ve chosen to add more content to this game (I mean imagine the possibilities) but I’ve basically answered my question of what a game would be like if the controls weren’t just WASD/arrow keys, and I’ve basically learned what I sought out to learn (MIDI input mapping and rhythm game mechanics) with this project. More content would just be adding onto the principles I’ve learned rather than learning more, which made me realize that it’s probably better to move on and experiment with another project! Proud of: I’m just proud that my beats are on time and that it’s not rage-quit inducing. I’m also proud of the assets I drew in this game because I drew everything and I’m glad it turned out pretty pleasing to look at. Also proud of my sfx + audio choices; I feel like they fit really well and just make everything feel so much more complete.", "repo": "https://github.com/gwak-amole/keytchen", "demo": "https://gwak-amole.itch.io/keytchen"}]...
|
[{"post_id": 75767, "ts": "202 [{"post_id": 75767, "ts": "2026-10-01T01:19:02Z", "hours": 0.3786, "text": "Cleaned game up for shipping! Export files added I exported this into an HTML file so that I could have players access it on their browser really easily! I also updated the godot loading screen and icon to be my own custom screens for more cohesiveness! Fixed minor bug There was a minor bug with the MIDI where it wasn’t escaping the cutting vegetables minigame, found the problem. It was only detecting the escape if it was pressed from the keyboard, not the MIDI. Art Drew assets for: Itch.io banner Stardance screenshot That’s pretty much it! yayy I’m so glad this has come to a wrap! I learned so much honestly from creating just this little digital experience. I hope you all enjoy exploring it as much as I enjoyed making it!"}, {"post_id": 75761, "ts": "2026-10-01T00:22:03Z", "hours": 3.6725, "text": "Finally about to ship!! Title Screen Created a title screen + keyboard tutorial instructions so that players know what keys to press + their keyboard equivalents if they don’t have a nanoKEY2 Everything was drawn by me in Aseprite, except the nanoKEY2 base image was taken from the internet Digital experience More than a game, I’ve decided that this game should be more like an experimental digital experience. It features a cutting experience and just pan/pot placing/removing. It doesn’t feature a storyline, almost just like a little aimless simulator. Audio Added some pixel + lofi bg music and satisfying SFX! Keyboard compatibility Added keyboard compatibility Mapped keys 1, 2, 3, 4, 5, 6, 7, 8 with corresponding MIDI pitch values (like an intermediary value switch) using event.get_keycode (it’s really neat and the transfer over was p smooth) Added navigation buttons Way to go back to start screen or exit cutting vegetables mode Challenges Finding satisfying audio :’) It was just a lot of little content to add so it was just time consuming It took a bit of decision-making to decide whether to keep going with Keytchen (because honestly I could keep adding content forever) or move onto another project. I decided to move on because at this point I’ve hurdled over all the foreign technicalities that I’ve sought out to learn (the MIDI mapping and beat timing.) Any new additions would just be things I already know (but I want to actively learn more.) I hope to ship this very soon; I’m going to quickly playtest it one more time!"}, {"post_id": 55672, "ts": "2026-08-27T17:10:30Z", "hours": 3.2014, "text": "Keytchen - More visual feedback and debugging! Had to backtrack w/debugging I debugged the entire timing system of beats because the gameplay was just not fun, it was not registering beats sometimes and the visual beat feedback wouldn’t update when it was supposed to. I fixed this by separating the visual beat updating system with the input tracking of beats for gameplay and it worked out well 😭 Visual feedback Error for wrong timing red key Error for wrong key red key Key you’re supposed to press is highlighted green The beats pulse whenever a beat happens to help the player feel the beat in the game better Miscellaneous You can access the minigame through the main screen’s cutting board now! Challenges Debugging my beat system was so painful and a nightmare because my code was so messy and I confused myself with it. I solved this by commenting out all my code so now there’s no way I get confused LOL Future additions As you can tell, I still haven’t added the new potato / zucchini textures so i will have to do that :’). The next time you see a post it will have different textures not just a carrot i promise!! I’ll need to create some kind of inventory system so that the cut up vegetables can be stored somewhere so when the player wants to cook something using those ingredients they have it on hand and can add it to a pot or pan or something That’s all folks! see ya in the next update! ;D"}, {"post_id": 48914, "ts": "2026-08-17T14:07:42Z", "hours": 3.3572, "text": "Cutting mechanism almost done Notes autoload Now the player knows what notes to hit based on the note shown on screen! I’m going to add a note guide so that it’s also more obvious which note to hit if they’re not familiar with cdefgabc keys! Different vegetable settings Though there aren’t any graphics to match at the moment, there are different vegetables that call for different mini-games! I finished the carrot, zucchini, and potato mini-games. Music added I added some plain beat in the background that the player needs to match with the notes accordingly. It won’t work unless the player matches the beat well enough. Challenges It’s hard to match up the switch of the note; i’m still working on this. sometimes the note even though switches in game logic doesn’t show up and the game remembers the last note as the one to show on screen (u can actually see it in the vid) I had to learn a bit about rhythm and bpm in order to set my variables for next beat and secs per beat stuff like that correctly 😭 Next additions graphics for different veggies the note showing on screen will have flawless timing sfx for notes there will be a note guide added for players who aren’t familiar with cdefgabc notes! sorry my updates have slowed down…i’ve started school again D:"}, {"post_id": 44249, "ts": "2026-08-09T21:35:38Z", "hours": 2.4667, "text": "Carrot cutting animation + hooked to nanoKEY2!! Art / animations I used Aseprite to make the cutting board and the carrot graphics! I made each cut of the carrot a different image to make this work. Now there is a visible cutting animation for carrots! I timed position changes, rotations, and modulation using AnimationPlayer. Currently, the animation steps are triggered by a ui_accept input. I’ll change it to be musical chords that the player has to time perfectly as my next update. Hooked controls to nanoKEY2 I looked into how MIDI inputs are controlled by Godot, and it doesn’t natively detect MIDI inputs from the Input Map in Project Settings, so I had to create a script that detects MIDI input and maps it onto a default Godot input like ui_accept and ui_left etc! But now it’s working really well :DDDD Challenges It was incredibly time consuming to key frame each individual position but hopefully I can just reuse these frames now and just replace the textures because I left the names generic for modularity I didn’t understand how MIDI inputs worked and matching them to other native inputs in Godot so it was tough understanding how to do it (so many diff things like MIDI_MESSAGE_NOTE_OFF/ON that I had to learn) Next Steps I’m going to be adding the chords timing feature so that cutting is actually hard and not just a matter of ui_accept lol Stay tuned!"}, {"post_id": 39759, "ts": "2026-08-02T22:40:41Z", "hours": 0.9764, "text": "Added some basic game functionality! + recolored background You can select a pot or pan for each stovetop now Through a ton of pressed() signals and booleans we have made this happen Focus To pair this with my nanoKEY2, I’m starting game development with keyboard focus features early so that it isn’t a hassle to do later on! Recolored stuff I changed the colors of the background to make it even more approachable and friendly! I like this cool toned version… that last version looked a little eerie Future additions I will be adding: hooking nanoKEY2 to the actual game actual pot cooking mechanic pan cooking mechanic cutting vegetables mechanic (maybe I’ll start with a carrot first) a bunch of graphics to support those features Challenges Not many challenges this time but I keep forgetting to record my aseprite using lapse…I need to remember! Stay tuned!"}, {"post_id": 39116, "ts": "2026-08-01T20:30:00Z", "hours": 0.8281, "text": "Main background drawn! Aseprite I drew the main background for the game’s kitchen area with Aseprite! There’s a stove and cutting board so far. Future additions Soon, I’ll be adding the following: Stove cooking mechanic Cutting board mechanic So mainly I’ll be establishing gameplay with the nanoKEY2! Challenges faced Choosing the right color and vibe for this cozy game was pretty difficult, but I think I’m happy with the colors I have currently. I can change it anytime I want anyway! :D Stay tuned!"}]...
|
Title: Keytchen by @-Sophie- | Stardance
Devlogs: Title: Keytchen by @-Sophie- | Stardance
Devlogs:
Main background drawn! Aseprite I drew the main background for the game’s kitchen area with Aseprite! There’s a stove and cutting board so far. Future additions Soon, I’ll be adding the following: Stove cooking mechanic Cutting board mechanic So mainly I’ll be establishing gameplay with the nanoKEY2! Challenges faced Choosing the right color and vibe for this cozy game was pretty difficult, but I think I’m happy with the colors I have currently. I can change it anytime I want anyway! :D Stay tuned!
Added some basic game functionality! + recolored background You can select a pot or pan for each stovetop now Through a ton of pressed() signals and booleans we have made this happen Focus To pair this with my nanoKEY2, I’m starting game development with keyboard focus features early so that it isn’t a hassle to do later on! Recolored stuff I changed the colors of the background to make it even more approachable and friendly! I like this cool toned version… that last version looked a little eerie Future additions I will be adding: hooking nanoKEY2 to the actual game actual pot cooking mechanic pan cooking mechanic cutting vegetables mechanic (maybe I’ll start with a carrot first) a bunch of graphics to support those features Challenges Not many challenges this time but I keep forgetting to record my aseprite using lapse…I need to remember! Stay tuned!
Carrot cutting animation + hooked to nanoKEY2!! Art / animations I used Aseprite to make the cutting board and the carrot graphics! I made each cut of the carrot a different image to make this work. Now there is a visible cutting animation for carrots! I timed position changes, rotations, and modulation using AnimationPlayer. Currently, the animation steps are triggered by a ui_accept input. I’ll change it to be musical chords that the player has to time perfectly as my next update. Hooked controls to nanoKEY2 I looked into how MIDI inputs are controlled by Godot, and it doesn’t natively detect MIDI inputs from the Input Map in Project Settings, so I had to create a script that detects MIDI input and maps it onto a default Godot input like ui_accept and ui_left etc! But now it’s working really well :DDDD Challenges It was incredibly time consuming to key frame each individual position but hopefully I can just reuse these frames now and just replace the textures because I left the names generic for modularity I didn’t understand how MIDI inputs worked and matching them to other native inputs in Godot so it was tough understanding how to do it (so many diff things like MIDI_MESSAGE_NOTE_OFF/ON that I had to learn) Next Steps I’m going to be adding the chords timing feature so that cutting is actually hard and not just a matter of ui_accept lol Stay tuned!
Cutting mechanism almost done Notes autoload Now the player knows what notes to hit based on the note shown on screen! I’m going to add a note guide so that it’s also more obvious which note to hit if they’re not familiar with cdefgabc keys! Different vegetable settings Though there aren’t any graphics to match at the moment, there are different vegetables that call for different mini-games! I finished the carrot, zucchini, and potato mini-games. Music added I added some plain beat in the background that the player needs to match with the notes accordingly. It won’t work unless the player matches the beat well enough. Challenges It’s hard to match up the switch of the note; i’m still working on this. sometimes the note even though switches in game logic doesn’t show up and the game remembers the last note as the one to show on screen (u can actually see it in the vid) I had to learn a bit about rhythm and bpm in order to set my variables for next beat and secs per beat stuff like that correctly 😭 Next additions graphics for different veggies the note showing on screen will have flawless timing sfx for notes there will be a note guide added for players who aren’t familiar with cdefgabc notes! sorry my updates have slowed down…i’ve started school again D:
Keytchen - More visual feedback and debugging! Had to backtrack w/debugging I debugged the entire timing system of beats because the gameplay was just not fun, it was not registering beats sometimes and the visual beat feedback wouldn’t update when it was supposed to. I fixed this by separating the visual beat updating system with the input tracking of beats for gameplay and it worked out well 😭 Visual feedback Error for wrong timing red key Error for wrong key red key Key you’re supposed to press is highlighted green The beats pulse whenever a beat happens to help the player feel the beat in the game better Miscellaneous You can access the minigame through the main screen’s cutting board now! Challenges Debugging my beat system was so painful and a nightmare because my code was so messy and I confused myself with it. I solved this by commenting out all my code so now there’s no way I get confused LOL Future additions As you can tell, I still haven’t added the new potato / zucchini textures so i will have to do that :’). The next time you see a post it will have different textures not just a carrot i promise!! I’ll need to create some kind of inventory system so that the cut up vegetables can be stored somewhere so when the player wants to cook something using those ingredients they have it on hand and can add it to a pot or pan or something That’s all folks! see ya in the next update! ;D
Finally about to ship!! Title Screen Created a title screen + keyboard tutorial instructions so that players know what keys to press + their keyboard equivalents if they don’t have a nanoKEY2 Everything was drawn by me in Aseprite, except the nanoKEY2 base image was taken from the internet Digital experience More than a game, I’ve decided that this game should be more like an experimental digital experience. It features a cutting experience and just pan/pot placing/removing. It doesn’t feature a storyline, almost just like a little aimless simulator. Audio Added some pixel + lofi bg music and satisfying SFX! Keyboard compatibility Added keyboard compatibility Mapped keys 1, 2, 3, 4, 5, 6, 7, 8 with corresponding MIDI pitch values (like an intermediary value switch) using event.get_keycode (it’s really neat and the transfer over was p smooth) Added navigation buttons Way to go back to start screen or exit cutting vegetables mode Challenges Finding satisfying audio :’) It was just a lot of little content to add so it was just time consuming It took a bit of decision-making to decide whether to keep going with Keytchen (because honestly I could keep adding content forever) or move onto another project. I decided to move on because at this point I’ve hurdled over all the foreign technicalities that I’ve sought out to learn (the MIDI mapping and beat timing.) Any new additions would just be things I already know (but I want to actively learn more.) I hope to ship this very soon; I’m going to quickly playtest it one more time!
Cleaned game up for shipping! Export files added I exported this into an HTML file so that I could have players access it on their browser really easily! I also updated the godot loading screen and icon to be my own custom screens for more cohesiveness! Fixed minor bug There was a minor bug with the MIDI where it wasn’t escaping the cutting vegetables minigame, found the problem. It was only detecting the escape if it was pressed from the keyboard, not the MIDI. Art Drew assets for: Itch.io banner Stardance screenshot That’s pretty much it! yayy I’m so glad this has come to a wrap! I learned so much honestly from creating just this little digital experience. I hope you all enjoy exploring it as much as I enjoyed making it!
Ships:
Keytchen is a digital experience where you get to explore a kitchen using eccentric controls, whether on your NanoKEY2 (what this game is intended for) or just your computer keyboard (which works just as well!) This was just a fun project to work on because I wanted to created a game that went beyond the standard WASD/arrow key controls. Controls are in the title screen instructions preface thing. It’s hard to explain with words but I have a picture in-game that helps a TON. My Github README also features the nanoKEY2 map guide + keyboard equivalent inputs. Challenges: This was my first time working with MIDI inputs in Godot and also working with music/timing in Godot. I had to learn a bit about rhythm and BPM actually because of this project, and also scoured upon Godot docs about getting playback positions and whatnot, which made me realize that Godot’s way of timing music is actually very inaccurate and you need to put a lot of safeguards to make sure that you’re not getting a late/older version of your playback position. That it’s up to speed as much as possible. There was also a lot of decision-making that I had to do. I could’ve chosen to add more content to this game (I mean imagine the possibilities) but I’ve basically answered my question of what a game would be like if the controls weren’t just WASD/arrow keys, and I’ve basically learned what I sought out to learn (MIDI input mapping and rhythm game mechanics) with this project. More content would just be adding onto the principles I’ve learned rather than learning more, which made me realize that it’s probably better to move on and experiment with another project! Proud of: I’m just proud that my beats are on time and that it’s not rage-quit inducing. I’m also proud of the assets I drew in this game because I drew everything and I’m glad it turned out pretty pleasing to look at. Also proud of my sfx + audio choices; I feel like they fit really well and just make everything feel so much more complete....
|
1793145313.6651254
|
1793231713.6651254
|
|
67019
|
low_beam by @Kathirvelan_S | Stardance
|
Kathirvelan_S
|
0
|
8.73
|
0
|
[]
|
[{"post_id": 75772, "ts": "202 [{"post_id": 75772, "ts": "2026-10-01T01:39:08Z", "hours": 8.7253, "text": "I was working on this for another project which’s deadline was 30th september so i pulled a marathon"}]...
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Title: low_beam by @Kathirvelan_S | Stardance
Dev Title: low_beam by @Kathirvelan_S | Stardance
Devlogs:
I was working on this for another project which’s deadline was 30th september so i pulled a marathon...
|
1793105552.9228673
|
1793969552.9228673
|
|
67175
|
OlIo by @surfygalaxy | Stardance
|
surfygalaxy
|
0
|
5.41
|
0
|
[]
|
[{"post_id": 75773, "ts": "202 [{"post_id": 75773, "ts": "2026-10-01T01:56:15Z", "hours": 5.4061, "text": "Everything worked now its broken but atleast its kinda laid out ok?"}]...
|
Title: OlIo by @surfygalaxy | Stardance
Devlogs:
Title: OlIo by @surfygalaxy | Stardance
Devlogs:
Everything worked now its broken but atleast its kinda laid out ok?...
|
1793108863.71104
|
1793713663.71104
|
|
66391
|
Personal Site by @Imobes | Stardance
|
Imobes
|
0
|
1.06
|
0
|
[]
|
[{"post_id": 75774, "ts": "202 [{"post_id": 75774, "ts": "2026-10-01T02:03:11Z", "hours": 1.0586, "text": "Started my personal site! I just began working on it. It’s completely bare and only has one image and a link. BUT I’m going to start learning CSS to make it prettier while also adding different tabs for the recipe sections. I added one CSS element by center-aligning the header but I will soon learn more!"}]...
|
Title: Personal Site by @Imobes | Stardance
Devlo Title: Personal Site by @Imobes | Stardance
Devlogs:
Started my personal site! I just began working on it. It’s completely bare and only has one image and a link. BUT I’m going to start learning CSS to make it prettier while also adding different tabs for the recipe sections. I added one CSS element by center-aligning the header but I will soon learn more!...
|
1793098295.8303492
|
1793703095.8303492
|
|
66898
|
virtual guy by @willexists | Stardance
|
willexists
|
0
|
1.18
|
0
|
[]
|
[{"post_id": 75778, "ts": "202 [{"post_id": 75778, "ts": "2026-10-01T02:54:14Z", "hours": 1.1806, "text": "virtual guy virtual guy! why is this so blurry"}]...
|
Title: virtual guy by @willexists | Stardance
Dev Title: virtual guy by @willexists | Stardance
Devlogs:
virtual guy virtual guy! why is this so blurry...
|
1793105363.2791395
|
1793710163.2791395
|
|
61803
|
WebOS by @cosmic79conqueror | Stardance
|
cosmic79conqueror
|
4
|
15.0
|
104
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T04:53:11Z", "hours": 1.0, "multiplier": 3.45, "payout": 5, "blessing": "neutral", "text": "Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. new features: taskbar fixed bugs demo lonk: https://abhrajit-gogoi.github.io/neuos/", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 2, "ts": "2026-09-29T05:15:45Z", "hours": 6.0, "multiplier": 13.47, "payout": 81, "blessing": "neutral", "text": "Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. features: 3 color based themes which honestly look really cool a notes app with the ability to store multiple notes in local storage basic paint app with color changing pen a calculator app a weather app where you can search the city and get the weather hardest part: it was completely turning around the design and arranging philosophy of the project. I burnt the old project down and that left a aching heart it felt like throwing away all the effort. I was only able to do it because my friend helped me things i learnt: i learnt a lot of things about design and how js can do almost anything i would want to put in the project. I learnt good css making. demo lonk: https://abhrajit-gogoi.github.io/neuos/", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 3, "ts": "2026-09-18T17:09:18Z", "hours": 4.0, "multiplier": 4.33, "payout": 18, "blessing": "neutral", "text": "Hey there this is my Aviation webOS as i was inspired by it and i had to my my project completely as my previous project was told to me as ai used by i didn’t as i learnt coding from ai since my school teacher had interest only in powerpoint and word. So i just transferred the files to this project as this aviation one was going to be my other project but i cancelled it and put it here. Hope you enjoy it:))))))", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 4, "ts": "2026-09-14T05:22:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey there this my web OS inspired from cars. Basically i have tried to create an OS which is similar to the startup screen of an infotainment system in cars. I had problem in creating a proper cursor for this OS and it took much time as it was my 3rd time doing it. Hope it works well.", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}]...
|
[{"post_id": 75787, "ts": "202 [{"post_id": 75787, "ts": "2026-10-01T04:37:27Z", "hours": 0.455, "text": "fixed the paint app bugs. I got some complaints about the buttons not working int he paint app in the reviews so it was a really silly logical error. fixed it now you can change color size and clear it all well!!!"}, {"post_id": 75784, "ts": "2026-10-01T03:45:49Z", "hours": 0.9081, "text": "working on new features -added a loading screen and a basic taskbar that just shows what tab is open for now. going to work on the taskbar further"}, {"post_id": 75089, "ts": "2026-09-29T04:04:58Z", "hours": 0.3119, "text": "made 3 themes. I genuinely think these look super cool ngl"}, {"post_id": 75074, "ts": "2026-09-29T02:15:47Z", "hours": 0.8186, "text": "Added 2 new apps that is weather and browser someone told me it looked kind of empty so i added 2 more apps and i think i will add a theme picker too"}, {"post_id": 74745, "ts": "2026-09-28T03:53:36Z", "hours": 3.2639, "text": "DONEE!!!! NeuOSbut in th ened it worked out V1.0 is good to go i added a working notes app which can store multiple notes and also a basic paint app. it got really messy"}, {"post_id": 74319, "ts": "2026-09-27T05:24:17Z", "hours": 1.6411, "text": "This is a new start!!!!!! I have reformulated the entire philosophy of the website and after much research i am remaking it from scratch This design format is called neumorphism and is really popular nowadays because of its sleek minimalistic nature. i have incorporated it into my project………."}, {"post_id": 69162, "ts": "2026-09-16T14:33:17Z", "hours": 0.8822, "text": "#devlog7 totally redesigned the project by taking inspiration my my growing interest in aviation Hope you like it"}, {"post_id": 68490, "ts": "2026-09-15T06:44:01Z", "hours": 0.8428, "text": "#DEVLOG6 this time i tried to re write the code again and i hope it functions well."}, {"post_id": 68206, "ts": "2026-09-14T18:10:43Z", "hours": 1.1919, "text": "#DEVLOG5 this time i tried to fix some issues like like curve of the circling lines and the ignition button on homepage. I went through the whole code and edited it where ever i thought it was unnecessary or wrong. Hope you like this this time"}, {"post_id": 68020, "ts": "2026-09-14T12:04:59Z", "hours": 1.2906, "text": "#devlog4 this time i tried to simplify the code and also added a game and a console supporting basic command"}, {"post_id": 67871, "ts": "2026-09-14T05:01:52Z", "hours": 1.5903, "text": "#DEVLOGG3 this time i have tried to make the homepage of OS as a dashboard of a modern car infotainment screen. Now all the functions are openable closable and draggable. I have also changed the cursor and added the calendar option in it. hope it works well with others."}, {"post_id": 67557, "ts": "2026-09-13T18:11:13Z", "hours": 0.5281, "text": "#DEVLOG2 here i tried to create a simple yet hyper realistic home page in neon accents. Here the functions such as settings and monitor are not openable yet and also i have planned to change the cursor to a more modern circle and also planned to add a calendar option in it."}, {"post_id": 67501, "ts": "2026-09-13T16:54:17Z", "hours": 2.0511, "text": "#DEVLOG1 welcome to the world of horsepower. I have thought of designing the webOS on the theme cars and this is the start page made hope you like it."}]...
|
Title: WebOS by @cosmic79conqueror | Stardance
De Title: WebOS by @cosmic79conqueror | Stardance
Devlogs:
#DEVLOG1 welcome to the world of horsepower. I have thought of designing the webOS on the theme cars and this is the start page made hope you like it.
#DEVLOG2 here i tried to create a simple yet hyper realistic home page in neon accents. Here the functions such as settings and monitor are not openable yet and also i have planned to change the cursor to a more modern circle and also planned to add a calendar option in it.
#DEVLOGG3 this time i have tried to make the homepage of OS as a dashboard of a modern car infotainment screen. Now all the functions are openable closable and draggable. I have also changed the cursor and added the calendar option in it. hope it works well with others.
#devlog4 this time i tried to simplify the code and also added a game and a console supporting basic command
#DEVLOG5 this time i tried to fix some issues like like curve of the circling lines and the ignition button on homepage. I went through the whole code and edited it where ever i thought it was unnecessary or wrong. Hope you like this this time
#DEVLOG6 this time i tried to re write the code again and i hope it functions well.
#devlog7 totally redesigned the project by taking inspiration my my growing interest in aviation Hope you like it
This is a new start!!!!!! I have reformulated the entire philosophy of the website and after much research i am remaking it from scratch This design format is called neumorphism and is really popular nowadays because of its sleek minimalistic nature. i have incorporated it into my project……….
DONEE!!!! NeuOSbut in th ened it worked out V1.0 is good to go i added a working notes app which can store multiple notes and also a basic paint app. it got really messy
Added 2 new apps that is weather and browser someone told me it looked kind of empty so i added 2 more apps and i think i will add a theme picker too
made 3 themes. I genuinely think these look super cool ngl
working on new features -added a loading screen and a basic taskbar that just shows what tab is open for now. going to work on the taskbar further
fixed the paint app bugs. I got some complaints about the buttons not working int he paint app in the reviews so it was a really silly logical error. fixed it now you can change color size and clear it all well!!!
Ships:
Hey there this my web OS inspired from cars. Basically i have tried to create an OS which is similar to the startup screen of an infotainment system in cars. I had problem in creating a proper cursor for this OS and it took much time as it was my 3rd time doing it. Hope it works well.
Hey there this is my Aviation webOS as i was inspired by it and i had to my my project completely as my previous project was told to me as ai used by i didn’t as i learnt coding from ai since my school teacher had interest only in powerpoint and word. So i just transferred the files to this project as this aviation one was going to be my other project but i cancelled it and put it here. Hope you enjoy it:))))))
Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. features: 3 color based themes which honestly look really cool a notes app with the ability to store multiple notes in local storage basic paint app with color changing pen a calculator app a weather app where you can search the city and get the weather hardest part: it was completely turning around the design and arranging philosophy of the project. I burnt the old project down and that left a aching heart it felt like throwing away all the effort. I was only able to do it because my friend helped me things i learnt: i learnt a lot of things about design and how js can do almost anything i would want to put in the project. I learnt good css making. demo lonk: https://abhrajit-gogoi.github.io/neuos/
Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. new features: taskbar fixed bugs demo lonk: https://abhrajit-gogoi.github.io/neuos/...
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1793296199.1696212
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Album Rater Website by @Vishwa | Stardance
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Vishwa
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1
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39.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T05:07:44Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features.", "repo": "https://github.com/VaishuBeta/album-rater", "demo": "https://rater-deployment.netlify.app/"}]...
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[{"post_id": 75790, "ts": "202 [{"post_id": 75790, "ts": "2026-10-01T04:46:05Z", "hours": 1.7628, "text": "Final devlog Everything is ready for publishing. Submission will be finished shortly."}, {"post_id": 74277, "ts": "2026-09-27T03:35:16Z", "hours": 3.5108, "text": "Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code"}, {"post_id": 60618, "ts": "2026-09-03T02:20:32Z", "hours": 7.0539, "text": "Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project"}, {"post_id": 13535, "ts": "2026-06-22T04:44:10Z", "hours": 8.9711, "text": "I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship."}, {"post_id": 8440, "ts": "2026-06-14T01:18:21Z", "hours": 4.2897, "text": "For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done."}, {"post_id": 6643, "ts": "2026-06-11T04:05:07Z", "hours": 4.5094, "text": "Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page."}, {"post_id": 5296, "ts": "2026-06-09T00:50:52Z", "hours": 1.9944, "text": "I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts."}, {"post_id": 4712, "ts": "2026-06-08T04:13:41Z", "hours": 3.0178, "text": "UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data."}, {"post_id": 3882, "ts": "2026-06-06T23:43:20Z", "hours": 3.32, "text": "The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project."}, {"post_id": 1147, "ts": "2026-06-03T00:10:20Z", "hours": 0.4867, "text": "Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun."}]...
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Title: Album Rater Website by @Vishwa | Stardance
Title: Album Rater Website by @Vishwa | Stardance
Devlogs:
Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun.
The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project.
UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data.
I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts.
Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page.
For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done.
I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship.
Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project
Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code
Final devlog Everything is ready for publishing. Submission will be finished shortly.
Ships:
I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features....
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1793145246.4387844
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1793231646.4387844
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