|
64886
|
My awesome macropad! by @studious-person | Stardan My awesome macropad! by @studious-person | Stardance...
|
studious-person
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @studious-person | Title: My awesome macropad! by @studious-person | Stardance...
|
1793681361.040333
|
1794286161.040333
|
|
37327
|
HackClub OS by @Faiz | Stardance
|
Faiz
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T19:48:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a HACKLUB themed OS!! It includes cool little easter eggs and icons that resemble hackclub, and I even added a little orpheus that follows your pointer :) Check it out!!", "repo": "https://github.com/FaizKhanv7/HackClubOS", "demo": "https://hackclubos.netlify.app"}]...
|
[{"post_id": 80786, "ts": "202 [{"post_id": 80786, "ts": "2026-10-18T19:47:26Z", "hours": 0.4186, "text": "Added a little orpheus that follows your pointer! This is the third iteration of the HackClub themed OS, I added little white indicator dots beneath the apps to show which ones are active, and I also added an orpheus that follows your pointer!! All pretty small changes but looks really polished now."}, {"post_id": 80766, "ts": "2026-10-18T18:47:08Z", "hours": 0.2564, "text": "Updated Styles + Added Icons I’ve been working on an OS that is hackclub themed! I just added some styling and icons to make everything look more polished. I will probably add a few cool/unique features next because right now its kinda bland."}, {"post_id": 72939, "ts": "2026-09-24T02:32:48Z", "hours": 1.0053, "text": "Here is the first version of HackClubOS!! Just finished the guide, everything looks kind of basic right now, I will spend the rest of my time polishing it and adding cool features! Hopefully hackclub will like it lol :)"}]...
|
Title: HackClub OS by @Faiz | Stardance
Devlogs:
Title: HackClub OS by @Faiz | Stardance
Devlogs:
Here is the first version of HackClubOS!! Just finished the guide, everything looks kind of basic right now, I will spend the rest of my time polishing it and adding cool features! Hopefully hackclub will like it lol :)
Updated Styles + Added Icons I’ve been working on an OS that is hackclub themed! I just added some styling and icons to make everything look more polished. I will probably add a few cool/unique features next because right now its kinda bland.
Added a little orpheus that follows your pointer! This is the third iteration of the HackClub themed OS, I added little white indicator dots beneath the apps to show which ones are active, and I also added an orpheus that follows your pointer!! All pretty small changes but looks really polished now.
Ships:
I made a HACKLUB themed OS!! It includes cool little easter eggs and icons that resemble hackclub, and I even added a little orpheus that follows your pointer :) Check it out!!...
|
1793681361.9263856
|
1793767761.9263856
|
|
34928
|
M.I.S.E (Milorad Interactive Slides Engine) by @No M.I.S.E (Milorad Interactive Slides Engine) by @Nolan-L-from-Milorad | Stardance...
|
Nolan-L-from-Milorad
|
1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T22:50:45Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Oh my goodness! I did it I actually put this glorious pot of spaghetti together and was able to make a (limited but) real engine! M.I.S.E. or the Milorad Interactive Slides Engine is an engine for creating simple visual novels using a config file and slide files that contain MSC (Milorad SCript) that can point to backgrounds and images and make characters say things, allow users to make decisions about where they want the story to go all to create an effectively bad version of Ren’py, but still I MADE IT! it was quite a journey to make this game engine whole finding and fixing so many bugs, figuring out how to parse and read files line-by-line and not read out-of-bounds and crash the game. I feel even all the little things like getting f11 fullscreen to work take a bit of troubleshooting I’m so lucky to have a friend who can draw characters for me <3 I took the background pictures a year or so ago on my Nikon D3200 in the botanic gardens Go try it out! ( Try project -> ) and then follow the instructions on the release to play on your OS! (or microsoft’s if you are on windows hehe >:3)", "repo": "https://gitlab.com/miloradceo/milorad-interactive-slides-engine", "demo": "https://gitlab.com/miloradceo/milorad-interactive-slides-engine/-/releases/v0.1.0"}]...
|
[{"post_id": 81902, "ts": "202 [{"post_id": 81902, "ts": "2026-10-22T22:19:42Z", "hours": 2.7428, "text": "Many more small bugfixes (and big ones) and little features just to make M.I.S.E. feel presentable and nice to play in and use. I also tried to compile for WASM but failed because of linker errors far beyond my comprehension. Luckily I was able to cross-compile for WindOwOs even though I am on linux but though was unable to make a pre-compiled version for mac because macOS demands that all apps must be apple-approved though I was able to put together some commands that can just be pasted into the terminal to run the game. I made a release in the gitlab repo that includes the Linux and Windows pre-built execs and demo game. it also includes the terminal commands to run on macOS"}, {"post_id": 78491, "ts": "2026-10-10T23:20:35Z", "hours": 1.1789, "text": "Just working on bugtesting and minor fixes and feeling out how what I’ve built and trying to optimise stuff, trying to get rid of all the compiler warnings (the auto one got rid of 12) and I got rid of like 9 with the help of the godly rust compiler . I’m also making a demo vn for the ship and I put in a bunch of nice pictures I took"}, {"post_id": 77948, "ts": "2026-10-08T22:24:58Z", "hours": 1.5053, "text": "I have done a lot of minor cleaning up work Like: fixing menu spacing correcting background scaling and made a gitlab repository of like an hour of frikkking with git WHY IS GIT SO CONFUSING IT’S LIKE TRYING TO FIGURE OUT SEGFAULTS IN C++ yeah the menus are heaps better now initially to save time I just made left-centred text 20px from the left edge, but now I do it as a fraction of the screen’s width to make it scale with text size better fixing background scaling was a little odd to do but I figured it out - the issue was that I was assuming the picture was a 1:1 square instead of the actual resolution of the image."}, {"post_id": 72046, "ts": "2026-09-22T01:53:55Z", "hours": 2.2422, "text": "It certainly took a while but I have functional saving! It saves the game’s state with what slide it is on and some other things too. There was no lack of challenges making this, getting the image to save and load was one of the biggest things, figuring out when to load and save it and accounting for there not being a save there and preventing crashes took the most time Next, I button this project up and ship it! (or get distracted)"}, {"post_id": 69867, "ts": "2026-09-17T23:21:32Z", "hours": 2.1, "text": "I’ve started working on a in-game pause menu that will allow you to quit, save and load your game I’ve also added a bunch of functions and stuff to make my code a bit cleaner it’s been quite easy doing just menu stuff just takes a while trying to line everything up nicely. I’ve also added a checkbox for fullscreen in the settings."}, {"post_id": 67786, "ts": "2026-09-14T01:06:07Z", "hours": 0.5347, "text": "I’ve done a super duper cool quit animation for M.I.S.E. where the window scales down and gets smaller whence you close thy gayme I am also working on a demo game that ships with M.I.S.E. that describes the software and gives a small demo story"}, {"post_id": 65780, "ts": "2026-09-11T04:46:55Z", "hours": 1.8044, "text": "Quit menu and config file toggleable text gradient for the menu and text box. Text gradient using config file was pretty easy as it’s just true / false. Quit menu didn’t take too long as it’s just a box that says yes / no when you click Quit on the main menu."}, {"post_id": 52747, "ts": "2026-08-23T02:33:53Z", "hours": 2.1347, "text": "I procrastinated trying to get the gradients look look smoother with random noise, ended up removing it because it was drawing like 700,000 pixels with RNG and made the menu run at like 3 - 10 fps lol. I also added a credits part of the main menu that reads out of ./data/credits.txt and displays the credits on screen, the slider from the last devlog has competition now!"}, {"post_id": 39845, "ts": "2026-08-03T03:15:29Z", "hours": 1.8086, "text": "I now have made text appear on screen like it’s being printed out, making that really threw up a fight because of newlines taking up two characters in an array and only listing as one (I think) that has lead to me counting every \\n in the text and compansating for it. I have made a settings menu for setting the text speed with the world’s worst slider"}, {"post_id": 37442, "ts": "2026-07-30T05:56:14Z", "hours": 2.2256, "text": "trying my best to get characters showing up on screen, it has been surprisingly difficult as I have to load in each character, expression and what the expression is titled, I then have to match the right one to the one that is requested in the text input in the slide file almost there though :3"}, {"post_id": 34977, "ts": "2026-07-26T03:30:28Z", "hours": 0.4947, "text": "got an options menu going! for example clicking Option One sends you to slide 1 and clicking Option Two sends you to slide 2, both what is displayed on-screen and what slide it sends you to are configurable using the slide .txt file now I just have to make it look nice :/"}, {"post_id": 34932, "ts": "2026-07-26T01:31:33Z", "hours": 0.6436, "text": "kinda funny not really needed but makes everything look so much nicer (see code snippet), almost got the selection UI going to!"}, {"post_id": 34309, "ts": "2026-07-24T21:59:59Z", "hours": 0.4467, "text": "finally got multiple text within a slide working, I’m now starting on a selector that lets the user choose how they want to continue the story UI coming in the next devlog"}, {"post_id": 33819, "ts": "2026-07-24T01:55:26Z", "hours": 2.8561, "text": "Much pain… almost got lots of text and multiple text going it works but resets to the start every time you try to go to the next slide then once it goes back you go through it again then lets you continue by one more slide :("}, {"post_id": 31981, "ts": "2026-07-20T20:20:02Z", "hours": 1.5064, "text": "I have made the menu UI a bit nicer and added proper image cropping for backgrounds instead of just stretching them, I also now have the starts of a UI for the in game text box"}, {"post_id": 30026, "ts": "2026-07-17T08:45:46Z", "hours": 1.7794, "text": "Much news! I have added loading text, characters from a slide file and a title and background for the main menu, file decoding is surprisingly easy once you get the hang of it and learn that you must never read out-of-bounds!"}, {"post_id": 28713, "ts": "2026-07-15T04:15:40Z", "hours": 1.5383, "text": "just starting to work on my visual novel engine, so much file reading! I have a config file that set window width and height and provides a list of slide files, each slide will contain dialogue, backgrounds, foreground images and other stuff"}]...
|
Title: M.I.S.E (Milorad Interactive Slides Engine) Title: M.I.S.E (Milorad Interactive Slides Engine) by @Nolan-L-from-Milorad | Stardance
Devlogs:
just starting to work on my visual novel engine, so much file reading! I have a config file that set window width and height and provides a list of slide files, each slide will contain dialogue, backgrounds, foreground images and other stuff
Much news! I have added loading text, characters from a slide file and a title and background for the main menu, file decoding is surprisingly easy once you get the hang of it and learn that you must never read out-of-bounds!
I have made the menu UI a bit nicer and added proper image cropping for backgrounds instead of just stretching them, I also now have the starts of a UI for the in game text box
Much pain… almost got lots of text and multiple text going it works but resets to the start every time you try to go to the next slide then once it goes back you go through it again then lets you continue by one more slide :(
finally got multiple text within a slide working, I’m now starting on a selector that lets the user choose how they want to continue the story UI coming in the next devlog
kinda funny not really needed but makes everything look so much nicer (see code snippet), almost got the selection UI going to!
got an options menu going! for example clicking Option One sends you to slide 1 and clicking Option Two sends you to slide 2, both what is displayed on-screen and what slide it sends you to are configurable using the slide .txt file now I just have to make it look nice :/
trying my best to get characters showing up on screen, it has been surprisingly difficult as I have to load in each character, expression and what the expression is titled, I then have to match the right one to the one that is requested in the text input in the slide file almost there though :3
I now have made text appear on screen like it’s being printed out, making that really threw up a fight because of newlines taking up two characters in an array and only listing as one (I think) that has lead to me counting every \n in the text and compansating for it. I have made a settings menu for setting the text speed with the world’s worst slider
I procrastinated trying to get the gradients look look smoother with random noise, ended up removing it because it was drawing like 700,000 pixels with RNG and made the menu run at like 3 - 10 fps lol. I also added a credits part of the main menu that reads out of ./data/credits.txt and displays the credits on screen, the slider from the last devlog has competition now!
Quit menu and config file toggleable text gradient for the menu and text box. Text gradient using config file was pretty easy as it’s just true / false. Quit menu didn’t take too long as it’s just a box that says yes / no when you click Quit on the main menu.
I’ve done a super duper cool quit animation for M.I.S.E. where the window scales down and gets smaller whence you close thy gayme I am also working on a demo game that ships with M.I.S.E. that describes the software and gives a small demo story
I’ve started working on a in-game pause menu that will allow you to quit, save and load your game I’ve also added a bunch of functions and stuff to make my code a bit cleaner it’s been quite easy doing just menu stuff just takes a while trying to line everything up nicely. I’ve also added a checkbox for fullscreen in the settings.
It certainly took a while but I have functional saving! It saves the game’s state with what slide it is on and some other things too. There was no lack of challenges making this, getting the image to save and load was one of the biggest things, figuring out when to load and save it and accounting for there not being a save there and preventing crashes took the most time Next, I button this project up and ship it! (or get distracted)
I have done a lot of minor cleaning up work Like: fixing menu spacing correcting background scaling and made a gitlab repository of like an hour of frikkking with git WHY IS GIT SO CONFUSING IT’S LIKE TRYING TO FIGURE OUT SEGFAULTS IN C++ yeah the menus are heaps better now initially to save time I just made left-centred text 20px from the left edge, but now I do it as a fraction of the screen’s width to make it scale with text size better fixing background scaling was a little odd to do but I figured it out - the issue was that I was assuming the picture was a 1:1 square instead of the actual resolution of the image.
Just working on bugtesting and minor fixes and feeling out how what I’ve built and trying to optimise stuff, trying to get rid of all the compiler warnings (the auto one got rid of 12) and I got rid of like 9 with the help of the godly rust compiler . I’m also making a demo vn for the ship and I put in a bunch of nice pictures I took
Many more small bugfixes (and big ones) and little features just to make M.I.S.E. feel presentable and nice to play in and use. I also tried to compile for WASM but failed because of linker errors far beyond my comprehension. Luckily I was able to cross-compile for WindOwOs even though I am on linux but though was unable to make a pre-compiled version for mac because macOS demands that all apps must be apple-approved though I was able to put together some commands that can just be pasted into the terminal to run the game. I made a release in the gitlab repo that includes the Linux and Windows pre-built execs and demo game. it also includes the terminal commands to run on macOS
Ships:
Oh my goodness! I did it I actually put this glorious pot of spaghetti together and was able to make a (limited but) real engine! M.I.S.E. or the Milorad Interactive Slides Engine is an engine for creating simple visual novels using a config file and slide files that contain MSC (Milorad SCript) that can point to backgrounds and images and make characters say things, allow users to make decisions about where they want the story to go all to create an effectively bad version of Ren’py, but still I MADE IT! it was quite a journey to make this game engine whole finding and fixing so many bugs, figuring out how to parse and read files line-by-line and not read out-of-bounds and crash the game. I feel even all the little things like getting f11 fullscreen to work take a bit of troubleshooting I’m so lucky to have a friend who can draw characters for me <3 I took the background pictures a year or so ago on my Nikon D3200 in the botanic gardens Go try it out! ( Try project -> ) and then follow the instructions on the release to play on your OS! (or microsoft’s if you are on windows hehe >:3)...
|
1793681363.0921378
|
1793767763.0921378
|
|
70154
|
MINI AI ASSISTANT by @aasuotsusukipc | Stardance
|
aasuotsusukipc
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T13:47:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It took me so long", "repo": "https://github.com/aasuotsusuki-droid/MINI-AI", "demo": "https://aasuotsusuki-droid.github.io/MINI-AI/"}]...
|
[{"post_id": 80344, "ts": "202 [{"post_id": 80344, "ts": "2026-10-17T10:18:00Z", "hours": 0.2808, "text": "I am working on a mini desktop ai assistant , making it using python"}]...
|
Title: MINI AI ASSISTANT by @aasuotsusukipc | Star Title: MINI AI ASSISTANT by @aasuotsusukipc | Stardance
Devlogs:
I am working on a mini desktop ai assistant , making it using python
Ships:
It took me so long...
|
1793681364.333627
|
1793767764.333627
|
|
70156
|
Skywards Journey by @yoru_ayan | Stardance
|
yoru_ayan
|
1
|
17.12
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T18:08:19Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey Guys this Skywards Journey is finally completed. You can play this game either on your Windows or browser from Itch.io. In this game you can controll the player with your AWD keys or left, rigth arrow key and space bar. This have animated Player with IDLE,RUN and JUMP animation. All the Assets and code netly present in the github repo you can take a look there. This Project take little bit longer but the project is shiped with quality. The design take the long. The Background Art and character Desgin is done by KricoTheOG and the forground and character animation and titles are done by me. This Game build in the GODOT software.", "repo": "https://github.com/aniway89/StarGame", "demo": "https://yoruayan.itch.io/skywards"}]...
|
[{"post_id": 81451, "ts": "202 [{"post_id": 81451, "ts": "2026-10-21T10:30:17Z", "hours": 1.1247, "text": "Made in hand drawn version of the whole game."}, {"post_id": 80456, "ts": "2026-10-17T18:01:06Z", "hours": 0.8622, "text": "Yo Guys finally I complete this minigame. here look at this you can play it in windows and in browser with these keys > AWD, left arrow, right arrow , space bar for the movements. I have add the player animation and all the files are cleanly organised inthe repo plus all the code written cleanly with comments. take a look"}, {"post_id": 80403, "ts": "2026-10-17T15:20:20Z", "hours": 0.4442, "text": "After lots of debugging and designing the assets for this and animating character final the game is almost complete. Big thanks to my frind @KricoTheOG for helping in backgroundand character design."}, {"post_id": 80321, "ts": "2026-10-17T09:08:34Z", "hours": 14.5167, "text": "Rush Game development is crazy guys. I start making this and forget everything even pushing the code on git for stright 5 hr. But it almost done."}]...
|
Title: Skywards Journey by @yoru_ayan | Stardance
Title: Skywards Journey by @yoru_ayan | Stardance
Devlogs:
Rush Game development is crazy guys. I start making this and forget everything even pushing the code on git for stright 5 hr. But it almost done.
After lots of debugging and designing the assets for this and animating character final the game is almost complete. Big thanks to my frind @KricoTheOG for helping in backgroundand character design.
Yo Guys finally I complete this minigame. here look at this you can play it in windows and in browser with these keys > AWD, left arrow, right arrow , space bar for the movements. I have add the player animation and all the files are cleanly organised inthe repo plus all the code written cleanly with comments. take a look
Made in hand drawn version of the whole game.
Ships:
Hey Guys this Skywards Journey is finally completed. You can play this game either on your Windows or browser from Itch.io. In this game you can controll the player with your AWD keys or left, rigth arrow key and space bar. This have animated Player with IDLE,RUN and JUMP animation. All the Assets and code netly present in the github repo you can take a look there. This Project take little bit longer but the project is shiped with quality. The design take the long. The Background Art and character Desgin is done by KricoTheOG and the forground and character animation and titles are done by me. This Game build in the GODOT software....
|
1793681365.2325163
|
1793767765.2325163
|
|
70157
|
NewTab by @ellie_wood | Stardance
|
ellie_wood
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T01:45:23Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page themed around an astronomy aesthetic. The page has a little notes app, ability to add personalised bookmarks, different themes, and a moon showing the current phase. Though I normally have problems with my JS (which I still did have) I was able to use some code from other projects to help me save time with the JS which was nice. I also enjoyed making the the styling for this project and making multiple themes since I hadn’t done that before.", "repo": "https://github.com/elliewoodward2024-ops/NewTab", "demo": "https://elliewoodward2024-ops.github.io/NewTab/"}]...
|
[{"post_id": 82128, "ts": "202 [{"post_id": 82128, "ts": "2026-10-24T01:14:14Z", "hours": 0.5047, "text": "Really just did a couple of last edits before I want to ship. I think I should have everything I need so I should be good. (Photos just show the quick notes feature, and the adding personalised bookmarks.)"}, {"post_id": 81985, "ts": "2026-10-23T10:35:41Z", "hours": 1.7422, "text": "Got the personalised bookmarks made and working. Otherwise just did some styling."}, {"post_id": 81781, "ts": "2026-10-22T13:44:19Z", "hours": 2.4061, "text": "Well I was actually able to use a lot of JS that I had used in the past to help with some of this project which was really nice (so so much time saved). Though took some help and a while to get the moon phase tracker working. Well I think it is mostly working now but I will have to see."}, {"post_id": 81432, "ts": "2026-10-21T08:19:11Z", "hours": 2.5864, "text": "I started the page and got down the base. Don’t have a full plan of what I am gonna do yet but thats later me problems. Have the search working along with some simple themes to start with."}]...
|
Title: NewTab by @ellie_wood | Stardance
Devlogs: Title: NewTab by @ellie_wood | Stardance
Devlogs:
I started the page and got down the base. Don’t have a full plan of what I am gonna do yet but thats later me problems. Have the search working along with some simple themes to start with.
Well I was actually able to use a lot of JS that I had used in the past to help with some of this project which was really nice (so so much time saved). Though took some help and a while to get the moon phase tracker working. Well I think it is mostly working now but I will have to see.
Got the personalised bookmarks made and working. Otherwise just did some styling.
Really just did a couple of last edits before I want to ship. I think I should have everything I need so I should be good. (Photos just show the quick notes feature, and the adding personalised bookmarks.)
Ships:
I made a custom new tab page themed around an astronomy aesthetic. The page has a little notes app, ability to add personalised bookmarks, different themes, and a moon showing the current phase. Though I normally have problems with my JS (which I still did have) I was able to use some code from other projects to help me save time with the JS which was nice. I also enjoyed making the the styling for this project and making multiple themes since I hadn’t done that before....
|
1793681366.3791287
|
1793767766.3791287
|
|
64887
|
Bomb shaped clock by @Mads | Stardance
|
Mads
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bomb shaped clock by @Mads | Stardance
|
1793681370.5486333
|
1794286170.5486333
|
|
70164
|
WarioWare by @Siyam | Stardance
|
Siyam
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T10:23:48Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWareGame Welcome, This is my warioware game. Test your reaction time and speed here. This game has 2 mini game, one is to catch the hearts and other is to tap on the hearts under timer. you can win or die. I made this game in godot. i have uploaded it in itch.io. if you want to play this, go to itch.io. The main challange was the gd codes, that was so hard while building the death and win scene. because they didn’t gave the code. Link : https://siyam000111.itch.io/wario-ware-gamee", "repo": "https://github.com/Tanzil-Alam/WarioWareGame", "demo": "https://siyam000111.itch.io/wario-ware-gamee"}]...
|
[{"post_id": 80618, "ts": "202 [{"post_id": 80618, "ts": "2026-10-18T10:00:12Z", "hours": 3.4992, "text": "Completed the whole work, and published my game."}, {"post_id": 80405, "ts": "2026-10-17T15:25:46Z", "hours": 0.3789, "text": "Made the title page of warioware."}]...
|
Title: WarioWare by @Siyam | Stardance
Devlogs:
M Title: WarioWare by @Siyam | Stardance
Devlogs:
Made the title page of warioware.
Completed the whole work, and published my game.
Ships:
WarioWareGame Welcome, This is my warioware game. Test your reaction time and speed here. This game has 2 mini game, one is to catch the hearts and other is to tap on the hearts under timer. you can win or die. I made this game in godot. i have uploaded it in itch.io. if you want to play this, go to itch.io. The main challange was the gd codes, that was so hard while building the death and win scene. because they didn’t gave the code. Link : https://siyam000111.itch.io/wario-ware-gamee...
|
1793681371.454129
|
1793767771.454129
|
|
64888
|
My awesome macropad! by @zahrayaqubi | Stardance
|
zahrayaqubi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zahrayaqubi | Star Title: My awesome macropad! by @zahrayaqubi | Stardance...
|
1793681372.5732167
|
1794286172.5732167
|
|
35265
|
Sketch-Print by @zhal | Stardance
|
zhal
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:47:14Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "modified 3d printer that can plot and draw whatever you want", "repo": "https://github.com/zhal8403/Sketch-Print", "demo": ""}]...
|
[{"post_id": 29267, "ts": "202 [{"post_id": 29267, "ts": "2026-07-16T02:28:06Z", "hours": 5.0514, "text": "Devlog #1 – SketchPrint: Making an Ender 3 drawing mod I wanted to build something that combined software, hardware, and creativity instead of making another website. I came up with SketchPrint , a project that transforms an Ender 3 3D printer into a pen plotter capable of drawing images, text, and artwork on paper. The project started with researching how pen plotters work and figuring out how I could attach markers to the printer. I designed and printed different pen holder ideas before deciding on a design that securely holds a marker while still allowing the printer to move freely. I also researched different methods for supporting multiple pen colors and explored ideas like a rotating pen carousel. Once the hardware concept was working, I started building the software. I created a React application that lets users upload images and prepares them for drawing. One of the biggest challenges was converting normal images into clean line art that the printer could actually draw. I experimented with multiple tracing libraries and eventually integrated image tracing into the application. I also spent a lot of time adjusting line thickness, scaling, and positioning so drawings would fit correctly on the page. Another major challenge was generating G-code. Since the printer was originally designed to print plastic instead of draw with a marker, I had to learn how plotting G-code works and adapt it for pen movements. I tested different movement speeds, pen heights, and drawing paths while making sure the marker stayed on the paper without dragging or damaging it. Throughout development I encountered many technical issues, including: React import errors Canvas initialization bugs Image processing and tracing issues G-code positioning problems Marker calibration challenges Printer alignment and testing Solving these problems required reading documentation, debugging code, and testing many different approaches before finding solutions that worked reliably. What I’m Most Proud Of I’m most proud that SketchPrint combines mechanical design, software development, and electronics into one project. Instead of only building a website, I created a complete system that takes an uploaded image, processes it into line art, generates G-code, and prepares it for an Ender 3 to recreate with a marker. What People Should Know The project is designed for an Ender 3 configured as a pen plotter. Marker thickness and printer calibration affect drawing quality. Different paper sizes may require scaling adjustments."}]...
|
Title: Sketch-Print by @zhal | Stardance
Devlogs: Title: Sketch-Print by @zhal | Stardance
Devlogs:
Devlog #1 – SketchPrint: Making an Ender 3 drawing mod I wanted to build something that combined software, hardware, and creativity instead of making another website. I came up with SketchPrint , a project that transforms an Ender 3 3D printer into a pen plotter capable of drawing images, text, and artwork on paper. The project started with researching how pen plotters work and figuring out how I could attach markers to the printer. I designed and printed different pen holder ideas before deciding on a design that securely holds a marker while still allowing the printer to move freely. I also researched different methods for supporting multiple pen colors and explored ideas like a rotating pen carousel. Once the hardware concept was working, I started building the software. I created a React application that lets users upload images and prepares them for drawing. One of the biggest challenges was converting normal images into clean line art that the printer could actually draw. I experimented with multiple tracing libraries and eventually integrated image tracing into the application. I also spent a lot of time adjusting line thickness, scaling, and positioning so drawings would fit correctly on the page. Another major challenge was generating G-code. Since the printer was originally designed to print plastic instead of draw with a marker, I had to learn how plotting G-code works and adapt it for pen movements. I tested different movement speeds, pen heights, and drawing paths while making sure the marker stayed on the paper without dragging or damaging it. Throughout development I encountered many technical issues, including: React import errors Canvas initialization bugs Image processing and tracing issues G-code positioning problems Marker calibration challenges Printer alignment and testing Solving these problems required reading documentation, debugging code, and testing many different approaches before finding solutions that worked reliably. What I’m Most Proud Of I’m most proud that SketchPrint combines mechanical design, software development, and electronics into one project. Instead of only building a website, I created a complete system that takes an uploaded image, processes it into line art, generates G-code, and prepares it for an Ender 3 to recreate with a marker. What People Should Know The project is designed for an Ender 3 configured as a pen plotter. Marker thickness and printer calibration affect drawing quality. Different paper sizes may require scaling adjustments.
Ships:
modified 3d printer that can plot and draw whatever you want...
|
1793681373.4537537
|
1793767773.4537537
|
|
30756
|
Stardancer (formerly Unnamed Platformer) by @zahra Stardancer (formerly Unnamed Platformer) by @zahran | Stardance...
|
zahran
|
1
|
220.0
|
3505
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:37:52Z", "hours": 220.0, "multiplier": 13.35, "payout": 3505, "blessing": "neutral", "text": "For HackClub Stardance, I created Stardancer , a 30-level platformer featuring a unique mechanic: mid-level shapeshifting to unlock new abilities and powers! I used C++ and SFML (the Simple and Fast Multimedia Library) to code this game. During the development of this game, I ran into a couple of technical challenges. Collision was among the biggest; I had initially decided on AABB (Axis-Aligned Bounding Box) collision, but after implementing that I realized that it led to erroneous collision interactions, misalignments, and more issues. So, I switched to SAT (Separating Axis Theorem) collision instead. This, combined with general collision response logic, made coding collision one of the hardest endeavours of this project. There were many other challenges throughout development, however none are too disruptive to the experience of the final game. I’m still extremely proud of myself and this project for many reasons: This is the largest project I’ve ever made; Despite many challenges, bugs, and pieces of complex logic to work through, I made a fully functional and complete game; I managed to make this with no external engines; I was able to use my C++ and new SFML skills to create something I can proudly say I made! IMPORTANT NOTE FOR REVIEWERS!! PLEASE READ!!! A complete playthrough of the game takes a large amount of time due to how levels are structured: to play a level, you must beat the level before it, which poses an issue for one of the shapes which is only unlocked in the last set. I realize most reviewers do not have the time required to play through the full game and gain a complete understanding of its features. For this reason, I strongly urge reviewers to skim through/watch my full walkthrough video linked in my README, as well as check out the “Credits Easter Egg” section in that video. Playing through all 30 levels sequentially takes time, but you can unlock every level directly from the Credits screen so you can test all shape powers hands-on right away! This way, a reviewer will be able to understand the scope and gameplay of the game in a short amount of time. With that being said, I truly hope you enjoy my game.", "repo": "https://github.com/HughMann635/Stardancer", "demo": "https://zahran-635.itch.io/stardancer"}]...
|
[{"post_id": 79153, "ts": "202 [{"post_id": 79153, "ts": "2026-10-12T20:35:30Z", "hours": 8.0819, "text": "Unnamed Platformer - Devlog 27 WE’RE FINALLY HERE! What I did: I did a lot of final polish and testing before getting the game ready for release. Initially I was going to use Emscripten to port my game over to web assembly (inspired by this video: https://www.youtube.com/watch?v=1kiwpAIU454 ) but I soon realized that it was much more complex than it looked, and kind of took away from the spirit of being entirely made out of C++ and SFML. So, I decided to simply publish an executable rather than port the game over to web. I set up the release build and whatnot (which took a while because of cmake config issues and whatnot) but I finally got a release build working n it feels great! I ported to itch.io, now I just gotta finish up the itch page and readme, as well as record a walkthrough video for macOS and Linux users as I couldn’t figure out how to configure the game for either. Challenges: The whole odyssey of deciding how to port my game over was a slight hassle, but nothing too bad. Also, while recording my walkthrough vid, I ended up discovering A LOT of hidden bugs, so I managed to pick all those off and there shouldn’t be any left…hopefully. Plans for next time: Ship! This devlog will be my last for this project, and for this challenge. Aside from being done with everything, I accidentally created a completely new project according to Hackatime when I was renaming the file folder, executable, etc. from “WorldofBlockman” (my placeholder name) to Stardancer so everything would be more consistent with my final title. so any work I do on my project won’t count towards heartbeats and thus I can’t post another devlog (15 minutes minimum/devlog). Still, it’s been such an amazing journey, I learned so much and I made this game that I’m super proud of 🥹 even though this game gave me hell sometimes, I have virtually no regrets about any of it. This has been my biggest project ever, and many more to come in the future hopefully. K…bye guys."}, {"post_id": 74692, "ts": "2026-09-28T00:34:26Z", "hours": 9.5458, "text": "Unnamed Platformer - Devlog 26 Stardance extension + fatigue = holy procrastination 😂✌️ What I did: More random stuff: Level timer that stores each level’s personal best, displays a live timer in the level, and lets you access your PR for each level from level select menu Fixed issue where you couldn’t close game while in settings menu Death count (it just tracks deaths over every single level, accessed from level select menu, manual restarts count as death too) and coin count as well Adjusted some levels a bit Added a feature to handbook where items you haven’t come across yet are blacked out and have hidden descs, and add notification to handbook when you unlock these items Update README a little bit cause I was feeling lazy and didn’t want to do anything else Fix some bugs concerning rotation and tipping, as well as making it so you do not rotate when passing thru a 1 tile high gap (this is specially an issue with the square where it can feel a bit janky otherwise) I will note that some of these were multifaceted changes that took quite a bit of effort and iterations, but I couldn’t be bothered explaining everything I did here. And more playtesting too. Challenges: Probably the handbook feature…it was the longest one out of all of them. Plans for next time: I want to be done with pretty much everything related to the actual game by next devlog, so I can focus on the README and finally shipping! K bye guys"}, {"post_id": 70860, "ts": "2026-09-19T21:41:39Z", "hours": 9.0317, "text": "Unnamed Platformer - Devlog 25 I’m so tired omg What I did: Bunch of miscellaneous stuff: Added basic vfx: so far we only have a click sound, I’ll add more later but it took me a while to figure out how to get SFML’s audio system working since I also had to find out why my audio files weren’t loading in either. Added coins to every level: added new tile type for coin, added a coin into each level, added effects, etc. Fix bugs/gameplay issues such as the triangle being unable to teleport after a restart/new level, rearrange some levels to fit coin placements, find out some new bugs and try (and fail) to fix them, so decide to deal with them another day. Add simple death animation to the player. Make it so levels must be completed in progressive order (e.g. you start at level 1, cannot progress till you have completed), also add different colors to boxes on level select menu (check vid) Probably a few more things related to general playtesting but i can’t remember Challenges: Making level buttons in the levelmenu was kind of frustrating not only because of the selection aspect but also getting them to visually render in the proper colors. Honestly though, now the main challenge is dealing with my own fatigue, especially since I’ve been joining more clubs and getting more homework, so hopefully I can clutch up over the final few days cuz I highkey need that framework 13 🥺✌️ Plans for next time: I added a list of bugs I want to tackle/stuff I want to add: //BUGS!!!!! //cant close window while in settings menu //rotation bugs //levels 13, 17, 26, 4, 8, look into //as well as other levels but these ones I can remember //TO ADD!!!!! //speedrun timer //death count //updating handbook (notif icon, hidden objects) //more sfx (death especially) K bye guys"}, {"post_id": 68850, "ts": "2026-09-15T21:16:00Z", "hours": 7.4011, "text": "Unnamed Platformer - Devlog 24 The game is finally coming together… 🥹🔥 What I did: All the menus in the game are completed! Ngl, credits was really easy ofc, but I was deciding how I should go about doing it, still didnt take too long tho. Then settings was a lot harder 😭 volume adjustment was quite easy, but the real problem came with creating the keybind section, since I had already coded hard inputs all throughout my code. So I pretty much had to add a new system + helper func in vars.h, then replace every instance of isKeyPressed with that system+helper, then code the menu in the ui file (Which took forever cuz of bugs with msg updating + event handling + key updates + etc.). Well, it’s (mostly) done now, which is good. And ofc I was also testing the game for general bugs too. Challenges: The keybind menu took me a hella long time to get done…thats about it, aside from some other tiny bugs. Plans for next time: add vfx, polish up every single one of the menus…and then I’ll see where to go from there. Hopefully I can finish most of my stuff by the start of next week. K bye guys"}, {"post_id": 66830, "ts": "2026-09-12T19:00:20Z", "hours": 9.0458, "text": "Unnamed Platformer - Devlog 23 Hey guys. What I did: I did a lot of playtesting/bug hunting as usual, but I was mainly creating the entire handbook menu. Which took surprisingly long, cuz of designing the menu + figuring out how to include all the different tile icons + creating descriptions + making stuff functional + formatting + colors + bugs + you get the idea. Anyway I’m pretty happy with how it looks so far, I doubt I’ll make any major changes in the future. Also I did find a couple of bugs while testing, but i didn’t really do anything about them, I want to completely create all the core functions before tackling any small bugs/issues. Challenges: There were a few bugs and I went through a few designs for the menu, but overall everything was hella light so I wouldn’t say there were any real challenges. Plans for next time: Create credits menu, then work on adding vfx, add settings menu (thinking of adding volume + keybind toggles), polish up all the menus…and then I’ll see where to go from there. I’m pretty worried cuz now that school’s started (im in gr11 now) I’m probably gonna have a good amount of schoolwork, clubs, etc. that I’ll also have to make time for…so wish me luck ig. K bye guys"}, {"post_id": 63924, "ts": "2026-09-07T23:45:05Z", "hours": 6.8869, "text": "Unnamed Platformer - Devlog 22 School starts tomorrow ✌️so i decided to make a shorter devlog…also I’m so tired What I did: Honestly you can’t really tell that I did much at first glance. I was mainly playtesting a lot and polishing stuff up, and making sure all the background stuff was fine. For now I dont think I’ll return to background stuff for a while. Although I did manage to add a particle effect for the black holes (both the ones in the background as well as the actual obstacles). I was also experimenting with a horizon for a bit, but then I decided I don’t want it and scrapped a good chunk of time worth of changes. Challenges: Deciding how to add in particles was a bit challenging, specially the math part. But other than that it was a pretty chill 7 hours. Plans for next time: Hopefully finish menus, then: work on vfx, polish up all the menus, tackle any big issues with levels or physics, and finally work on bringing my game onto itch.io! not all in one go, though. K bye guys"}, {"post_id": 61060, "ts": "2026-09-03T19:34:17Z", "hours": 9.8472, "text": "Unnamed Platformer - Devlog 21 Background design is a bit easier now that I have a plan…also I did not lose track of time 👍 What I did: I added in every single sky element I want to have: comets, planets, black holes, stars, floating rocks, and a moon. I think I might tweak some elements later down the line (specifically the moon(adding craters) and black holes(I’ll think of some extra effects) ), but for now I’m fairly satisfied with how far I’ve come. Looking at the game now gives me a sense of pride at seeing everything finally come together after so long 🥹✌️ Challenges: Making comets was a bit of a hassle, because I had to decide how to do it (which took me some time for brainstorming + more time cuz of discarded changes + even more minutes of brainstorming), and implement it. It’s pretty complex cuz there’s a cooldown on each comet, then you have to set the spawn point and angle/speed, calculate the trail’s points, draw them, draw the head too etc etc…so it was pretty tedious, but comets are the most rewarding visually imo out of all the features. Other than that, I spent a bit of time per other feature figuring out how to implement each of them, but none of them were as complex as the comet. Plans for next time: Finish up any bugs or other issues in sky-related stuff, then I’ll try to make a visible horizon again and see if I’ve changed my mind since last time. Either that or I’ll start working more on smaller vfx, specially trying to find out how to make a particle effect. K bye guys"}, {"post_id": 59814, "ts": "2026-09-01T19:29:23Z", "hours": 11.1828, "text": "Unnamed Platformer - Devlog 20 Background design is a hell of a lot harder than I thought it would be…also I lost track of time 😭😭 What I did: I got started on background design, and partially implemented a background. I actually had a pretty different idea in mind compared to what I have now: the rest of the planet visible, stretching into the horizon, with mountains and volcanoes etc etc. scattered along its surface. After spending a while implementing that, I realized it a) didn’t look right, since everything was just following the player around at normal cam speed, and b) I didn’t like the idea anymore to begin with. So after scrapping all those changes, I started researching how to add a scrolling effect so it would look more natural. I found out how to implement a parallax scroll effect, which basicallymeans that objects in the background move along slower than objects closer to the front of the screen. I also restructured my scenes.h file which contains all background-related stuff, and made a couple of other small changes and fixes with certain levels. I know I don’t have much to show for it, but that’s mainly because I spent a lot of time tweaking certain elements and just undoing backgrounds I ended up not liking 😭🥀 Challenges: Deciding what to do visuals-wise cost me some time bcuz I kept going back on my old ideas, but restructuring scenes.h was the hardest part since after deciding what to do for visuals, I had to base the logic in scenes.h off that. Also it took me a while to decide how to add in a parallax scroll system. Plans for next time: Work on more background stuff. right now I’ve set up a lot of background elements’ structs and whatnot, but I’ve only redrawn the stars and added a rough brightening/dimming effect. Also Im gonna have to start thinking about what I’m going to add on each of the sub-menus accessible from the main menu (credits, handbook, and settings). K bye guys"}, {"post_id": 56961, "ts": "2026-08-29T00:22:59Z", "hours": 9.99, "text": "Unnamed Platformer - Devlog 19 The UI is coming along pretty nicely! Pt. 2 What I did: I believe I’ve fully created everything UI- and menu-wise, aside from 3 additional menus (credits, a ‘handbook’ that contains info about stuff, and a settings page) that are currently blank. I created a hovering effect for buttons that makes it so when you hover over a button, the button goes downward slightly and the shadow moves to match. Aside from that, I polished up/tweaked some minor details, and the only things I’ll add menu wise are probably those 3 sub-menus on the main menu and a universal backwards-nav button. The biggest thing (time-wise) was figuring out how to make the code more readable and actually making it more readable. I created two new functions for making text and button objects which made my life a lot easier, also the button-hover code took quite a few lines so I put that into a function too. Aside from that, I made a couple fixes here and there to make it more efficient memory wise. And even then, I ended up breaking stuff which took me a while to fix, such as the issue with unpausing ur game in the vid. Challenges: Probably efficiency stuff, since deciding how to do it + implementation took a while and had a couple of bugs due to me not accounting for stuff. For example: my hover function would change states on its own, but since sometimes you don’t need to directly change state or you need to do other things too, I made it into a boolean that each individual case takes and does its own thing with. Plans for next time: Start on background stuff probably, I don’t want to do anymore UI stuff for now. I have a fewideas in mind for my background visuals, but I hope they won’t be too hard/impossible to implement. K bye guys"}, {"post_id": 55174, "ts": "2026-08-26T17:32:12Z", "hours": 9.9275, "text": "Unnamed Platformer - Devlog 18 The UI is coming along pretty nicely! What I did: Designed a full level select menu (there are a couple more things left to add), add a heads up display for the current level, and add proper mouse input and extra details to buttons such as shadows (havent implemented shadows for everything, I’ll explain why) and changing color when hovering. Even though it doesn’t sound like much, it took me a surprisingly long time because my text wasn’t centering…What I didn’t realize is that sf::Text creates invisible offsets for some reason, so when I used getGlobalBounds() it would return that offset too and mess up the centering. I ended up doing some research and realized I had to use the local bounds (i.e. untransformed) when centering. Challenges: Ig the biggest ‘challenge’ was centering buttons with text, because at first I actually tried to manually fine tune coordinates and whatnot. But then I found out I had to use localbounds and blah blah. Another thing is, I spent a lot of time fine tuning sizes, colors, shadow darknesses and depths, etc. which took a lot of my time. Also no ai used this time either, although I did spend a lot of time researching why my text wouldn’t center itself. Plans for next time: I’ll just polish up existing menus, and work on background elements. Also I want to add a kind of handbook accessible from the main menu that tells you what stuff does, different powerups, etc. But most importantly, I’m gonna try to find out how to make shadow creation more efficient. For every text/button, I need a shadow. That means I have to add it as a member in the class, copy the actual object, change the color and offset it, then draw it too. Since I have so many objects that make shadows (all of them in the end, ideally), I’m probably going to make a shadow-making function for readability. Other than that I’ll just play the game and test levels a bunch, which I’ve already been doing a lot to make sure everything is as it should be. K bye guys P.S. there’s also still a couple bugs ( UI-related or otherwise) that I have to fix as well"}, {"post_id": 53440, "ts": "2026-08-24T00:04:55Z", "hours": 9.9042, "text": "Unnamed Platformer - Devlog 17 It’s actually no longer “Unnamed Platformer”, it’s “Worlds of Blockman”, I might change that later idk What I did: I designed level 30, playtested every level extensively and tweaked some levels, and made a basic main menu, level hud and pause menu. And it took me ~10 hours. Well, that’s not all I did. I also changed up the colors of the square to differentiate it from spikes and buttons, and I added a visual indicator for the triangle’s teleport. When you tp the triangle fades to a darker shade of green, and when it gets off cooldown (3 secs) it fades back to its normal color and then you can tp again. Also, level design took quite a long time since I was kind of making it up as I went along, and the whole game states implementation wasn’t too hard in itself, but I ran into errors with loading my font. I added the .ttf file to my assets folder and wrote the correct file name in font.loadFromFile() and whatnot, but turns out I didn’t have the actual font downloaded in the build folder or my project. So after a bit less than an hour I added it in and it fixed the issue. also I spent a bit of time deciding how the different menus would actually look which ate up some time. Challenges: ngl the font-loading thing was kind of the only hard part 😭most other stuff was solved relatively quickly and easily AI used, if any: None, also most likely no AI will be used in the future since the future just holds visual stuff which should not be hard enough to merit the help of AI. Plans for next time: Level select menu, add more stuff to main menu, also make it so the current level shows in the background when you go to the pause menu. also add mouse inputs so you can use those instead of kb inputs in the menu, and start on some more vfx and sfx. I’m also really tired"}, {"post_id": 51378, "ts": "2026-08-21T01:20:51Z", "hours": 9.9719, "text": "Unnamed Platformer - Devlog 16 Actually didn’t get a lot done over the last few days, let me explain. What I did: The biggest and only new feature I added was a major adjustment to black holes. Earlier they were just 2 tile x 2 tile circles that killed you upon touching. I’ve reworked them to how they’re supposed to be: 6 px x 6 px black circles, with a surrounding 6 tile x 6 tile ring. now if you enter the ring, you lose the ability to move normally (you can still jump tho) get pulled toward the black center, which kills you if you touch it Which is how it’s supposed to be (nevermind the astrophysical inaccuracy lmao). This took me 2 hours 😭 and then I designed levels 26 and 27. I also re-added the old texture system I implemented and then took down earlier cuz it was making things look hella grainy, but only for environment tiles cuz there’s no big changes visually compared to redrawing them every frame. Unfortunately it doesn’t seem to be doing much in terms of efficiency. I also designed levels 28 and 29 (ss of level 29 attached), and playtested every level from 1 to 28 and adjusted each one to remove any unwanted ways you can cheese a level, as well as to just make some of them less punishing for small mistakes. I also (FINALLY) designed level 6. I added extra sections and polished up some elements that were making the level impossible if you didn’t play it perfectly. I did 2 other things as well: I made it so blocks can’t be pushed by any character other than the square (before you could just push blocks w/ anything) and I reduced horizontal movespeed in zero-g. There’s still a lot more I have to do, mainly ui/menu stuff and visual polish. Challenges: Black hole physics took me a while since my first few implementations were completely wrong, and then I locked in nd figured out how to make it pull correctly. Also, level design is proving to be surprisingly challenging, I rly didn’t think it would take this long, but what with conceptualizing + creating + playtesting each level, especially the later ones where I want to make them more complex and difficult, it eats up a lot of time per level. Even going back through older levels and tweaking them can take a while, cuz you gotta track down all the problematic sections and figure out how to fix them. I also have a humble 18 more days till school starts so I gotta lock in🙏 AI used, if any: None, level design is hard but its not THAT hard Plans for next time: Finish level 30, playtest levels 29 and 30, and hopefully get started on + finish a main menu and level select menu. Im so behind on my schedule it aint even funny so wish me luck"}, {"post_id": 49286, "ts": "2026-08-18T00:22:13Z", "hours": 10.0053, "text": "Unnamed Platformer - Devlog 15 Actually got a lot done over the last few days ig What I did: first off, I reset my old changes and made it so env tiles layer over obstacles. At first I tried to assign an individual character to each combination (spike in water, block in zero-gravity, etc etc) but that didn’t work since I couldn’t get them to lay over each other. So what I did is I split my statictilelist into two: statictilelist now held all non-moving entities like spikes, ground, etc. while envtilelist held all my environment tiles. Then I changed my map loading function to take two map strings: one assigned tiles based on entities and the other pass assigned them based on environment. And now I can lay environments over things without breaking my game! Yippee! I also fixed an issue where blocks could clip through obstacles in zero-g when you moved them upward. The issue was blocks unconditionally being mtv-moved when the player was below them, so the player forced them through anything. I added an extra check before mtv-moving and made obstacle detection variables global to fix it. I also ran into an issue where spikes would incorrectly kill you even if you were not touching them, just near: the issue was that I wasn’t running SAT collision, just going straight to death logic if the initial AABB check turned out true (I run an AABB check first because running SAT for everything makes the game super laggy). both of these lowkey took me a while 😭 As for level design I reworked level 6 (still can’t play it) and level 17 (finished), and I designed levels 18-25 (I attached a video of level 24). Also in the vid I switched shapes randomly, that’s just because I had different keybinds earlier and it was js muscle memory kicking in. Challenges: Aside from a bunch of small bugs, the biggest challenges were the issue where spikes would kill you even if you weren’t touching them and the issue with blocks being pushed up forever in zerog. Even then, for both issues it was still easy to fix since it was easy to diagnose and a few lines per fix, even if it took me a while to find those few lines 🥀🥀 However, there’s still an issue where blocks sink slightly upon spawning in zero-g. This makes it impossible to play level 6, so I’ll have to look into/rework/do something to zero-g logic because I really want to keep its existing level mechanic. AI used, if any: None 🔥 Plans for next time: Finish levels 26-30, finish level 6, and test all the levels to make sure they’re not too hard/impossible/possible to cheese. Aside from that, I’ll most likely bring back the texture thing I implemented last time cuz it did actually make the game run a bit smoother, but I’ll only do it for environment tiles. K bye guys"}, {"post_id": 46621, "ts": "2026-08-14T00:27:19Z", "hours": 10.0767, "text": "Unnamed Platformer - Devlog 14 I’m genuinely so done What I did: I designed levels 5 and 7-16 (ss of a few levels should be attached idk which they are). I have a cool idea in mind for level 6 but my current code makes it hard to implement, and I also have a cool idea in mind for level 17 but my code made it hard to implement. So I changed everything up like an idiot. My 17th level features a massive pool, but that requires me to draw 1000+ water tiles. Since I redraw tiles every frame, it causes a big load on the computer. So I had the brilliant idea of creating an sf::RenderTexture . spoiler it’s not so brilliant. That led to a massive chain reaction where there were a bunch of nullptr issues at first, which I spent about 40 minutes on before actually getting the game to run. Then everything was super grainy due to aliasing issues caused by drawing everything to a RenderTexture, PLUS since I was drawing everything at the start of the frame and not updating it, stuff like buttons and doors would never update. SO, my dumb ahh moved half my static/environment tiles to dynamictilelist , reserved for strictly blocks which are the only tiles that can change position, and I did this cuz these would draw every frame and they didn’t have the same grainy look as the ones drawn to a texture. the result is probably self explanatory. That caused SO MANY ISSUES that I can’t even begin to describe them all, so after 50 minutes I undid 50 minutes worth of changes, added some spaghetti code to make it a bit more presentable, and call it a day. Challenges: Level design was fun, and easy. I did that for all of yesterday and the first half-ish of today. The vain attempt at making my code more efficient by changing how static tiles were drawn and then going on to deeply regret it and consider undoing it all the next day, was not. Also I probably shouldn’t have bothered trying seeing as I was pretty tired anyway, but ig my stupidity/ambition/idek led me to try. I’m genuinely too tired to bother elaborating, but it goes somewhat like this: I started on the texture-caching thing -> I ran into nullptr errors -> I got those out of the way -> I ran into issues with rendering and updating -> out of frustration I undid all my progress and started anew -> I decided to implement anti-aliasing -> I will probably(definitely) reset my code to where I had been right before I decided to do this stupid implementation AI used, if any: none. If I had I would’ve probably been done with this bs by now. Plans for next time: Realistically I’ll likely just undo all the changes I made to drawing processes, find out how to draw environment tiles underneath other entities/obstacles (which will be useful for many of my levels with spikes or the like in environments), and…thats it. Also, for level design, I want to have all preliminary designs down by the end of this Sunday (3 more days), and then I can playtest and refine later. I wanna cry P.S. the level with the white room is level 6 and it’s currently unfinished lmao"}, {"post_id": 44761, "ts": "2026-08-10T19:13:08Z", "hours": 9.9139, "text": "Unnamed Platformer - Devlog 13 No motivation… What I did: I solved the issue of vertically stacked blocks clipping through each other and through the player, which was a pretty big chunk of my time since I went through like 10 different approaches and changed up a bunch of stuff along the way. I ended up taking out the SAT collision function I had built and just plugging mtvCheck() (which checks the mtv( )) and the movement logic straight into the collision loops instead. I had to reorder a good chunk of logic too since a lot of the clipping was coming from stuff resolving in the wrong order relative to other stuff. Also did some cleanup: deleted the grounded member off the block class since entity already has one and I was just using two variables for the same thing like an idiot. I added an R keybind so I can restart instantly instead of walking into a spike every time I want to reset (useful for testing + as an actual game feature). I also made the player’s rotation reset on spawn so you don’t respawn tilted at some weird angle from your last death and shrunk the spike hitbox down a bit from 20x20 to 18x18 because I was dying to one-pixel overlaps that looked like it shouldn’t have counted and that are pretty frustrating to deal with. Also did a bunch of level design. I’ve only done levels 1 through 4 so I lowkey gotta lock in. Challenges: The stacked block thing took forever because the symptoms kept changing depending on how many blocks were stacked, which direction they were pushed from, whether the player was involved, etc etc, so it never felt like I was chasing ONE bug, more like four bugs wearing a trenchcoat. Eventually I just started brute-force testing every combo I could think of (2 stacked, 3 stacked, stacked + pushed, stacked + player jumping into it) until I ran out of ways to break it. Also I ran into some issues when designing levels: blockonhead , which makes it so you cannot jump if a block is on your head, was triggering if any block was lined up above your head, even if it was like on a platform way above you. I managed to fix that, and other than that + the block issue there wasn’t too many big obstacles this time. AI used, if any: none, since I’m not using it at all for game design and didn’t need to use it to solve block clipping issues since I just brute forced a bunch of possible solutions. Plans for next time: More level design…I’ll try to get most of the levels done by next devlog. K bye guys"}, {"post_id": 37384, "ts": "2026-07-30T02:06:51Z", "hours": 9.8561, "text": "Unnamed Platformer - Devlog 12 Man* Realizes True Meaning of ‘If it ain’t broke, don’t fix it’ What I did: First I ported pushable blocks to SAT collision so they use the same system as the player and it’s not split between two systems. Well. That broke blocks. so I spent 2 hours or so cross referencing my old versions and adding and deleting changes till it started working again. After that, I made sure blocks moved properly in zero-g. (they didn’t so I had to fix that too) Aside from that, I made a bunch of miscellaneous changes, such as fixing level progression bugs and altering player constants, but most importantly making sure blocks worked properly. Somewhere along the line I was investigating how stacked blocks interacted. I noticed they were clipping through the ground because of collision checks happening after the position of blocks was updated, and after some thought I tried adding another collision check pass to my main game loop. It worked like a charm! I added two extra checks for safety and it stopped working like a charm. The issue is my checkCollisions function is hella inefficient. 500+ lines of searching through every character in the tilemap (36x64, plus an extra column for new lines making it 36x65=2340) 6 times (!!!) Not only that, in some cases (block/player collision detection) I was nesting full passes within full passes, which caused insane lag, especially with my SAT collision which does a lot of math each frame. So I decided I wanted it to be more efficient (spoiler: it’s not efficient yet). I split my old tilelist into static tiles and dynamic tiles…and instantly regretted it. Challenges: Basically when I split tilelist into two separate vectors ( statictilelist which is everything except for blocks + dynamictilelist which is just blocks since nothing else moves lmao), I think I accidentally deleted a lot of existing logic that was the duct tape to my spaghetti code**. Aside from that, when I passed through tilelist it always passed through every tile, but with my new logic I had to decide which one to use. my stupid ahh didnt realize that there might be a chance I have to pass through both of them though 😭 well guess what there were a lot more gaps in my logic. All of these combined into the logic I had spent the last few hours working so hard to perfect, falling apart in 5 seconds. Similar to the whole block to SAT thing I worked out most of the issues just by adding, tweaking, and removing a bunch of checks as well as looking back at my old logic to figure out what I forgot. Among these general changes I also added a new grounded member to the block class, and tried to get it to register if it’s on top of a player. Unfortunately it didn’t work. It’s ok I’ll brute force my way to the root of the problem tomorrow. (Btw this doesn’t even cover the issues I faced prior to this😭 ✌️ ) AI used, if any: Now that the core elements of the game (physics) are out of the way, I’ve pretty much been grinding through bugs myself since it’s just existing logic and I’m not really adding much that’s new or unfamiliar. Honestly, I think it’s gonna stay this way because I don’t intend to use AI to design the game, I was using it more to help solve physics issues and the like. Plans for next time: I’ll try to hopefully fix the new block clipping issues. then idek anymore. Maybe i shouldn’t have tried to build the engine from scratch. K bye guys *I’m not actually over 18 **Tuff line?"}, {"post_id": 35959, "ts": "2026-07-27T19:01:15Z", "hours": 9.8747, "text": "Unnamed Platformer - Devlog 11 Rotation is finally working! Mostly. Anyway I have to post now cuz of the 10 hour limit per devlog. What I did: I fully implemented rolling and rotation physics across all player shapes! Shapes now physically rotate based on movement speed, tip over cliff edges, and smoothly snap back to a flat face when you stop moving. I also added a feature where shapes automatically realign when entering water or zero-G. To make everything smooth and frame-rate independent, I overhauled the settling and snapping math using fmod for shortest-path rotation and wrap-around handling. Challenges: Getting the angle snapping and tipping logic to work was the biggest hurdle. Non-square shapes were getting locked out of tipping due to floating-point issues, which I fixed with an epsilon tolerance check. There are still a couple of bugs that I’ll tackle later, notably the fact that shapes sometimes spin an extra time upon settling. but the core system is more or less functional now. AI used, if any: I managed to work out the math myself but I needed to ask AI with help debugging. Plans for next time: I’ll probably work on some visual effects for the next couple days + fine-tune and debug my physics a bit more. K bye guys"}, {"post_id": 33845, "ts": "2026-07-24T02:43:36Z", "hours": 7.1331, "text": "Unnamed Platformer - Devlog 10 I’m tired 😭 What I did: I ported the rest of my entities over to SAT collision. Every tile that can be collided with now uses SAT. I refactored some of my functions to handle the new logic properly across the board, and got rid of the old standalone AABB collision code for ground tiles. I also decided to make pushable blocks hybrid for simplicity: aside from general environment collisions which use SAT, I didn’t change much of the old AABB code. I also added an O(1) center/radius projection for circles to fix random micro-stutters, and updated drawdebug() so it stops drawing every vertex and instead renders one dynamic vector targeting the nearest tile vertex. (Circles in SFML are actually 30-sided polygons, so earlier the collision checks were looking at 15 different axes + all those axes were being drawn in the debug overlay.) Challenges: Thankfully most of the porting to SAT stuff was easy, I only had a couple of minor setbacks here and there. However, the harder part was getting the circle center-to-vertex collision logic down. I had to find out how to do it + add completely new logic to my function + add checks in my collision code to determine if the shape was a circle + rewrite my drawdebug() code. It took a while and a lot of my sanity but I got it done in the end AI used, if any: Used AI to help debug the updated circle collision detection system + its separate debug overlay code. Plans for next time: I’m going to work on rolling physics for real. I hope it goes well 👍 K bye guys"}, {"post_id": 32739, "ts": "2026-07-22T02:37:49Z", "hours": 9.0553, "text": "Unnamed Platformer - Devlog 9 I was “busy” watching the World Cup bronze/final matches over the weekend. No way we got a 10 goal third place game while everyone started throwing hands at the end of the final😭 What I did: I finally got started on SAT collision like I said I would, and it’s actually working! Mostly. I built all the fundamentals so far: vertex extraction, edge normal calculation, projection ranges, minimum translation vector (MTV) calculation, etc etc. I hooked it into checkCollisions for ground tiles, and the MTV push resolution actually stops shapes from clipping through geometry now, and it’s also sign-corrected and whatnot so it always pushes the right direction. I also made a debug overlay that draws vertices and axis normals directly in the game window, which saved my sanity countless times and looks pretty cool too. On top of collision math I had to go back and fix 3 out of my 5 characters’ movement code because switching to SAT caused bugs in features that worked just fine under the old AABB system, aside from all the general bugs I had to deal with. The hexagon’s double jump stopped working entirely, circle’s acceleration started randomly resetting mid-sprint, and octagon’s wall jump turned into an absolute mess (more on that below). The main thing was that my old flags for checking wall collisions were set with assumptions that crumble once you switch from checking 4 fixed direction to a bunch of axes. Challenges: Oh boy… The wall jump bug was hella frustrating: after switching to SAT, the octagon would do exactly one wall jump and then just slide down the second, no matter how many times I hit jump. It took me forever to figure out it was a chain of three separate bugs stacked on top of each other: wall contact flags getting cleared before the function ever read them, my walljumped flag never resetting between wall touches so it permanently locked my horizontal movement, and then once THAT was fixed, SAT was re-zeroing my wall-jump velocity on the same frame it fired because the player was technically still overlapping the wall geometry. So I fixed those and immediately got a NEW bug where wall jumping turned into a pogo stick that spam-bounced me up the wall, because a vertical MTV was getting misread as “landed on the ground,” which reset the wall jump lock and let it refire every single frame. Also spent quite a bit of time before realizing this one line I had, if (grounded) velocity.y = 0 , worked fine with AABB but not so much with SAT’s own grounding logic, since my SAT function sets grounded = true when it sees downward velocity, and that line was zeroing velocity before SAT checked it. Removed it and a lot of my bugs disappeared. AI used, if any: SAT math I mostly figured out myself, after reading through a ton of Stack Overflow threads, articles, watching a lot of YT videos, etc. on my own time. I did use AI to clarify/debug a couple of parts though. However, I ended up needing it a lot more for debugging the problems that stemmed from it, i.e. the octagon, hexagon and circle issues. Plans for next time: SAT works for ground tiles but I’ve still got all my other entities on the old AABB system so I gotta port those over. Although, probably the biggest thing is trying to make my code more efficient because sometimes the game randomly slows down/freezes and makes random clips occur. If this isn’t lag (which it might not be, I could just be stupid) I’ll still have to look into whats happening. Then, once ground collision is 100% finished: rolling physics, aka the reason I made this change in the first place. Gonna have to look into the math/physics behind that, but it should be pretty easy since I already got this down. Once this is done, the shapes should be tipping and rolling around instead of just sliding around like ice cubes. We’ll see how that goes. K bye guys"}, {"post_id": 30455, "ts": "2026-07-18T00:46:19Z", "hours": 6.8525, "text": "Unnamed Platformer - Devlog 8 Bro idk What I did: I finally wrapped up the character roster by implementing and debugging the last two shapes: the hexagon and the octagon. The biggest milestone was completely overhauling and fixing the wall jump implementation for the octagon (which took me like 1.5 hrs out of which 50 minutes worth of changes were discarded). I ended up shifting all the wall-jump physics directly into the jump event handler, rather than splitting the logic between two different functions (my jump and updatepos functions). This allowed me to make it so I can properly maintain and destroy momentum for wall bounces On top of physics stuff, I built the level progression system. When you touch the exit tile, the game increases your level index and loads the next stage. It’s finally starting to feel like a real game! Although, not really, since every level after the second is the exact same weird ahh testing level cuz I needed to make sure my system worked. Challenges: The real nightmare was the octagon’s wall jump. I spent about 50 minutes writing changes because the physics wouldn’t cooperate, only to discard them because I got too confused 🥀I had half of the wall jump math in jump() and the other half in updatepos() and it was making the normal movement code immediately overwrite/neutralize the walljump code the very next frame. Another thing was making it so you couldnt just hold down the w or up key and automatically bounce up forever. I had to add an input debounce check so you have to release+re-tap the key to jump again. Everything else was honestly smooth sailing and any other bugs took maybe <15 mins to solve. AI used, if any: I didn’t use much AI, since the two big features I added were pretty easy to implement/debug, but I did ask it to help me a bit with wall jump logic since I was pretty fried. Plans for next time: Now that the physics is working, I’ve decided I want to get rid of it all. Sliding shapes feel hella unnatural (also the hitboxes are pretty weird), so I’ve decided on making the shapes roll around/have accurate hitboxes using SAT (Separating Axis Theorem) vector math. I asked Gemini how long it would take and it literally told me to avoid it if I can 😭 so we’ll see how many hairs I lose over the course of trying to implement SAT. It’ll probably be all I do from now until around the start of August when I’ll be going on vacation K bye guys"}, {"post_id": 29243, "ts": "2026-07-16T00:59:37Z", "hours": 6.4681, "text": "Unnamed Platformer - Devlog 7 I typed words into a code editor and made shapes move around What I did: I finally took on the shape-switching system and got it working! I had to completely change how the player class worked, so I made it into a pure virtual class to handle polymorphism (which lets me switch between different shapes) and replaced the old static player setup with a dynamic shape-switching state w/ unique pointers. For shapes so far I implemented the circle with rolling physics and friction, and the triangle which can teleport forward a short distance. Also, keeping source code in header files was causing circular include errors, so I reorganized all the player class code into a brand new players.cpp file. And finally I made it so falling below the screen kills the player, which is a pretty small feature but still. Pretty much what was happening was that I needed to access my tilesettings.h file in my players.h class for movement-related checks, but tilesettings.h also needed players.h for hitbox/collision stuff. So I had to take out my code from my player header file and move it to player.cpp , which was lowkey a nightmare since I ran into a bunch of compiler and linker errors that took me an hour to fix😭 Anyway, Gemini helped rescue me (since my Claude 5-hour limit somehow ended after the first question I asked it today), so thanks Gemini. Challenges: Pretty chill today, since today was more designing and testing new features that were easy to implement; however the real nightmare was splitting my files. Moving code to players.cpp broke everything with a bunch of “multiple definition” linker errors. I didn’t define my global variables as inline at first, but since they were getting defined across many files I had mark them as inline. Also, the triangle’s teleport mechanic let you phase into solid tiles at first, so I made a position prediction system using swept AABB bounds. In fact, creating this swept check was the feature that needed me to call tilesettings.h in players.h in the first place, which led to my cortisol spiking when the compiler stopped working for an hour AI used, if any: Used Gemini to help me figure out why the compiler+linker were throwing errors, and some basic debugging in my other features. Plans for next time: I’m gonna design my other two shapes now (octagon and hexagon), then start making this into an actual game with multiple levels, progressing to the next level when you reach the finish, etc etc. Also, I feel like the sliding movement is kinda unnatural, but idk if I’m going to change it because I already have a whole system down and starting from scratch would be a chore. Anyway, I’ll think about it. K bye guys"}, {"post_id": 28035, "ts": "2026-07-14T01:42:05Z", "hours": 4.6406, "text": "Unnamed Platformer - Devlog 6 Guess what? More block physics issues! I’m gonna lose my mind! What I did: Implemented logic with the buttons and doors; now, being on a button opens a corresponding door. Also fixed EVEN MORE BUGS with block pushing logic. I also resolved block-block vertical clipping and horizontal stacking bugs. I replaced the ground collision function I had made with a manual check for blocks landing on other blocks; groundCollide (that function) was not accounting for if a block landed on top of the player. This fixes vertical clipping through players and blocks and unintentional behavior with horizontally stacked blocks. Additionally, I added a system to make sure you can’t get crushed by a door too. When I first discovered that could happen, I implemented a half baked system, but it didn’t work since it pretty much made the block/player fall through the door even if the button hadn’t been pressed prior. I replaced the old block-crush prevention logic with a new system. Now the button class has another variable, presscheck , which acts like sticky keys (idk how else to put it) even after you’re not on the button. It checks for if a player or block is within the closed door’s hitbox and if so props the door open until they leave, but it can only register that after you push the button. Challenges: Buttons not changing color; color change logic was in my constructor and not the draw function so it never updated. Other than that, general implementation was also tricky to plan out because I had to decide how they were gonna work (how buttons would be linked to doors; decided on an ID system) and then how to implement that (using dynamic casts just as my button class uses). And then the block clipping glitch was another nightmare, though it did take me less than an hour which is nice. Also, it took me a while to think of how I would figure out how to make doors not close on players/blocks, but I thought up a solution pretty quickly which is nice 👍 AI used, if any: Used Claude to help me figure out the part that stops the block from falling through the player (I was genuinely™ too exhausted with dealing with bugs to try to solve it myself 😭😭) + used Gemini and a bit of Claude for general debugging. Plans for next time: I’ll polish up some visual stuff, but I think I’ll leave block-related bugs alone for now. As you can see there are some clipping issues still with the door, but idk if I want to tackle those right now. Either way my main focus for next time (and like all of the next week or two) will be getting the shape-switching system down. I’ll also try to create some map layouts that force the player to utilize block placement on buttons to navigate doors, because it would be a shame for me to have spent all my sanity on a feature only like 5 levels use. K bye guys P.S. Last time, when I said I spent all weekend working on button-related stuff, I meant the pushable blocks too (since those can activate the buttons)"}, {"post_id": 27428, "ts": "2026-07-12T23:59:57Z", "hours": 5.0344, "text": "Unnamed Platformer - Devlog 5 I pretty much spent the last weekend working entirely on button-related stuff. Turns out there were a lot of bugs and other physics-related issues I had to address. Anyway I think they’re all good now. What I did: Day 1: I fixed a bug where nested loops using the same name (pos) caused only the first pushable block to register collisions. I also implemented a side-detection fix so the player doesn’t accidentally push blocks when standing on top of them + added a border/outline to pushable blocks for visual clarity. I also started work on button and door tile classes. Day 2: I made it so you can push blocks vertically in zero-gravity. A really big fix was a global physics bug. I had been using a gravity called blockgravity for block physics, but since it was a global variable, one block’s position dictated all the other’s physics. E.g. one block in a zero-g tile meant everything else was now unable to fall. I moved blockgravity into the block class and now a block entering a zero-g zone floats without shutting off gravity for every other block on the map. I also decided on two new features: a button that can be stood upon/have a block placed on it, and a door that opens when its button is pushed. I added each one’s sprite and loaded them into my map. Also, I made another big change to my plans: having spend so much time on block physics, I’ve decided they’ll become a core feature of the game and not just a small gimmick of the triangle shape. Challenges: The hardest problem (by miles) was the block push collision. the issue turned out to be one loop variable shadowing another, which meant only the first block in the list was ever processed. Another tricky bug was zerogactive being reset before the block push loop ran, meaning zero-g vertical pushing never triggered. Ironically I ended up removing the zero-g check because if you’re going to push a block vertically, you’re not going to be on solid ground anyway. Also I accidentally mismatched curly brackets so that made life a lot harder. Also, I faced a bunch of other bugs while trying to polish up collision. Imma be honest, about an hour or so from this devlog was useless cuz it was me trying to implement a solution, confusing myself, and just discarding all my changes😭💔 Also, I spent like 20 minutes trying to get the button looking good (it’s supposed to be an octagon, but the sides are uneven). AI used, if any: I used Claude for debugging my physics code, as well as helping me figure out why the upwards/downwards block push wasn’t working. Plans for next time: I’m going to try and begin implementing the 5 player shapes and their power-ups. I’ll start with the circle probably, since it seems the simplest (just get faster over time). Also, I’m going to make it so that each button actually is linked to a door, since right now they’re just visuals. K bye guys"}, {"post_id": 26274, "ts": "2026-07-10T23:35:39Z", "hours": 8.5728, "text": "Unnamed Platformer - Devlog 4 I hate AABB with a passion. I spent 8.5 hours over 2 days (hardest lock in yet 🔥) on 2 features and Im pretty sure there are still bugs in each. What I did: On day 1 I added collision detection for pretty much all my objects, added some custom physics (e.g. water and zero g now have custom physics), and implemented AABB collision. Since I got it working yesterday(mostly), I deleted the initial ground class I had for testing SFML and most features, as well as any related functions like the check ground function in the player class. On day 2 I spent 4 hours trying to get the block to push. It took me a while cuz I initially tried to just copy the groundcollide() function and tweak whatever I needed to. However that didn’t work, so after hitting up Stack Overflow + Claude I realized I had to change up a LOT of my pre existing code. I added a master entity class for anything that is affected by physics (all players + the block + more features in the future probably) then added more functions and commands in my checkCollisions function in order to get my block mechanic mostly working. I also ended up adding many more features to my block class(velocity, gravity, and a grounded check) since it has to react to physics and the environment. Overall the introduction of an entity class that everything else inherits from was a big help in getting the game to work properly. Challenges: my game crashed when I attempted to put the check collision function in main.cpp; then, implementing water and zero-g was a lot of trial and error not only to find physics that felt fluid but also because there were a lot of bugs in the logic as well as bugs that stopped the game from running at all. Also, it took me a while to wrap my head around AABB collision; I literally had to draw it out on a piece of paper and ask Claude to grasp the concept 😭 During bug fixes, I ended up breaking a bunch of stuff/realizing a bunch of stuff was still broken and spending a bunch of time fixing it. For example, while trying to fix collision, I ended up discovering a bug in my water/zero-g physics, and then while trying to fix that I broke my spring logic too. And creating the logic for pushing the block is a whole other can of worms. It took me 4 hours of implementing different strategies and adding different functions only to have a half baked block-pushing function. 😭 It does kind of work, but you can only push one block: any other blocks act like normal ground tiles. AI used, if any: I asked Claude for help on how to tackle block pushing logic, as well as helping me understand AABB collision. Plans for next time: I’m going to try and hopefully get all the block-pushing logic done without any issues, then fix up any collision-based bugs and work on implementing the rest of my player shapes. K bye guys"}, {"post_id": 25091, "ts": "2026-07-09T02:23:55Z", "hours": 4.3644, "text": "Unnamed Platformer - Devlog 3 My game is kind of coming together! It’ll still be many weeks, but I did something! What I did: finished my tile map parser (I decided to use a unique pointer to parse through each tile type and draw the according one, after a bit of thought). I also started working on collision detection. I created a basic checkCollisions function and added getGlobalBounds to every tile class. Before I did that though I had to do some research on Axis-Aligned Bounding Box collision, and how to implement it in SFML. I’m still far from done, but that’s tomorrow’s problem. Challenges: implementing the map drawing functions (couldn’t figure out how to get the draw functions in the classes to match up with the main class), and after that I was having a lot of trouble with the pointer logic I had implemented (had to use std::move, also there were errors in my file importing structure); then after I got that to work, and implemented the parser into main.cpp, it ended up causing my entire program to crash when I ran build 😭Ended up asking Claude for help for how to fix it; it turned out to be how I had formatted my levels and my level-parsing loop for assigning tile types to tilemap characters. Then lava, water, and zero-g block weren’t drawing properly either. After spending like an hour trying to decode why, I realized sf::Color’s transparency had to be an 8-bit integer rather than a decimal between 0 and 1. Also my doublespike was not drawing properly, so I made it 2 separate convexShape’s rather than 1. Apparently you can’t have mere points holding a single convexShape together, which kind of sucks. AI used, if any: Like I mentioned, I asked Claude for help on how to fix my level loading feature (it ended up being like 3 minute details) and also used it when debugging my initial collision functions (I ended up replacing <10 lines total by its suggestion). Plans for next time: I’m going to try to finish collision. That’s my entire goal, since I still don’t know entirely how I’m gonna deal with every collision possible and it might end up taking me a long time depending on the number of mistakes I make/bugs that pop up. K bye guys (btw the music in the background is because I was listening to music while I was working on this)"}, {"post_id": 23883, "ts": "2026-07-07T02:36:17Z", "hours": 3.9897, "text": "Unnamed Platformer - Devlog 2 I was a little busy yesterday but we’re back on track now. What I did: I think I got a solid amount done today and for a bit of time yesterday: I added a camera feature that scrolls with the player, created the tile map and tile types, and designed the first part of the tile map parser; also changed the background slightly and researched more on building tilemap loaders in SFML (YouTube videos + looking at Github repos and articles). Challenges: For a zero-gravity section I’m thinking of adding, I wanted to put thin gray stripes in those sections. I couldn’t figure out how to do that, so I just decided to depict it as a translucent white block. Also determining the coordinates of the spring pad in the game took a while too. Overall, my other challenges were mostly small bugs and didnt stand out too much. AI used, if any: Used Claude for debugging the switch case for my tile map parser. Also, not AI, but my camera system was more or less entirely designed using a YouTube video that I’ll credit in my readme later. Plans for next time: I want to finish my tile map parser and get an actual level loaded. I’m also going to start deciding what the UI will look like for the main menu, level selects, and pause menu. K bye guys"}, {"post_id": 22443, "ts": "2026-07-04T22:13:21Z", "hours": 3.4311, "text": "Unnamed Platformer - Devlog 1 It’s finally time for me to lock in. This is gonna be a big project to which I hope to add a lot of content, and I’m hoping I can accumulate a lot of good hours from this project. What I did: I set up SFML (the library I’m using to code this game), set up the required files, watched a lot of YouTube videos to get more familiar with SFML, and coded a basic thing where you control a square and jump around. Challenges: This is like my second time using SFML (I used it once for a small project a while ago), so I’m not that familiar with it. No worries though, as it’s nothing a bunch of YouTube videos can’t fix. Also, today was kind of a refresher for my barely existent SFML skills. AI used, if any: I used Claude for learning how to set up SFML and asking it for help on how to fix my jump button not working. (I was missing two characters. : \\ ) Plans for next time: I’ll try to add actual platforms, maybe working obstacles as well. I’ll focus on adding a menu some other time, and actual styling will come much later so the game is gonna look ahh for now. All my devlogs will pretty much follow the format of this one(accomplishments, challenges, plans, additional notes) so that I can lazily copy-paste the same template when I don’t feel like writing a whole new devlog each devlog will feel connected/cohesive and make it easier for readers to follow along on my journey."}]...
|
Title: Stardancer (formerly Unnamed Platformer) by Title: Stardancer (formerly Unnamed Platformer) by @zahran | Stardance
Devlogs:
Unnamed Platformer - Devlog 1 It’s finally time for me to lock in. This is gonna be a big project to which I hope to add a lot of content, and I’m hoping I can accumulate a lot of good hours from this project. What I did: I set up SFML (the library I’m using to code this game), set up the required files, watched a lot of YouTube videos to get more familiar with SFML, and coded a basic thing where you control a square and jump around. Challenges: This is like my second time using SFML (I used it once for a small project a while ago), so I’m not that familiar with it. No worries though, as it’s nothing a bunch of YouTube videos can’t fix. Also, today was kind of a refresher for my barely existent SFML skills. AI used, if any: I used Claude for learning how to set up SFML and asking it for help on how to fix my jump button not working. (I was missing two characters. : \ ) Plans for next time: I’ll try to add actual platforms, maybe working obstacles as well. I’ll focus on adding a menu some other time, and actual styling will come much later so the game is gonna look ahh for now. All my devlogs will pretty much follow the format of this one(accomplishments, challenges, plans, additional notes) so that I can lazily copy-paste the same template when I don’t feel like writing a whole new devlog each devlog will feel connected/cohesive and make it easier for readers to follow along on my journey.
Unnamed Platformer - Devlog 2 I was a little busy yesterday but we’re back on track now. What I did: I think I got a solid amount done today and for a bit of time yesterday: I added a camera feature that scrolls with the player, created the tile map and tile types, and designed the first part of the tile map parser; also changed the background slightly and researched more on building tilemap loaders in SFML (YouTube videos + looking at Github repos and articles). Challenges: For a zero-gravity section I’m thinking of adding, I wanted to put thin gray stripes in those sections. I couldn’t figure out how to do that, so I just decided to depict it as a translucent white block. Also determining the coordinates of the spring pad in the game took a while too. Overall, my other challenges were mostly small bugs and didnt stand out too much. AI used, if any: Used Claude for debugging the switch case for my tile map parser. Also, not AI, but my camera system was more or less entirely designed using a YouTube video that I’ll credit in my readme later. Plans for next time: I want to finish my tile map parser and get an actual level loaded. I’m also going to start deciding what the UI will look like for the main menu, level selects, and pause menu. K bye guys
Unnamed Platformer - Devlog 3 My game is kind of coming together! It’ll still be many weeks, but I did something! What I did: finished my tile map parser (I decided to use a unique pointer to parse through each tile type and draw the according one, after a bit of thought). I also started working on collision detection. I created a basic checkCollisions function and added getGlobalBounds to every tile class. Before I did that though I had to do some research on Axis-Aligned Bounding Box collision, and how to implement it in SFML. I’m still far from done, but that’s tomorrow’s problem. Challenges: implementing the map drawing functions (couldn’t figure out how to get the draw functions in the classes to match up with the main class), and after that I was having a lot of trouble with the pointer logic I had implemented (had to use std::move, also there were errors in my file importing structure); then after I got that to work, and implemented the parser into main.cpp, it ended up causing my entire program to crash when I ran build 😭Ended up asking Claude for help for how to fix it; it turned out to be how I had formatted my levels and my level-parsing loop for assigning tile types to tilemap characters. Then lava, water, and zero-g block weren’t drawing properly either. After spending like an hour trying to decode why, I realized sf::Color’s transparency had to be an 8-bit integer rather than a decimal between 0 and 1. Also my doublespike was not drawing properly, so I made it 2 separate convexShape’s rather than 1. Apparently you can’t have mere points holding a single convexShape together, which kind of sucks. AI used, if any: Like I mentioned, I asked Claude for help on how to fix my level loading feature (it ended up being like 3 minute details) and also used it when debugging my initial collision functions (I ended up replacing <10 lines total by its suggestion). Plans for next time: I’m going to try to finish collision. That’s my entire goal, since I still don’t know entirely how I’m gonna deal with every collision possible and it might end up taking me a long time depending on the number of mistakes I make/bugs that pop up. K bye guys (btw the music in the background is because I was listening to music while I was working on this)
Unnamed Platformer - Devlog 4 I hate AABB with a passion. I spent 8.5 hours over 2 days (hardest lock in yet 🔥) on 2 features and Im pretty sure there are still bugs in each. What I did: On day 1 I added collision detection for pretty much all my objects, added some custom physics (e.g. water and zero g now have custom physics), and implemented AABB collision. Since I got it working yesterday(mostly), I deleted the initial ground class I had for testing SFML and most features, as well as any related functions like the check ground function in the player class. On day 2 I spent 4 hours trying to get the block to push. It took me a while cuz I initially tried to just copy the groundcollide() function and tweak whatever I needed to. However that didn’t work, so after hitting up Stack Overflow + Claude I realized I had to change up a LOT of my pre existing code. I added a master entity class for anything that is affected by physics (all players + the block + more features in the future probably) then added more functions and commands in my checkCollisions function in order to get my block mechanic mostly working. I also ended up adding many more features to my block class(velocity, gravity, and a grounded check) since it has to react to physics and the environment. Overall the introduction of an entity class that everything else inherits from was a big help in getting the game to work properly. Challenges: my game crashed when I attempted to put the check collision function in main.cpp; then, implementing water and zero-g was a lot of trial and error not only to find physics that felt fluid but also because there were a lot of bugs in the logic as well as bugs that stopped the game from running at all. Also, it took me a while to wrap my head around AABB collision; I literally had to draw it out on a piece of paper and ask Claude to grasp the concept 😭 During bug fixes, I ended up breaking a bunch of stuff/realizing a bunch of stuff was still broken and spending a bunch of time fixing it. For example, while trying to fix collision, I ended up discovering a bug in my water/zero-g physics, and then while trying to fix that I broke my spring logic too. And creating the logic for pushing the block is a whole other can of worms. It took me 4 hours of implementing different strategies and adding different functions only to have a half baked block-pushing function. 😭 It does kind of work, but you can only push one block: any other blocks act like normal ground tiles. AI used, if any: I asked Claude for help on how to tackle block pushing logic, as well as helping me understand AABB collision. Plans for next time: I’m going to try and hopefully get all the block-pushing logic done without any issues, then fix up any collision-based bugs and work on implementing the rest of my player shapes. K bye guys
Unnamed Platformer - Devlog 5 I pretty much spent the last weekend working entirely on button-related stuff. Turns out there were a lot of bugs and other physics-related issues I had to address. Anyway I think they’re all good now. What I did: Day 1: I fixed a bug where nested loops using the same name (pos) caused only the first pushable block to register collisions. I also implemented a side-detection fix so the player doesn’t accidentally push blocks when standing on top of them + added a border/outline to pushable blocks for visual clarity. I also started work on button and door tile classes. Day 2: I made it so you can push blocks vertically in zero-gravity. A really big fix was a global physics bug. I had been using a gravity called blockgravity for block physics, but since it was a global variable, one block’s position dictated all the other’s physics. E.g. one block in a zero-g tile meant everything else was now unable to fall. I moved blockgravity into the block class and now a block entering a zero-g zone floats without shutting off gravity for every other block on the map. I also decided on two new features: a button that can be stood upon/have a block placed on it, and a door that opens when its button is pushed. I added each one’s sprite and loaded them into my map. Also, I made another big change to my plans: having spend so much time on block physics, I’ve decided they’ll become a core feature of the game and not just a small gimmick of the triangle shape. Challenges: The hardest problem (by miles) was the block push collision. the issue turned out to be one loop variable shadowing another, which meant only the first block in the list was ever processed. Another tricky bug was zerogactive being reset before the block push loop ran, meaning zero-g vertical pushing never triggered. Ironically I ended up removing the zero-g check because if you’re going to push a block vertically, you’re not going to be on solid ground anyway. Also I accidentally mismatched curly brackets so that made life a lot harder. Also, I faced a bunch of other bugs while trying to polish up collision. Imma be honest, about an hour or so from this devlog was useless cuz it was me trying to implement a solution, confusing myself, and just discarding all my changes😭💔 Also, I spent like 20 minutes trying to get the button looking good (it’s supposed to be an octagon, but the sides are uneven). AI used, if any: I used Claude for debugging my physics code, as well as helping me figure out why the upwards/downwards block push wasn’t working. Plans for next time: I’m going to try and begin implementing the 5 player shapes and their power-ups. I’ll start with the circle probably, since it seems the simplest (just get faster over time). Also, I’m going to make it so that each button actually is linked to a door, since right now they’re just visuals. K bye guys
Unnamed Platformer - Devlog 6 Guess what? More block physics issues! I’m gonna lose my mind! What I did: Implemented logic with the buttons and doors; now, being on a button opens a corresponding door. Also fixed EVEN MORE BUGS with block pushing logic. I also resolved block-block vertical clipping and horizontal stacking bugs. I replaced the ground collision function I had made with a manual check for blocks landing on other blocks; groundCollide (that function) was not accounting for if a block landed on top of the player. This fixes vertical clipping through players and blocks and unintentional behavior with horizontally stacked blocks. Additionally, I added a system to make sure you can’t get crushed by a door too. When I first discovered that could happen, I implemented a half baked system, but it didn’t work since it pretty much made the block/player fall through the door even if the button hadn’t been pressed prior. I replaced the old block-crush prevention logic with a new system. Now the button class has another variable, presscheck , which acts like sticky keys (idk how else to put it) even after you’re not on the button. It checks for if a player or block is within the closed door’s hitbox and if so props the door open until they leave, but it can only register that after you push the button. Challenges: Buttons not changing color; color change logic was in my constructor and not the draw function so it never updated. Other than that, general implementation was also tricky to plan out because I had to decide how they were gonna work (how buttons would be linked to doors; decided on an ID system) and then how to implement that (using dynamic casts just as my button class uses). And then the block clipping glitch was another nightmare, though it did take me less than an hour which is nice. Also, it took me a while to think of how I would figure out how to make doors not close on players/blocks, but I thought up a solution pretty quickly which is nice 👍 AI used, if any: Used Claude to help me figure out the part that stops the block from falling through the player (I was genuinely™ too exhausted with dealing with bugs to try to solve it myself 😭😭) + used Gemini and a bit of Claude for general debugging. Plans for next time: I’ll polish up some visual stuff, but I think I’ll leave block-related bugs alone for now. As you can see there are some clipping issues still with the door, but idk if I want to tackle those right now. Either way my main focus for next time (and like all of the next week or two) will be getting the shape-switching system down. I’ll also try to create some map layouts that force the player to utilize block placement on buttons to navigate doors, because it would be a shame for me to have spent all my sanity on a feature only like 5 levels use. K bye guys P.S. Last time, when I said I spent all weekend working on button-related stuff, I meant the pushable blocks too (since those can activate the buttons)
Unnamed Platformer - Devlog 7 I typed words into a code editor and made shapes move around What I did: I finally took on the shape-switching system and got it working! I had to completely change how the player class worked, so I made it into a pure virtual class to handle polymorphism (which lets me switch between different shapes) and replaced the old static player setup with a dynamic shape-switching state w/ unique pointers. For shapes so far I implemented the circle with rolling physics and friction, and the triangle which can teleport forward a short distance. Also, keeping source code in header files was causing circular include errors, so I reorganized all the player class code into a brand new players.cpp file. And finally I made it so falling below the screen kills the player, which is a pretty small feature but still. Pretty much what was happening was that I needed to access my tilesettings.h file in my players.h class for movement-related checks, but tilesettings.h also needed players.h for hitbox/collision stuff. So I had to take out my code from my player header file and move it to player.cpp , which was lowkey a nightmare since I ran into a bunch of compiler and linker errors that took me an hour to fix😭 Anyway, Gemini helped rescue me (since my Claude 5-hour limit somehow ended after the first question I asked it today), so thanks Gemini. Challenges: Pretty chill today, since today was more designing and testing new features that were easy to implement; however the real nightmare was splitting my files. Moving code to players.cpp broke everything with a bunch of “multiple definition” linker errors. I didn’t define my global variables as inline at first, but since they were getting defined across many files I had mark them as inline. Also, the triangle’s teleport mechanic let you phase into solid tiles at first, so I made a position prediction system using swept AABB bounds. In fact, creating this swept check was the feature that needed me to call tilesettings.h in players.h in the first place, which led to my cortisol spiking when the compiler stopped working for an hour AI used, if any: Used Gemini to help me figure out why the compiler+linker were throwing errors, and some basic debugging in my other features. Plans for next time: I’m gonna design my other two shapes now (octagon and hexagon), then start making this into an actual game with multiple levels, progressing to the next level when you reach the finish, etc etc. Also, I feel like the sliding movement is kinda unnatural, but idk if I’m going to change it because I already have a whole system down and starting from scratch would be a chore. Anyway, I’ll think about it. K bye guys
Unnamed Platformer - Devlog 8 Bro idk What I did: I finally wrapped up the character roster by implementing and debugging the last two shapes: the hexagon and the octagon. The biggest milestone was completely overhauling and fixing the wall jump implementation for the octagon (which took me like 1.5 hrs out of which 50 minutes worth of changes were discarded). I ended up shifting all the wall-jump physics directly into the jump event handler, rather than splitting the logic between two different functions (my jump and updatepos functions). This allowed me to make it so I can properly maintain and destroy momentum for wall bounces On top of physics stuff, I built the level progression system. When you touch the exit tile, the game increases your level index and loads the next stage. It’s finally starting to feel like a real game! Although, not really, since every level after the second is the exact same weird ahh testing level cuz I needed to make sure my system worked. Challenges: The real nightmare was the octagon’s wall jump. I spent about 50 minutes writing changes because the physics wouldn’t cooperate, only to discard them because I got too confused 🥀I had half of the wall jump math in jump() and the other half in updatepos() and it was making the normal movement code immediately overwrite/neutralize the walljump code the very next frame. Another thing was making it so you couldnt just hold down the w or up key and automatically bounce up forever. I had to add an input debounce check so you have to release+re-tap the key to jump again. Everything else was honestly smooth sailing and any other bugs took maybe <15 mins to solve. AI used, if any: I didn’t use much AI, since the two big features I added were pretty easy to implement/debug, but I did ask it to help me a bit with wall jump logic since I was pretty fried. Plans for next time: Now that the physics is working, I’ve decided I want to get rid of it all. Sliding shapes feel hella unnatural (also the hitboxes are pretty weird), so I’ve decided on making the shapes roll around/have accurate hitboxes using SAT (Separating Axis Theorem) vector math. I asked Gemini how long it would take and it literally told me to avoid it if I can 😭 so we’ll see how many hairs I lose over the course of trying to implement SAT. It’ll probably be all I do from now until around the start of August when I’ll be going on vacation K bye guys
Unnamed Platformer - Devlog 9 I was “busy” watching the World Cup bronze/final matches over the weekend. No way we got a 10 goal third place game while everyone started throwing hands at the end of the final😭 What I did: I finally got started on SAT collision like I said I would, and it’s actually working! Mostly. I built all the fundamentals so far: vertex extraction, edge normal calculation, projection ranges, minimum translation vector (MTV) calculation, etc etc. I hooked it into checkCollisions for ground tiles, and the MTV push resolution actually stops shapes from clipping through geometry now, and it’s also sign-corrected and whatnot so it always pushes the right direction. I also made a debug overlay that draws vertices and axis normals directly in the game window, which saved my sanity countless times and looks pretty cool too. On top of collision math I had to go back and fix 3 out of my 5 characters’ movement code because switching to SAT caused bugs in features that worked just fine under the old AABB system, aside from all the general bugs I had to deal with. The hexagon’s double jump stopped working entirely, circle’s acceleration started randomly resetting mid-sprint, and octagon’s wall jump turned into an absolute mess (more on that below). The main thing was that my old flags for checking wall collisions were set with assumptions that crumble once you switch from checking 4 fixed direction to a bunch of axes. Challenges: Oh boy… The wall jump bug was hella frustrating: after switching to SAT, the octagon would do exactly one wall jump and then just slide down the second, no matter how many times I hit jump. It took me forever to figure out it was a chain of three separate bugs stacked on top of each other: wall contact flags getting cleared before the function ever read them, my walljumped flag never resetting between wall touches so it permanently locked my horizontal movement, and then once THAT was fixed, SAT was re-zeroing my wall-jump velocity on the same frame it fired because the player was technically still overlapping the wall geometry. So I fixed those and immediately got a NEW bug where wall jumping turned into a pogo stick that spam-bounced me up the wall, because a vertical MTV was getting misread as “landed on the ground,” which reset the wall jump lock and let it refire every single frame. Also spent quite a bit of time before realizing this one line I had, if (grounded) velocity.y = 0 , worked fine with AABB but not so much with SAT’s own grounding logic, since my SAT function sets grounded = true when it sees downward velocity, and that line was zeroing velocity before SAT checked it. Removed it and a lot of my bugs disappeared. AI used, if any: SAT math I mostly figured out myself, after reading through a ton of Stack Overflow threads, articles, watching a lot of YT videos, etc. on my own time. I did use AI to clarify/debug a couple of parts though. However, I ended up needing it a lot more for debugging the problems that stemmed from it, i.e. the octagon, hexagon and circle issues. Plans for next time: SAT works for ground tiles but I’ve still got all my other entities on the old AABB system so I gotta port those over. Although, probably the biggest thing is trying to make my code more efficient because sometimes the game randomly slows down/freezes and makes random clips occur. If this isn’t lag (which it might not be, I could just be stupid) I’ll still have to look into whats happening. Then, once ground collision is 100% finished: rolling physics, aka the reason I made this change in the first place. Gonna have to look into the math/physics behind that, but it should be pretty easy since I already got this down. Once this is done, the shapes should be tipping and rolling around instead of just sliding around like ice cubes. We’ll see how that goes. K bye guys
Unnamed Platformer - Devlog 10 I’m tired 😭 What I did: I ported the rest of my entities over to SAT collision. Every tile that can be collided with now uses SAT. I refactored some of my functions to handle the new logic properly across the board, and got rid of the old standalone AABB collision code for ground tiles. I also decided to make pushable blocks hybrid for simplicity: aside from general environment collisions which use SAT, I didn’t change much of the old AABB code. I also added an O(1) center/radius projection for circles to fix random micro-stutters, and updated drawdebug() so it stops drawing every vertex and instead renders one dynamic vector targeting the nearest tile vertex. (Circles in SFML are actually 30-sided polygons, so earlier the collision checks were looking at 15 different axes + all those axes were being drawn in the debug overlay.) Challenges: Thankfully most of the porting to SAT stuff was easy, I only had a couple of minor setbacks here and there. However, the harder part was getting the circle center-to-vertex collision logic down. I had to find out how to do it + add completely new logic to my function + add checks in my collision code to determine if the shape was a circle + rewrite my drawdebug() code. It took a while and a lot of my sanity but I got it done in the end AI used, if any: Used AI to help debug the updated circle collision detection system + its separate debug overlay code. Plans for next time: I’m going to work on rolling physics for real. I hope it goes well 👍 K bye guys
Unnamed Platformer - Devlog 11 Rotation is finally working! Mostly. Anyway I have to post now cuz of the 10 hour limit per devlog. What I did: I fully implemented rolling and rotation physics across all player shapes! Shapes now physically rotate based on movement speed, tip over cliff edges, and smoothly snap back to a flat face when you stop moving. I also added a feature where shapes automatically realign when entering water or zero-G. To make everything smooth and frame-rate independent, I overhauled the settling and snapping math using fmod for shortest-path rotation and wrap-around handling. Challenges: Getting the angle snapping and tipping logic to work was the biggest hurdle. Non-square shapes were getting locked out of tipping due to floating-point issues, which I fixed with an epsilon tolerance check. There are still a couple of bugs that I’ll tackle later, notably the fact that shapes sometimes spin an extra time upon settling. but the core system is more or less functional now. AI used, if any: I managed to work out the math myself but I needed to ask AI with help debugging. Plans for next time: I’ll probably work on some visual effects for the next couple days + fine-tune and debug my physics a bit more. K bye guys
Unnamed Platformer - Devlog 12 Man* Realizes True Meaning of ‘If it ain’t broke, don’t fix it’ What I did: First I ported pushable blocks to SAT collision so they use the same system as the player and it’s not split between two systems. Well. That broke blocks. so I spent 2 hours or so cross referencing my old versions and adding and deleting changes till it started working again. After that, I made sure blocks moved properly in zero-g. (they didn’t so I had to fix that too) Aside from that, I made a bunch of miscellaneous changes, such as fixing level progression bugs and altering player constants, but most importantly making sure blocks worked properly. Somewhere along the line I was investigating how stacked blocks interacted. I noticed they were clipping through the ground because of collision checks happening after the position of blocks was updated, and after some thought I tried adding another collision check pass to my main game loop. It worked like a charm! I added two extra checks for safety and it stopped working like a charm. The issue is my checkCollisions function is hella inefficient. 500+ lines of searching through every character in the tilemap (36x64, plus an extra column for new lines making it 36x65=2340) 6 times (!!!) Not only that, in some cases (block/player collision detection) I was nesting full passes within full passes, which caused insane lag, especially with my SAT collision which does a lot of math each frame. So I decided I wanted it to be more efficient (spoiler: it’s not efficient yet). I split my old tilelist into static tiles and dynamic tiles…and instantly regretted it. Challenges: Basically when I split tilelist into two separate vectors ( statictilelist which is everything except for blocks + dynamictilelist which is just blocks since nothing else moves lmao), I think I accidentally deleted a lot of existing logic that was the duct tape to my spaghetti code**. Aside from that, when I passed through tilelist it always passed through every tile, but with my new logic I had to decide which one to use. my stupid ahh didnt realize that there might be a chance I have to pass through both of them though 😭 well guess what there were a lot more gaps in my logic. All of these combined into the logic I had spent the last few hours working so hard to perfect, falling apart in 5 seconds. Similar to the whole block to SAT thing I worked out most of the issues just by adding, tweaking, and removing a bunch of checks as well as looking back at my old logic to figure out what I forgot. Among these general changes I also added a new grounded member to the block class, and tried to get it to register if it’s on top of a player. Unfortunately it didn’t work. It’s ok I’ll brute force my way to the root of the problem tomorrow. (Btw this doesn’t even cover the issues I faced prior to this😭 ✌️ ) AI used, if any: Now that the core elements of the game (physics) are out of the way, I’ve pretty much been grinding through bugs myself since it’s just existing logic and I’m not really adding much that’s new or unfamiliar. Honestly, I think it’s gonna stay this way because I don’t intend to use AI to design the game, I was using it more to help solve physics issues and the like. Plans for next time: I’ll try to hopefully fix the new block clipping issues. then idek anymore. Maybe i shouldn’t have tried to build the engine from scratch. K bye guys *I’m not actually over 18 **Tuff line?
Unnamed Platformer - Devlog 13 No motivation… What I did: I solved the issue of vertically stacked blocks clipping through each other and through the player, which was a pretty big chunk of my time since I went through like 10 different approaches and changed up a bunch of stuff along the way. I ended up taking out the SAT collision function I had built and just plugging mtvCheck() (which checks the mtv( )) and the movement logic straight into the collision loops instead. I had to reorder a good chunk of logic too since a lot of the clipping was coming from stuff resolving in the wrong order relative to other stuff. Also did some cleanup: deleted the grounded member off the block class since entity already has one and I was just using two variables for the same thing like an idiot. I added an R keybind so I can restart instantly instead of walking into a spike every time I want to reset (useful for testing + as an actual game feature). I also made the player’s rotation reset on spawn so you don’t respawn tilted at some weird angle from your last death and shrunk the spike hitbox down a bit from 20x20 to 18x18 because I was dying to one-pixel overlaps that looked like it shouldn’t have counted and that are pretty frustrating to deal with. Also did a bunch of level design. I’ve only done levels 1 through 4 so I lowkey gotta lock in. Challenges: The stacked block thing took forever because the symptoms kept changing depending on how many blocks were stacked, which direction they were pushed from, whether the player was involved, etc etc, so it never felt like I was chasing ONE bug, more like four bugs wearing a trenchcoat. Eventually I just started brute-force testing every combo I could think of (2 stacked, 3 stacked, stacked + pushed, stacked + player jumping into it) until I ran out of ways to break it. Also I ran into some issues when designing levels: blockonhead , which makes it so you cannot jump if a block is on your head, was triggering if any block was lined up above your head, even if it was like on a platform way above you. I managed to fix that, and other than that + the block issue there wasn’t too many big obstacles this time. AI used, if any: none, since I’m not using it at all for game design and didn’t need to use it to solve block clipping issues since I just brute forced a bunch of possible solutions. Plans for next time: More level design…I’ll try to get most of the levels done by next devlog. K bye guys
Unnamed Platformer - Devlog 14 I’m genuinely so done What I did: I designed levels 5 and 7-16 (ss of a few levels should be attached idk which they are). I have a cool idea in mind for level 6 but my current code makes it hard to implement, and I also have a cool idea in mind for level 17 but my code made it hard to implement. So I changed everything up like an idiot. My 17th level features a massive pool, but that requires me to draw 1000+ water tiles. Since I redraw tiles every frame, it causes a big load on the computer. So I had the brilliant idea of creating an sf::RenderTexture . spoiler it’s not so brilliant. That led to a massive chain reaction where there were a bunch of nullptr issues at first, which I spent about 40 minutes on before actually getting the game to run. Then everything was super grainy due to aliasing issues caused by drawing everything to a RenderTexture, PLUS since I was drawing everything at the start of the frame and not updating it, stuff like buttons and doors would never update. SO, my dumb ahh moved half my static/environment tiles to dynamictilelist , reserved for strictly blocks which are the only tiles that can change position, and I did this cuz these would draw every frame and they didn’t have the same grainy look as the ones drawn to a texture. the result is probably self explanatory. That caused SO MANY ISSUES that I can’t even begin to describe them all, so after 50 minutes I undid 50 minutes worth of changes, added some spaghetti code to make it a bit more presentable, and call it a day. Challenges: Level design was fun, and easy. I did that for all of yesterday and the first half-ish of today. The vain attempt at making my code more efficient by changing how static tiles were drawn and then going on to deeply regret it and consider undoing it all the next day, was not. Also I probably shouldn’t have bothered trying seeing as I was pretty tired anyway, but ig my stupidity/ambition/idek led me to try. I’m genuinely too tired to bother elaborating, but it goes somewhat like this: I started on the texture-caching thing -> I ran into nullptr errors -> I got those out of the way -> I ran into issues with rendering and updating -> out of frustration I undid all my progress and started anew -> I decided to implement anti-aliasing -> I will probably(definitely) reset my code to where I had been right before I decided to do this stupid implementation AI used, if any: none. If I had I would’ve probably been done with this bs by now. Plans for next time: Realistically I’ll likely just undo all the changes I made to drawing processes, find out how to draw environment tiles underneath other entities/obstacles (which will be useful for many of my levels with spikes or the like in environments), and…thats it. Also, for level design, I want to have all preliminary designs down by the end of this Sunday (3 more days), and then I can playtest and refine later. I wanna cry P.S. the level with the white room is level 6 and it’s currently unfinished lmao
Unnamed Platformer - Devlog 15 Actually got a lot done over the last few days ig What I did: first off, I reset my old changes and made it so env tiles layer over obstacles. At first I tried to assign an individual character to each combination (spike in water, block in zero-gravity, etc etc) but that didn’t work since I couldn’t get them to lay over each other. So what I did is I split my statictilelist into two: statictilelist now held all non-moving entities like spikes, ground, etc. while envtilelist held all my environment tiles. Then I changed my map loading function to take two map strings: one assigned tiles based on entities and the other pass assigned them based on environment. And now I can lay environments over things without breaking my game! Yippee! I also fixed an issue where blocks could clip through obstacles in zero-g when you moved them upward. The issue was blocks unconditionally being mtv-moved when the player was below them, so the player forced them through anything. I added an extra check before mtv-moving and made obstacle detection variables global to fix it. I also ran into an issue where spikes would incorrectly kill you even if you were not touching them, just near: the issue was that I wasn’t running SAT collision, just going straight to death logic if the initial AABB check turned out true (I run an AABB check first because running SAT for everything makes the game super laggy). both of these lowkey took me a while 😭 As for level design I reworked level 6 (still can’t play it) and level 17 (finished), and I designed levels 18-25 (I attached a video of level 24). Also in the vid I switched shapes randomly, that’s just because I had different keybinds earlier and it was js muscle memory kicking in. Challenges: Aside from a bunch of small bugs, the biggest challenges were the issue where spikes would kill you even if you weren’t touching them and the issue with blocks being pushed up forever in zerog. Even then, for both issues it was still easy to fix since it was easy to diagnose and a few lines per fix, even if it took me a while to find those few lines 🥀🥀 However, there’s still an issue where blocks sink slightly upon spawning in zero-g. This makes it impossible to play level 6, so I’ll have to look into/rework/do something to zero-g logic because I really want to keep its existing level mechanic. AI used, if any: None 🔥 Plans for next time: Finish levels 26-30, finish level 6, and test all the levels to make sure they’re not too hard/impossible/possible to cheese. Aside from that, I’ll most likely bring back the texture thing I implemented last time cuz it did actually make the game run a bit smoother, but I’ll only do it for environment tiles. K bye guys
Unnamed Platformer - Devlog 16 Actually didn’t get a lot done over the last few days, let me explain. What I did: The biggest and only new feature I added was a major adjustment to black holes. Earlier they were just 2 tile x 2 tile circles that killed you upon touching. I’ve reworked them to how they’re supposed to be: 6 px x 6 px black circles, with a surrounding 6 tile x 6 tile ring. now if you enter the ring, you lose the ability to move normally (you can still jump tho) get pulled toward the black center, which kills you if you touch it Which is how it’s supposed to be (nevermind the astrophysical inaccuracy lmao). This took me 2 hours 😭 and then I designed levels 26 and 27. I also re-added the old texture system I implemented and then took down earlier cuz it was making things look hella grainy, but only for environment tiles cuz there’s no big changes visually compared to redrawing them every frame. Unfortunately it doesn’t seem to be doing much in terms of efficiency. I also designed levels 28 and 29 (ss of level 29 attached), and playtested every level from 1 to 28 and adjusted each one to remove any unwanted ways you can cheese a level, as well as to just make some of them less punishing for small mistakes. I also (FINALLY) designed level 6. I added extra sections and polished up some elements that were making the level impossible if you didn’t play it perfectly. I did 2 other things as well: I made it so blocks can’t be pushed by any character other than the square (before you could just push blocks w/ anything) and I reduced horizontal movespeed in zero-g. There’s still a lot more I have to do, mainly ui/menu stuff and visual polish. Challenges: Black hole physics took me a while since my first few implementations were completely wrong, and then I locked in nd figured out how to make it pull correctly. Also, level design is proving to be surprisingly challenging, I rly didn’t think it would take this long, but what with conceptualizing + creating + playtesting each level, especially the later ones where I want to make them more complex and difficult, it eats up a lot of time per level. Even going back through older levels and tweaking them can take a while, cuz you gotta track down all the problematic sections and figure out how to fix them. I also have a humble 18 more days till school starts so I gotta lock in🙏 AI used, if any: None, level design is hard but its not THAT hard Plans for next time: Finish level 30, playtest levels 29 and 30, and hopefully get started on + finish a main menu and level select menu. Im so behind on my schedule it aint even funny so wish me luck
Unnamed Platformer - Devlog 17 It’s actually no longer “Unnamed Platformer”, it’s “Worlds of Blockman”, I might change that later idk What I did: I designed level 30, playtested every level extensively and tweaked some levels, and made a basic main menu, level hud and pause menu. And it took me ~10 hours. Well, that’s not all I did. I also changed up the colors of the square to differentiate it from spikes and buttons, and I added a visual indicator for the triangle’s teleport. When you tp the triangle fades to a darker shade of green, and when it gets off cooldown (3 secs) it fades back to its normal color and then you can tp again. Also, level design took quite a long time since I was kind of making it up as I went along, and the whole game states implementation wasn’t too hard in itself, but I ran into errors with loading my font. I added the .ttf file to my assets folder and wrote the correct file name in font.loadFromFile() and whatnot, but turns out I didn’t have the actual font downloaded in the build folder or my project. So after a bit less than an hour I added it in and it fixed the issue. also I spent a bit of time deciding how the different menus would actually look which ate up some time. Challenges: ngl the font-loading thing was kind of the only hard part 😭most other stuff was solved relatively quickly and easily AI used, if any: None, also most likely no AI will be used in the future since the future just holds visual stuff which should not be hard enough to merit the help of AI. Plans for next time: Level select menu, add more stuff to main menu, also make it so the current level shows in the background when you go to the pause menu. also add mouse inputs so you can use those instead of kb inputs in the menu, and start on some more vfx and sfx. I’m also really tired
Unnamed Platformer - Devlog 18 The UI is coming along pretty nicely! What I did: Designed a full level select menu (there are a couple more things left to add), add a heads up display for the current level, and add proper mouse input and extra details to buttons such as shadows (havent implemented shadows for everything, I’ll explain why) and changing color when hovering. Even though it doesn’t sound like much, it took me a surprisingly long time because my text wasn’t centering…What I didn’t realize is that sf::Text creates invisible offsets for some reason, so when I used getGlobalBounds() it would return that offset too and mess up the centering. I ended up doing some research and realized I had to use the local bounds (i.e. untransformed) when centering. Challenges: Ig the biggest ‘challenge’ was centering buttons with text, because at first I actually tried to manually fine tune coordinates and whatnot. But then I found out I had to use localbounds and blah blah. Another thing is, I spent a lot of time fine tuning sizes, colors, shadow darknesses and depths, etc. which took a lot of my time. Also no ai used this time either, although I did spend a lot of time researching why my text wouldn’t center itself. Plans for next time: I’ll just polish up existing menus, and work on background elements. Also I want to add a kind of handbook accessible from the main menu that tells you what stuff does, different powerups, etc. But most importantly, I’m gonna try to find out how to make shadow creation more efficient. For every text/button, I need a shadow. That means I have to add it as a member in the class, copy the actual object, change the color and offset it, then draw it too. Since I have so many objects that make shadows (all of them in the end, ideally), I’m probably going to make a shadow-making function for readability. Other than that I’ll just play the game and test levels a bunch, which I’ve already been doing a lot to make sure everything is as it should be. K bye guys P.S. there’s also still a couple bugs ( UI-related or otherwise) that I have to fix as well
Unnamed Platformer - Devlog 19 The UI is coming along pretty nicely! Pt. 2 What I did: I believe I’ve fully created everything UI- and menu-wise, aside from 3 additional menus (credits, a ‘handbook’ that contains info about stuff, and a settings page) that are currently blank. I created a hovering effect for buttons that makes it so when you hover over a button, the button goes downward slightly and the shadow moves to match. Aside from that, I polished up/tweaked some minor details, and the only things I’ll add menu wise are probably those 3 sub-menus on the main menu and a universal backwards-nav button. The biggest thing (time-wise) was figuring out how to make the code more readable and actually making it more readable. I created two new functions for making text and button objects which made my life a lot easier, also the button-hover code took quite a few lines so I put that into a function too. Aside from that, I made a couple fixes here and there to make it more efficient memory wise. And even then, I ended up breaking stuff which took me a while to fix, such as the issue with unpausing ur game in the vid. Challenges: Probably efficiency stuff, since deciding how to do it + implementation took a while and had a couple of bugs due to me not accounting for stuff. For example: my hover function would change states on its own, but since sometimes you don’t need to directly change state or you need to do other things too, I made it into a boolean that each individual case takes and does its own thing with. Plans for next time: Start on background stuff probably, I don’t want to do anymore UI stuff for now. I have a fewideas in mind for my background visuals, but I hope they won’t be too hard/impossible to implement. K bye guys
Unnamed Platformer - Devlog 20 Background design is a hell of a lot harder than I thought it would be…also I lost track of time 😭😭 What I did: I got started on background design, and partially implemented a background. I actually had a pretty different idea in mind compared to what I have now: the rest of the planet visible, stretching into the horizon, with mountains and volcanoes etc etc. scattered along its surface. After spending a while implementing that, I realized it a) didn’t look right, since everything was just following the player around at normal cam speed, and b) I didn’t like the idea anymore to begin with. So after scrapping all those changes, I started researching how to add a scrolling effect so it would look more natural. I found out how to implement a parallax scroll effect, which basicallymeans that objects in the background move along slower than objects closer to the front of the screen. I also restructured my scenes.h file which contains all background-related stuff, and made a couple of other small changes and fixes with certain levels. I know I don’t have much to show for it, but that’s mainly because I spent a lot of time tweaking certain elements and just undoing backgrounds I ended up not liking 😭🥀 Challenges: Deciding what to do visuals-wise cost me some time bcuz I kept going back on my old ideas, but restructuring scenes.h was the hardest part since after deciding what to do for visuals, I had to base the logic in scenes.h off that. Also it took me a while to decide how to add in a parallax scroll system. Plans for next time: Work on more background stuff. right now I’ve set up a lot of background elements’ structs and whatnot, but I’ve only redrawn the stars and added a rough brightening/dimming effect. Also Im gonna have to start thinking about what I’m going to add on each of the sub-menus accessible from the main menu (credits, handbook, and settings). K bye guys
Unnamed Platformer - Devlog 21 Background design is a bit easier now that I have a plan…also I did not lose track of time 👍 What I did: I added in every single sky element I want to have: comets, planets, black holes, stars, floating rocks, and a moon. I think I might tweak some elements later down the line (specifically the moon(adding craters) and black holes(I’ll think of some extra effects) ), but for now I’m fairly satisfied with how far I’ve come. Looking at the game now gives me a sense of pride at seeing everything finally come together after so long 🥹✌️ Challenges: Making comets was a bit of a hassle, because I had to decide how to do it (which took me some time for brainstorming + more time cuz of discarded changes + even more minutes of brainstorming), and implement it. It’s pretty complex cuz there’s a cooldown on each comet, then you have to set the spawn point and angle/speed, calculate the trail’s points, draw them, draw the head too etc etc…so it was pretty tedious, but comets are the most rewarding visually imo out of all the features. Other than that, I spent a bit of time per other feature figuring out how to implement each of them, but none of them were as complex as the comet. Plans for next time: Finish up any bugs or other issues in sky-related stuff, then I’ll try to make a visible horizon again and see if I’ve changed my mind since last time. Either that or I’ll start working more on smaller vfx, specially trying to find out how to make a particle effect. K bye guys
Unnamed Platformer - Devlog 22 School starts tomorrow ✌️so i decided to make a shorter devlog…also I’m so tired What I did: Honestly you can’t really tell that I did much at first glance. I was mainly playtesting a lot and polishing stuff up, and making sure all the background stuff was fine. For now I dont think I’ll return to background stuff for a while. Although I did manage to add a particle effect for the black holes (both the ones in the background as well as the actual obstacles). I was also experimenting with a horizon for a bit, but then I decided I don’t want it and scrapped a good chunk of time worth of changes. Challenges: Deciding how to add in particles was a bit challenging, specially the math part. But other than that it was a pretty chill 7 hours. Plans for next time: Hopefully finish menus, then: work on vfx, polish up all the menus, tackle any big issues with levels or physics, and finally work on bringing my game onto itch.io! not all in one go, though. K bye guys
Unnamed Platformer - Devlog 23 Hey guys. What I did: I did a lot of playtesting/bug hunting as usual, but I was mainly creating the entire handbook menu. Which took surprisingly long, cuz of designing the menu + figuring out how to include all the different tile icons + creating descriptions + making stuff functional + formatting + colors + bugs + you get the idea. Anyway I’m pretty happy with how it looks so far, I doubt I’ll make any major changes in the future. Also I did find a couple of bugs while testing, but i didn’t really do anything about them, I want to completely create all the core functions before tackling any small bugs/issues. Challenges: There were a few bugs and I went through a few designs for the menu, but overall everything was hella light so I wouldn’t say there were any real challenges. Plans for next time: Create credits menu, then work on adding vfx, add settings menu (thinking of adding volume + keybind toggles), polish up all the menus…and then I’ll see where to go from there. I’m pretty worried cuz now that school’s started (im in gr11 now) I’m probably gonna have a good amount of schoolwork, clubs, etc. that I’ll also have to make time for…so wish me luck ig. K bye guys
Unnamed Platformer - Devlog 24 The game is finally coming together… 🥹🔥 What I did: All the menus in the game are completed! Ngl, credits was really easy ofc, but I was deciding how I should go about doing it, still didnt take too long tho. Then settings was a lot harder 😭 volume adjustment was quite easy, but the real problem came with creating the keybind section, since I had already coded hard inputs all throughout my code. So I pretty much had to add a new system + helper func in vars.h, then replace every instance of isKeyPressed with that system+helper, then code the menu in the ui file (Which took forever cuz of bugs with msg updating + event handling + key updates + etc.). Well, it’s (mostly) done now, which is good. And ofc I was also testing the game for general bugs too. Challenges: The keybind menu took me a hella long time to get done…thats about it, aside from some other tiny bugs. Plans for next time: add vfx, polish up every single one of the menus…and then I’ll see where to go from there. Hopefully I can finish most of my stuff by the start of next week. K bye guys
Unnamed Platformer - Devlog 25 I’m so tired omg What I did: Bunch of miscellaneous stuff: Added basic vfx: so far we only have a click sound, I’ll add more later but it took me a while to figure out how to get SFML’s audio system working since I also had to find out why my audio files weren’t loading in either. Added coins to every level: added new tile type for coin, added a coin into each level, added effects, etc. Fix bugs/gameplay issues such as the triangle being unable to teleport after a restart/new level, rearrange some levels to fit coin placements, find out some new bugs and try (and fail) to fix them, so decide to deal with them another day. Add simple death animation to the player. Make it so levels must be completed in progressive order (e.g. you start at level 1, cannot progress till you have completed), also add different colors to boxes on level select menu (check vid) Probably a few more things related to general playtesting but i can’t remember Challenges: Making level buttons in the levelmenu was kind of frustrating not only because of the selection aspect but also getting them to visually render in the proper colors. Honestly though, now the main challenge is dealing with my own fatigue, especially since I’ve been joining more clubs and getting more homework, so hopefully I can clutch up over the final few days cuz I highkey need that framework 13 🥺✌️ Plans for next time: I added a list of bugs I want to tackle/stuff I want to add: //BUGS!!!!! //cant close window while in settings menu //rotation bugs //levels 13, 17, 26, 4, 8, look into //as well as other levels but these ones I can remember //TO ADD!!!!! //speedrun timer //death count //updating handbook (notif icon, hidden objects) //more sfx (death especially) K bye guys
Unnamed Platformer - Devlog 26 Stardance extension + fatigue = holy procrastination 😂✌️ What I did: More random stuff: Level timer that stores each level’s personal best, displays a live timer in the level, and lets you access your PR for each level from level select menu Fixed issue where you couldn’t close game while in settings menu Death count (it just tracks deaths over every single level, accessed from level select menu, manual restarts count as death too) and coin count as well Adjusted some levels a bit Added a feature to handbook where items you haven’t come across yet are blacked out and have hidden descs, and add notification to handbook when you unlock these items Update README a little bit cause I was feeling lazy and didn’t want to do anything else Fix some bugs concerning rotation and tipping, as well as making it so you do not rotate when passing thru a 1 tile high gap (this is specially an issue with the square where it can feel a bit janky otherwise) I will note that some of these were multifaceted changes that took quite a bit of effort and iterations, but I couldn’t be bothered explaining everything I did here. And more playtesting too. Challenges: Probably the handbook feature…it was the longest one out of all of them. Plans for next time: I want to be done with pretty much everything related to the actual game by next devlog, so I can focus on the README and finally shipping! K bye guys
Unnamed Platformer - Devlog 27 WE’RE FINALLY HERE! What I did: I did a lot of final polish and testing before getting the game ready for release. Initially I was going to use Emscripten to port my game over to web assembly (inspired by this video: https://www.youtube.com/watch?v=1kiwpAIU454 ) but I soon realized that it was much more complex than it looked, and kind of took away from the spirit of being entirely made out of C++ and SFML. So, I decided to simply publish an executable rather than port the game over to web. I set up the release build and whatnot (which took a while because of cmake config issues and whatnot) but I finally got a release build working n it feels great! I ported to itch.io, now I just gotta finish up the itch page and readme, as well as record a walkthrough video for macOS and Linux users as I couldn’t figure out how to configure the game for either. Challenges: The whole odyssey of deciding how to port my game over was a slight hassle, but nothing too bad. Also, while recording my walkthrough vid, I ended up discovering A LOT of hidden bugs, so I managed to pick all those off and there shouldn’t be any left…hopefully. Plans for next time: Ship! This devlog will be my last for this project, and for this challenge. Aside from being done with everything, I accidentally created a completely new project according to Hackatime when I was renaming the file folder, executable, etc. from “WorldofBlockman” (my placeholder name) to Stardancer so everything would be more consistent with my final title. so any work I do on my project won’t count towards heartbeats and thus I can’t post another devlog (15 minutes minimum/devlog). Still, it’s been such an amazing journey, I learned so much and I made this game that I’m super proud of 🥹 even though this game gave me hell sometimes, I have virtually no regrets about any of it. This has been my biggest project ever, and many more to come in the future hopefully. K…bye guys.
Ships:
For HackClub Stardance, I created Stardancer , a 30-level platformer featuring a unique mechanic: mid-level shapeshifting to unlock new abilities and powers! I used C++ and SFML (the Simple and Fast Multimedia Library) to code this game. During the development of this game, I ran into a couple of technical challenges. Collision was among the biggest; I had initially decided on AABB (Axis-Aligned Bounding Box) collision, but after implementing that I realized that it led to erroneous collision interactions, misalignments, and more issues. So, I switched to SAT (Separating Axis Theorem) collision instead. This, combined with general collision response logic, made coding collision one of the hardest endeavours of this project. There were many other challenges throughout development, however none are too disruptive to the experience of the final game. I’m still extremely proud of myself and this project for many reasons: This is the largest project I’ve ever made; Despite many challenges, bugs, and pieces of complex logic to work through, I made a fully functional and complete game; I managed to make this with no external engines; I was able to use my C++ and new SFML skills to create something I can proudly say I made! IMPORTANT NOTE FOR REVIEWERS!! PLEASE READ!!! A complete playthrough of the game takes a large amount of time due to how levels are structured: to play a level, you must beat the level before it, which poses an issue for one of the shapes which is only unlocked in the last set. I realize most reviewers do not have the time required to play through the full game and gain a complete understanding of its features. For this reason, I strongly urge reviewers to skim through/watch my full walkthrough video linked in my README, as well as check out the “Credits Easter Egg” section in that video. Playing through all 30 levels sequentially takes time, but you can unlock every level directly from the Credits screen so you can test all shape powers hands-on right away! This way, a reviewer will be able to understand the scope and gameplay of the game in a short amount of time. With that being said, I truly hope you enjoy my game....
|
1793681374.5738647
|
1793767774.5738647
|
|
64890
|
My own site! by @Ammaar | Stardance
|
Ammaar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Ammaar | Stardance
|
1793681376.102263
|
1794286176.102263
|
|
63324
|
Yahtzee by @BlueCheckmate | Stardance
|
BlueCheckmate
|
2
|
19.0
|
171
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T15:14:55Z", "hours": 2.0, "multiplier": 5.1, "payout": 10, "blessing": "neutral", "text": "Well if I fix a bug for 2 hours, I’m going to ship it. Also I have multiple pop ups pestering me to as well. I’ll try and get a grant with the added stardust. There may or may not be some bugs. Hopefully I win something from the raffle. Until next time guys", "repo": "https://github.com/checkmateman57/Yahtzee-with-UI", "demo": "https://checkmateman57.github.io/Yahtzee-with-UI/"}, {"ship_num": 2, "ts": "2026-10-20T23:30:41Z", "hours": 17.0, "multiplier": 9.57, "payout": 161, "blessing": "neutral", "text": "Back in Flavourtown, I created Yahtzee in the terminal using python. ( https://github.com/checkmateman57/Yahtzee ) That was a learning experience, with some shaky code, and a lot of feedback to create a UI. So, I followed suit and created a web game of Yahtzee using HTML, CSS, and JAVA. Do I really know those language either? Not really, but gotta keep on learning. I knew it somewhat following the WebOS tutorial, and I didn’t want to use a game engine cus I ain’t learning allat right now. But I got to say, while it was a long ride, it was a really fun one when everything worked according to plan. So while it’s ok to be not happy when there’s a bug, just know that there’s always joy at the end when you resolve it. And now I am at the end of my stardance journey. I have enough hours for my certificate, I completed my sticky streak today, and I am ready to get my prizes. Thanks to those following along my journey, thank you Hack Club for this flagship event, and I’ll now be doing Phantom for my next event. Peace Out", "repo": "https://github.com/checkmateman57/Yahtzee-with-UI", "demo": "https://checkmateman57.github.io/Yahtzee-with-UI/"}]...
|
[{"post_id": 81944, "ts": "202 [{"post_id": 81944, "ts": "2026-10-23T04:05:35Z", "hours": 2.0292, "text": "First ship got rejected because it wasnt universally sized, Every position was in pixels, so I converted them all to % or vh or vw. This took 2 hours. I was also doing find and replace all. I’m going to tweak. Now the display looks worse, but at this point im too exausted to care and am not altering anymore cus its going to still look weird of different resolutions. I’ll make peace with it. Sympathize with me yall."}, {"post_id": 81354, "ts": "2026-10-20T23:11:17Z", "hours": 0.5653, "text": "ReadME!!!"}, {"post_id": 80869, "ts": "2026-10-19T03:31:38Z", "hours": 0.9897, "text": "WOHOO WE DONEE!!! I made sure that if you switch between modes it resets everything. Had some issues because I stored the 2nd players scores in something that was also an html element, so it didnt work out originally, but a quick fix in adding variables to store score and changing scoring mechanisms was quick and efficient. Then a copius amount of testing to see for bugs. You’ll see one in the video below where it displays who won twice, but thats my fault cus in my code it waits three seconds before running, so if player 2 finishes within 3 seconds of player 1, itll run twice, so quick fix there. Then more testing and I havent encountered bugs in a while so I’m calling it a wrap! Tomorrow and Tuesday is ReadMe work, and Tuesday we shipping."}, {"post_id": 80507, "ts": "2026-10-17T22:00:11Z", "hours": 0.5361, "text": "NO BUGGSS!!! So I spent a grueling amount of time testing and fixing, but the bug fix was like I expected. I know that once a 0 is recorded, it resets the rollcounter to 0, so I made sure you can only add a 0 if rollcounter is greater than 0. That way, the event listerns can run multiple times, but only the first one can do something. After that, I spent a loooong time in testing And I just caught some 3 errors in my code that wasnt too bad. Then I spent some more time testing, the first time where Player 2 tests the upper section on how it handles 0s while Player 2 tests Lower section, and the second game was vice versa, Player 2 test upper section while Player 1 tests lower section. All in all, happy with my work. Tomorrow I make sure it resets everything when you switch between modes, and Monday/Tuesday can be ReadMe, so I can ship and finish Sticky Streak!!!"}, {"post_id": 80286, "ts": "2026-10-17T03:49:09Z", "hours": 1.9294, "text": "I am going to start bashing my head in the wall cus I have an UNBELIEVABLE AMOUNT OF BUGS So I finished the scoring for the lower section in multiplayer, which is fine, and compiled lower score but now the bugs start: Grand Total won’t show - I spent like 20 minutes figuring out why because variable names matched in both html and js, but then I look a little bit more closely and then instead of GrandTotalScore2 = document.querySelector(\"#GrandTotalScore2) its GrandTotalScore = document.querySelector(\"#GrandScore2) Im going to tweak. Sometimes if you record a zero for player 1, it also feels the need to give a 0 to player 2. This is because of too many event listeners nesting, and they never really go away (a previous issue that was fixed with a current checker) so a quick solution for that, or so I thought, it is not the case right now, because I added an if statement that actually means nothing, because If you decline a 0, and then score a 0 for the other players, both columns get a 0. because of… 🥁 I nested the event listeners too much!! and I am NOT rewriting all the code because thats too much and im in too deep. So I think I now the solution right now, because it resets the dice count each time, so I just need to make sure if the dice is reset you cant do it again, but I’m too tired for that. The video below shows the 2nd/3rd bugin effect, and Im not filming something new cus im too tired. The second video shows the 1st bug. Enjoy, sorry for the long devlog but I barely kept sticky streak past couple days so basically no time to devlog."}, {"post_id": 79223, "ts": "2026-10-13T02:48:21Z", "hours": 0.6819, "text": "So some more scoring for the 2s through 6s in multiplayer. Pretty straightforward I though, until during recording I encountered some bugs that I have no clue whats up with that, but Im not touching them today. dont have the energy for that."}, {"post_id": 78917, "ts": "2026-10-12T01:20:18Z", "hours": 0.3247, "text": "So I added started Scoring if there is a 2 player. I spent some time trying to find out the best way to tackle it while adding the least amount as possible, and I believe I did. while It will be a while before I bug test the whole thing, theres 2 situations in which you score the first column, so thats an if ((situation1)||(situation2)){scoring1} and then an else{scoring2} for the second column, so I think it works out nice. So i think it should become easier for the rest. Also a snippet of code if you’re interested"}, {"post_id": 78914, "ts": "2026-10-12T00:55:05Z", "hours": 0.7431, "text": "Ughhh, this is more complicated than I thought. So initially my codespace was buggin out cus stuff wouldnt load, took me some time to make the second chart for scoring, and positioning the circles and Multi/Single player circles to show modes. And now Ive though of how much of a headache this is gonna be to make. But we’ll persevere"}, {"post_id": 78513, "ts": "2026-10-11T01:44:14Z", "hours": 0.5286, "text": "Ok, so now I am done with the basic version, everything should work, touched up the intro stuff, and added one page for how to play and rules, and another for scoring. I also topped up an issue I just had with myself that you can open multiple tabs like how to play and New game that overlay each other, so I made sure that doesnt happen. Also when touching up the intro, I wanted Next page and Close next to each other, but then they didnt have any bottom margin, so I used bottom: 16px that applied only to the visible box and not the whole scrollable thing, so then I had to create a div with display: flex, and do it there, which worked out, but still annoying nonetheless when im just about done. I’ll add a version where you can do 2 player, and then I’ll ship!"}, {"post_id": 78483, "ts": "2026-10-10T22:33:35Z", "hours": 0.3814, "text": "Worked on the New Game button. Just a monolith of a hundred different verifiers getting reset to false, and a bunch of .innerhtml = \"\" Also, fun quirk in my code I figured when I tried to copy all the verifiers. My OneChecker variable was actually OneChekcer, so the ck was a kc, so when I try to copy paste and all of the other checkers arent recognized, I quickly figured it out."}, {"post_id": 78474, "ts": "2026-10-10T21:58:58Z", "hours": 0.8186, "text": "Getting there. So I added the grand total mechanism, then also decided to pop up a window with you’re score and how good of a score that is. And then theres some bugs I encountered, so some general fixes and making sure everything works smoothly. I’m gonna work on new game now, and then the intro"}, {"post_id": 78450, "ts": "2026-10-10T20:28:56Z", "hours": 0.6828, "text": "Almost Done (for the basic version) So I added the things for 3 of a kind, 4 of a kind, and Full house, which is all of them!!! I did a quick optimization because for chance, 3 of a kind, and 4 of a kind, the score is all the dice added. So I did a quick adding function, but then for some reason it wouldn’t work, even though the variable was global, but apparantly i needed to store it, even though I thought I did, so the fix was score = adding() But thats kinda it, everything can get scored now, so I need to make sure it can all get added up to the Lower score, then the grand total, make sure new game works, and I’ll touch up the intro, make it better."}, {"post_id": 78246, "ts": "2026-10-10T03:52:14Z", "hours": 0.7481, "text": "Some complicated work done and learnt some new stuff BY MYSELF!!! So basically, a long straight is all 5 in a row, like 1,2,3,4,5, or 2,3,4,5,6, and its going to be an if statement of doom and despair if I do it like that. SO, I put them in an array, and sort them from least to greatest, so my long straight code looks like this if (Dice[0] + 1 == Dice[1] && Dice[1] + 1 == Dice[2] && Dice[2] + 1 == Dice[3] && Dice[3] + 1 == Dice[4]) and I also remembed to make Dice a global value, so it doesnt exist only in that function, which is what I didnt realize a couple days ago, which is why it was better to start from simple to harder. and I figured this out ALL BY MYSELF, NO AI, JUST PURE LOGIC now for small straight, it was a bit more complicated, cus its only 4 in a row, so there can be duplicates, so theres 4 situtaions in which it can work. I got the first 2 light work, then I realized later I needed the other 2. Now here is where AI got involved, cus Im thinking if I do if (situation1) else if (situation 2) else if (situation 3 ) else if (situation 4) else and repeat the same instructions 4 times, if it can be condensed, and then Gemini told me about if ((situation 1) || (situation2) || (situation3) || (situation4)) and then only one set of instructions. Nice to know that. Happy with my progress here."}, {"post_id": 78240, "ts": "2026-10-10T02:45:56Z", "hours": 0.4528, "text": "So I fixed the previous bug, by making creating a variable that each section has a specific number, so the score 0 can only be applied when the section number matches the variables number at that time. I then also added scoring for chance and yahtzee (which dont require an array) That was pretty simple, just adding em all up for chance, and making sure they all equal each other for yahtzee, which took a long time becuase I limited myself to only 3 rolls Then I had the bright idea to just change the amount of rolls im allowed so I make sure it works. It does."}, {"post_id": 77977, "ts": "2026-10-09T02:52:34Z", "hours": 0.785, "text": "So maybe less visual progres today: I just made sure that if the score is 0, then you gotta confirm that you’re scoring a zero. I’m getting better at recognizing that when I have a lot of repeting code, to start using functions But sadly not for this, because I though that itll do the function, and then just record a zero without waiting for my input, so I added event listeners everywhere, and it worked so I’m not complaining. I caught a bug that if you hit no multiple times, then if you hit yes it logs multiple 0s, but the fix was ___Score.innerhtml = Score instead of ___Score.innerhtml += Score Then there was an issue where the confirmation window vertically stacked Yes and no, which is not what I wanted, but I forgot to add Position: absolute And lastly theres a bug where if you click multiple sections that can be 0, when you eventually click yes on one of them, it logs 0 to all I clicked. But I aint fixing that today, thats a tomorrow problem, so see you all tomorrow."}, {"post_id": 77727, "ts": "2026-10-08T03:10:38Z", "hours": 0.4811, "text": "Perhaps a day with more noticable progress. I finished up the scoring for the upper section, and added the function to check if you get the bonus or not, and making sure that you’ve scored everything before deserving it or not. So a bunch of copy pasting the same code for the 2s-6s, and then some writing for the Bonus function, tomorrow will probably be less work, just confirming that is you’re scoring a 0 you know you’re doing it."}, {"post_id": 77455, "ts": "2026-10-07T02:28:08Z", "hours": 0.6047, "text": "I am continously amazed at how much more work is actually showing itself up rn. I planned to start the 2s, 3s, 4s, 5s, 6s, but I just spent today with rules. I wanted to commit on pop-ups removing everything except the warning so it looks nice, but closing a bunch of windows each time is tedious. Lucky me.. I remembered functions exist!!!! so now I have a closebunch and openbunch functions that close or open a bunch of windows depending on what I want it to do. so nice. and then theres a bunch of things you can do, so instead of each being its own warning, I bunched that into one with just a list of things you cant do should you try, and I called that one function NoNo() I also reset the dice after you score yourself, can’t lock the dice when they’re reset and made sure you can only score yourself in proper conditions, and cant rescore So no bugs now, which is great. Heres some good progress (longer video, more to show off). But hey, I also figured out that this qualifies as making a game in a non-game engine, so if I have 10 hours from now till then I get it so got my work cut out for me."}, {"post_id": 77209, "ts": "2026-10-06T03:05:54Z", "hours": 0.6022, "text": "Man………………… I’ve got a LOT to learn. So I started out with a filter function, just to arrange the dice rolls from greatest to largest, then started an if statement were if any equal 1, then thats the score, and put it into the innerhtml. If only it were that easy right. I dont think a single line of code was right there . I didn’t put the filter function outside of it, so it wasnt even called upon, and basically nothing was right. So I decided to start with basics, if I click this button will it show a number. It does, So then if this die value is 1, add 1 to the tally, and then display the tally score. That doesnt work. It was because the die’s value is locked in a function, so it needs to exist in the main script. easy fix, and now it works . But the code is very simple, it’ll work for 1s-6s, which is nice, but I want a deeper code understanding. I’ll have to use an array, and index it for short/long straight. I’ll have to make sure you can only click it once, verify if your score will be 0, and reset dice rolls to make sure you can roll again. But thats a problem for another day. So adios"}, {"post_id": 76921, "ts": "2026-10-05T02:50:28Z", "hours": 0.4847, "text": "Gotta do something everyday, and today was busy so not much. Before I start the array of doom and despair, I first needed to assign variables to all sections of the table, and then put that over into the javascript. How Fun. So that means 34 variable names I gotta put in the HTML and in the JavaScript. So after all that, I go to make sure my website still runs. Ladies and Gentlemen… The close button on how to play no longer works. So now I gotta look through all variable names to see my error. And it was because SixeScore was supposed to be SixScore, and GrandScore was actually GrandTotalScore. So 2 fixes, not bad, but it still doesnt work. Then the big GPT tells me that I have id 3Kind and 4Kind, instead of ThreeKind and FourKind, which I did change for the scores but not for the original. I changed because javadoesnt like a number as the leading string for a variable so I changed it, but then forgot to change it on the other end of the line. So overall, very fun guys trust. Heres a video of what my UI does so far:"}, {"post_id": 76539, "ts": "2026-10-03T21:25:26Z", "hours": 0.2736, "text": "It’s slowly coming to fruition I added the rest of the tables for scoring and it’s looking good now, less janky when just the left side was there But now I get to the hard part I need to store the dice’s values in an array, and then call on specific values based on what scoring category. While that’s easy for 1s-6s, and chance, it gets harder for more specialized sections. Also I need to make sure you cant score for the same thing. and then add all the values up and make sure you can actually get a bonus…. All in all… its gonna be a learning experience (hopefully a fun one)"}, {"post_id": 76271, "ts": "2026-10-03T00:52:44Z", "hours": 0.4636, "text": "So I’m starting the table of the scoring, and I’m doing that through separate divs and css. Now you might wonder, why dont you use <table> <tr> <td></td></tr></table> ? and thats a completely valid question your answer: I dont want to I find it much easier to copy paste divs with the same border box class and a <p> and do that. I am not you Great, we got that out of the way. Overall light work, looks kinda weird right now but I think when I add the other stuff its gonna look good. also I fixed a thing from last time, in which when you get the roll warning or the how to play, it would keep the dice lock on, and I need that display off, but when you come back, you need it back on. That took some time as well"}, {"post_id": 76014, "ts": "2026-10-02T01:51:25Z", "hours": 0.385, "text": "So I comitted to a sticky streak so I gotta do stuff everyday, and today was lowkey tiring so I didnt do much. Just added some technicalities and made it look a little better cus when the rules open on top the dice it looks terrible so I just made the dice disappear when rules are open, and made sure you can’t roll more than 3 times."}, {"post_id": 75765, "ts": "2026-10-01T01:13:23Z", "hours": 0.6214, "text": "YES IT’S WORKING!!! You can now keep a dice value that you like, and it was surprisingly simple to make if im being honest. First, I added the toggle to show when the die is locked or not (took a bit of time to position properly). Next, I gave an id, and created a true false value to track, and when you click the die, it toggles it on/off. and then I went into the functions that handle the dice roll, and only allow it when the lock is off. Good job, me"}, {"post_id": 75760, "ts": "2026-10-01T00:10:08Z", "hours": 0.5294, "text": "Guys, I’m genuinely getting better at this I created the function that can roll the dice and create random values. Little bit help from W3 school on creating the random number, but I got the comparison right and making sure that the correct dice value is added. Very little debugging. That being said, its SUPER repetitive code and copy+paste gonna come in clutch, so theres definitely going to be a more optimized way, but the lion does not concern himself with optimizations while working on the cloud Anyway, gotta make sure you can keep dice rolls that you like."}, {"post_id": 74204, "ts": "2026-09-26T22:18:35Z", "hours": 1.1225, "text": "I genuinely believe that Fraud Squad gonna reduce my hours on this project 😭 Heres Why: I spend an hour creating dice . While I know how to create dice under NORMAL circumstance (create a box and put pips in them), these are not normal circumstances, because I will need to manipulate their values. The rightmost die might be a 3 this turn, but in a minute it could become a 5, and I need to adjust for that. Therefore, I need CSS, and if you’ve seen my ChessOS project, you know that CSS and me are no bueno for the most part. Dont understand it at all for the most part, and definitely not incorporating multiple CSS into one element. 1st Attempt I tried styling the base box, a dice pip and putting multiple pips in a dice, I got this far: .dice{stuff} .dicepip{stuff} .dice1{ .dice .dicepip} Shocker, CSS doesn’t work that way 2nd Attempt On the main div that’ll display dice, I need to just put multiple classes in, and create a second div that contains the dicepip div <div class=\"dice dice1 dice2> <div class=\"dicepip\"> That worked for die #1, so I thought, lets do it for the other 6, cus monkey see monkey do . That resulted in one pip per dice in one of the correct spots, because as Gemini told me, It can only include 1 pip. So theres some time over there 3rd Attempt So AI directed me over to multiple background images, with positioning, with code radial-gradiant... then background-positioning and I only got a singular centre pip for all dice no matter if the code had more than 1 (image to show this) The answer to this one is that radial-gradient naturally wants to take up all the space so only one can fit in. 4th Attempt radial-gradient(circle at 15% 15%, black 12px, transparent 13px), For all the pips in die, and now it works!!! works, and I can manipulate which dies get which value, which will be hopefully smooth sailing in that aspect"}, {"post_id": 74170, "ts": "2026-09-26T20:31:55Z", "hours": 0.5367, "text": "I’MMMM BAAACKKK!!! After some slight demoralization in the fact I had to do a lot of things in a little amount of time, hearing stardance get extended revived me, as I now have more time, and will do a lot more things. It starts with Yahtzee. I did the rules, and now Im going to start getting into the hard stuff"}, {"post_id": 69949, "ts": "2026-09-18T03:47:10Z", "hours": 0.5142, "text": "I can’t lie, Fraud Squad gonna have a field day with me A whole 30 minutes to create this I’m genuinely fried. But I have a reason behind that: I spent the first 15 or so minutes trying to get the correct background because even though I was doing background-size: cover It would show a blurry-ish image that was not the whole image, it was cut-off, and idk why. So I went with this. Then I spent some trouble with centring yahtzee, then the 2 boxes I needed to be perfect. So yeah, I deeply apologize fraud squad. Also here’s some pictures of the first wallpapers I tried to put."}]...
|
Title: Yahtzee by @BlueCheckmate | Stardance
Devl Title: Yahtzee by @BlueCheckmate | Stardance
Devlogs:
I can’t lie, Fraud Squad gonna have a field day with me A whole 30 minutes to create this I’m genuinely fried. But I have a reason behind that: I spent the first 15 or so minutes trying to get the correct background because even though I was doing background-size: cover It would show a blurry-ish image that was not the whole image, it was cut-off, and idk why. So I went with this. Then I spent some trouble with centring yahtzee, then the 2 boxes I needed to be perfect. So yeah, I deeply apologize fraud squad. Also here’s some pictures of the first wallpapers I tried to put.
I’MMMM BAAACKKK!!! After some slight demoralization in the fact I had to do a lot of things in a little amount of time, hearing stardance get extended revived me, as I now have more time, and will do a lot more things. It starts with Yahtzee. I did the rules, and now Im going to start getting into the hard stuff
I genuinely believe that Fraud Squad gonna reduce my hours on this project 😭 Heres Why: I spend an hour creating dice . While I know how to create dice under NORMAL circumstance (create a box and put pips in them), these are not normal circumstances, because I will need to manipulate their values. The rightmost die might be a 3 this turn, but in a minute it could become a 5, and I need to adjust for that. Therefore, I need CSS, and if you’ve seen my ChessOS project, you know that CSS and me are no bueno for the most part. Dont understand it at all for the most part, and definitely not incorporating multiple CSS into one element. 1st Attempt I tried styling the base box, a dice pip and putting multiple pips in a dice, I got this far: .dice{stuff} .dicepip{stuff} .dice1{ .dice .dicepip} Shocker, CSS doesn’t work that way 2nd Attempt On the main div that’ll display dice, I need to just put multiple classes in, and create a second div that contains the dicepip div <div class="dice dice1 dice2> <div class="dicepip"> That worked for die #1, so I thought, lets do it for the other 6, cus monkey see monkey do . That resulted in one pip per dice in one of the correct spots, because as Gemini told me, It can only include 1 pip. So theres some time over there 3rd Attempt So AI directed me over to multiple background images, with positioning, with code radial-gradiant... then background-positioning and I only got a singular centre pip for all dice no matter if the code had more than 1 (image to show this) The answer to this one is that radial-gradient naturally wants to take up all the space so only one can fit in. 4th Attempt radial-gradient(circle at 15% 15%, black 12px, transparent 13px), For all the pips in die, and now it works!!! works, and I can manipulate which dies get which value, which will be hopefully smooth sailing in that aspect
Guys, I’m genuinely getting better at this I created the function that can roll the dice and create random values. Little bit help from W3 school on creating the random number, but I got the comparison right and making sure that the correct dice value is added. Very little debugging. That being said, its SUPER repetitive code and copy+paste gonna come in clutch, so theres definitely going to be a more optimized way, but the lion does not concern himself with optimizations while working on the cloud Anyway, gotta make sure you can keep dice rolls that you like.
YES IT’S WORKING!!! You can now keep a dice value that you like, and it was surprisingly simple to make if im being honest. First, I added the toggle to show when the die is locked or not (took a bit of time to position properly). Next, I gave an id, and created a true false value to track, and when you click the die, it toggles it on/off. and then I went into the functions that handle the dice roll, and only allow it when the lock is off. Good job, me
So I comitted to a sticky streak so I gotta do stuff everyday, and today was lowkey tiring so I didnt do much. Just added some technicalities and made it look a little better cus when the rules open on top the dice it looks terrible so I just made the dice disappear when rules are open, and made sure you can’t roll more than 3 times.
So I’m starting the table of the scoring, and I’m doing that through separate divs and css. Now you might wonder, why dont you use <table> <tr> <td></td></tr></table> ? and thats a completely valid question your answer: I dont want to I find it much easier to copy paste divs with the same border box class and a <p> and do that. I am not you Great, we got that out of the way. Overall light work, looks kinda weird right now but I think when I add the other stuff its gonna look good. also I fixed a thing from last time, in which when you get the roll warning or the how to play, it would keep the dice lock on, and I need that display off, but when you come back, you need it back on. That took some time as well
It’s slowly coming to fruition I added the rest of the tables for scoring and it’s looking good now, less janky when just the left side was there But now I get to the hard part I need to store the dice’s values in an array, and then call on specific values based on what scoring category. While that’s easy for 1s-6s, and chance, it gets harder for more specialized sections. Also I need to make sure you cant score for the same thing. and then add all the values up and make sure you can actually get a bonus…. All in all… its gonna be a learning experience (hopefully a fun one)
Gotta do something everyday, and today was busy so not much. Before I start the array of doom and despair, I first needed to assign variables to all sections of the table, and then put that over into the javascript. How Fun. So that means 34 variable names I gotta put in the HTML and in the JavaScript. So after all that, I go to make sure my website still runs. Ladies and Gentlemen… The close button on how to play no longer works. So now I gotta look through all variable names to see my error. And it was because SixeScore was supposed to be SixScore, and GrandScore was actually GrandTotalScore. So 2 fixes, not bad, but it still doesnt work. Then the big GPT tells me that I have id 3Kind and 4Kind, instead of ThreeKind and FourKind, which I did change for the scores but not for the original. I changed because javadoesnt like a number as the leading string for a variable so I changed it, but then forgot to change it on the other end of the line. So overall, very fun guys trust. Heres a video of what my UI does so far:
Man………………… I’ve got a LOT to learn. So I started out with a filter function, just to arrange the dice rolls from greatest to largest, then started an if statement were if any equal 1, then thats the score, and put it into the innerhtml. If only it were that easy right. I dont think a single line of code was right there . I didn’t put the filter function outside of it, so it wasnt even called upon, and basically nothing was right. So I decided to start with basics, if I click this button will it show a number. It does, So then if this die value is 1, add 1 to the tally, and then display the tally score. That doesnt work. It was because the die’s value is locked in a function, so it needs to exist in the main script. easy fix, and now it works . But the code is very simple, it’ll work for 1s-6s, which is nice, but I want a deeper code understanding. I’ll have to use an array, and index it for short/long straight. I’ll have to make sure you can only click it once, verify if your score will be 0, and reset dice rolls to make sure you can roll again. But thats a problem for another day. So adios
I am continously amazed at how much more work is actually showing itself up rn. I planned to start the 2s, 3s, 4s, 5s, 6s, but I just spent today with rules. I wanted to commit on pop-ups removing everything except the warning so it looks nice, but closing a bunch of windows each time is tedious. Lucky me.. I remembered functions exist!!!! so now I have a closebunch and openbunch functions that close or open a bunch of windows depending on what I want it to do. so nice. and then theres a bunch of things you can do, so instead of each being its own warning, I bunched that into one with just a list of things you cant do should you try, and I called that one function NoNo() I also reset the dice after you score yourself, can’t lock the dice when they’re reset and made sure you can only score yourself in proper conditions, and cant rescore So no bugs now, which is great. Heres some good progress (longer video, more to show off). But hey, I also figured out that this qualifies as making a game in a non-game engine, so if I have 10 hours from now till then I get it so got my work cut out for me.
Perhaps a day with more noticable progress. I finished up the scoring for the upper section, and added the function to check if you get the bonus or not, and making sure that you’ve scored everything before deserving it or not. So a bunch of copy pasting the same code for the 2s-6s, and then some writing for the Bonus function, tomorrow will probably be less work, just confirming that is you’re scoring a 0 you know you’re doing it.
So maybe less visual progres today: I just made sure that if the score is 0, then you gotta confirm that you’re scoring a zero. I’m getting better at recognizing that when I have a lot of repeting code, to start using functions But sadly not for this, because I though that itll do the function, and then just record a zero without waiting for my input, so I added event listeners everywhere, and it worked so I’m not complaining. I caught a bug that if you hit no multiple times, then if you hit yes it logs multiple 0s, but the fix was ___Score.innerhtml = Score instead of ___Score.innerhtml += Score Then there was an issue where the confirmation window vertically stacked Yes and no, which is not what I wanted, but I forgot to add Position: absolute And lastly theres a bug where if you click multiple sections that can be 0, when you eventually click yes on one of them, it logs 0 to all I clicked. But I aint fixing that today, thats a tomorrow problem, so see you all tomorrow.
So I fixed the previous bug, by making creating a variable that each section has a specific number, so the score 0 can only be applied when the section number matches the variables number at that time. I then also added scoring for chance and yahtzee (which dont require an array) That was pretty simple, just adding em all up for chance, and making sure they all equal each other for yahtzee, which took a long time becuase I limited myself to only 3 rolls Then I had the bright idea to just change the amount of rolls im allowed so I make sure it works. It does.
Some complicated work done and learnt some new stuff BY MYSELF!!! So basically, a long straight is all 5 in a row, like 1,2,3,4,5, or 2,3,4,5,6, and its going to be an if statement of doom and despair if I do it like that. SO, I put them in an array, and sort them from least to greatest, so my long straight code looks like this if (Dice[0] + 1 == Dice[1] && Dice[1] + 1 == Dice[2] && Dice[2] + 1 == Dice[3] && Dice[3] + 1 == Dice[4]) and I also remembed to make Dice a global value, so it doesnt exist only in that function, which is what I didnt realize a couple days ago, which is why it was better to start from simple to harder. and I figured this out ALL BY MYSELF, NO AI, JUST PURE LOGIC now for small straight, it was a bit more complicated, cus its only 4 in a row, so there can be duplicates, so theres 4 situtaions in which it can work. I got the first 2 light work, then I realized later I needed the other 2. Now here is where AI got involved, cus Im thinking if I do if (situation1) else if (situation 2) else if (situation 3 ) else if (situation 4) else and repeat the same instructions 4 times, if it can be condensed, and then Gemini told me about if ((situation 1) || (situation2) || (situation3) || (situation4)) and then only one set of instructions. Nice to know that. Happy with my progress here.
Almost Done (for the basic version) So I added the things for 3 of a kind, 4 of a kind, and Full house, which is all of them!!! I did a quick optimization because for chance, 3 of a kind, and 4 of a kind, the score is all the dice added. So I did a quick adding function, but then for some reason it wouldn’t work, even though the variable was global, but apparantly i needed to store it, even though I thought I did, so the fix was score = adding() But thats kinda it, everything can get scored now, so I need to make sure it can all get added up to the Lower score, then the grand total, make sure new game works, and I’ll touch up the intro, make it better.
Getting there. So I added the grand total mechanism, then also decided to pop up a window with you’re score and how good of a score that is. And then theres some bugs I encountered, so some general fixes and making sure everything works smoothly. I’m gonna work on new game now, and then the intro
Worked on the New Game button. Just a monolith of a hundred different verifiers getting reset to false, and a bunch of .innerhtml = "" Also, fun quirk in my code I figured when I tried to copy all the verifiers. My OneChecker variable was actually OneChekcer, so the ck was a kc, so when I try to copy paste and all of the other checkers arent recognized, I quickly figured it out.
Ok, so now I am done with the basic version, everything should work, touched up the intro stuff, and added one page for how to play and rules, and another for scoring. I also topped up an issue I just had with myself that you can open multiple tabs like how to play and New game that overlay each other, so I made sure that doesnt happen. Also when touching up the intro, I wanted Next page and Close next to each other, but then they didnt have any bottom margin, so I used bottom: 16px that applied only to the visible box and not the whole scrollable thing, so then I had to create a div with display: flex, and do it there, which worked out, but still annoying nonetheless when im just about done. I’ll add a version where you can do 2 player, and then I’ll ship!
Ughhh, this is more complicated than I thought. So initially my codespace was buggin out cus stuff wouldnt load, took me some time to make the second chart for scoring, and positioning the circles and Multi/Single player circles to show modes. And now Ive though of how much of a headache this is gonna be to make. But we’ll persevere
So I added started Scoring if there is a 2 player. I spent some time trying to find out the best way to tackle it while adding the least amount as possible, and I believe I did. while It will be a while before I bug test the whole thing, theres 2 situations in which you score the first column, so thats an if ((situation1)||(situation2)){scoring1} and then an else{scoring2} for the second column, so I think it works out nice. So i think it should become easier for the rest. Also a snippet of code if you’re interested
So some more scoring for the 2s through 6s in multiplayer. Pretty straightforward I though, until during recording I encountered some bugs that I have no clue whats up with that, but Im not touching them today. dont have the energy for that.
I am going to start bashing my head in the wall cus I have an UNBELIEVABLE AMOUNT OF BUGS So I finished the scoring for the lower section in multiplayer, which is fine, and compiled lower score but now the bugs start: Grand Total won’t show - I spent like 20 minutes figuring out why because variable names matched in both html and js, but then I look a little bit more closely and then instead of GrandTotalScore2 = document.querySelector("#GrandTotalScore2) its GrandTotalScore = document.querySelector("#GrandScore2) Im going to tweak. Sometimes if you record a zero for player 1, it also feels the need to give a 0 to player 2. This is because of too many event listeners nesting, and they never really go away (a previous issue that was fixed with a current checker) so a quick solution for that, or so I thought, it is not the case right now, because I added an if statement that actually means nothing, because If you decline a 0, and then score a 0 for the other players, both columns get a 0. because of… 🥁 I nested the event listeners too much!! and I am NOT rewriting all the code because thats too much and im in too deep. So I think I now the solution right now, because it resets the dice count each time, so I just need to make sure if the dice is reset you cant do it again, but I’m too tired for that. The video below shows the 2nd/3rd bugin effect, and Im not filming something new cus im too tired. The second video shows the 1st bug. Enjoy, sorry for the long devlog but I barely kept sticky streak past couple days so basically no time to devlog.
NO BUGGSS!!! So I spent a grueling amount of time testing and fixing, but the bug fix was like I expected. I know that once a 0 is recorded, it resets the rollcounter to 0, so I made sure you can only add a 0 if rollcounter is greater than 0. That way, the event listerns can run multiple times, but only the first one can do something. After that, I spent a loooong time in testing And I just caught some 3 errors in my code that wasnt too bad. Then I spent some more time testing, the first time where Player 2 tests the upper section on how it handles 0s while Player 2 tests Lower section, and the second game was vice versa, Player 2 test upper section while Player 1 tests lower section. All in all, happy with my work. Tomorrow I make sure it resets everything when you switch between modes, and Monday/Tuesday can be ReadMe, so I can ship and finish Sticky Streak!!!
WOHOO WE DONEE!!! I made sure that if you switch between modes it resets everything. Had some issues because I stored the 2nd players scores in something that was also an html element, so it didnt work out originally, but a quick fix in adding variables to store score and changing scoring mechanisms was quick and efficient. Then a copius amount of testing to see for bugs. You’ll see one in the video below where it displays who won twice, but thats my fault cus in my code it waits three seconds before running, so if player 2 finishes within 3 seconds of player 1, itll run twice, so quick fix there. Then more testing and I havent encountered bugs in a while so I’m calling it a wrap! Tomorrow and Tuesday is ReadMe work, and Tuesday we shipping.
ReadME!!!
First ship got rejected because it wasnt universally sized, Every position was in pixels, so I converted them all to % or vh or vw. This took 2 hours. I was also doing find and replace all. I’m going to tweak. Now the display looks worse, but at this point im too exausted to care and am not altering anymore cus its going to still look weird of different resolutions. I’ll make peace with it. Sympathize with me yall.
Ships:
Back in Flavourtown, I created Yahtzee in the terminal using python. ( https://github.com/checkmateman57/Yahtzee ) That was a learning experience, with some shaky code, and a lot of feedback to create a UI. So, I followed suit and created a web game of Yahtzee using HTML, CSS, and JAVA. Do I really know those language either? Not really, but gotta keep on learning. I knew it somewhat following the WebOS tutorial, and I didn’t want to use a game engine cus I ain’t learning allat right now. But I got to say, while it was a long ride, it was a really fun one when everything worked according to plan. So while it’s ok to be not happy when there’s a bug, just know that there’s always joy at the end when you resolve it. And now I am at the end of my stardance journey. I have enough hours for my certificate, I completed my sticky streak today, and I am ready to get my prizes. Thanks to those following along my journey, thank you Hack Club for this flagship event, and I’ll now be doing Phantom for my next event. Peace Out
Well if I fix a bug for 2 hours, I’m going to ship it. Also I have multiple pop ups pestering me to as well. I’ll try and get a grant with the added stardust. There may or may not be some bugs. Hopefully I win something from the raffle. Until next time guys...
|
1793681376.9905536
|
1793767776.9905536
|
|
64891
|
PersonalSite by @BeytiKebab | Stardance
|
BeytiKebab
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PersonalSite by @BeytiKebab | Stardance
|
1793681378.38689
|
1794286178.38689
|
|
70180
|
Gumi the assistant by @potipek | Stardance
|
potipek
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T20:16:53Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Gumi, an ai desktop pet you’ll love Ever felt bored and didn’t know what to do? Gumi is here to help! He can do a lot of things such as: Help you with homework! Explain some code to you! Make you some code (dont do that pls, use your brains instead) And a lot more! Okay, now backstory (boooring….) Why is the repo called Duckipet? Well, because it was the initial name of the project but now, his name is Gumi! What AI providers can I use? You can use almost every OpenAI compatible endpoint such as openrouter. I used mine with north-mini-code:free with OpenRouter and then gpt-oss:20b via Groq. The project is opensource so anyone can tailor it into their liking. I find the bot cute, my friends too! You can check him on my itch here: https://potipek.itch.io/gumi", "repo": "https://github.com/tomk1440-cmyk/Duckipet", "demo": "https://github.com/tomk1440-cmyk/Duckipet/releases/tag/Gumi"}]...
|
[{"post_id": 82437, "ts": "202 [{"post_id": 82437, "ts": "2026-10-24T20:05:41Z", "hours": 2.5692, "text": "Gumi is finished!"}, {"post_id": 82363, "ts": "2026-10-24T17:01:41Z", "hours": 1.0022, "text": "Gumi replies! So, what changed? Gumi now replies It still needs some work, i want to make it have: code blocks conversation history more chats controls and much more!"}, {"post_id": 82302, "ts": "2026-10-24T14:44:14Z", "hours": 0.9964, "text": "Finally, started working on the chat app"}, {"post_id": 82274, "ts": "2026-10-24T13:19:34Z", "hours": 0.6511, "text": "Still the ai…."}, {"post_id": 82259, "ts": "2026-10-24T12:26:03Z", "hours": 1.7992, "text": "Working on making it an Gumi AI Bot (that can use ollama or other api endpoints)"}, {"post_id": 82073, "ts": "2026-10-23T18:44:43Z", "hours": 1.0622, "text": "Gumi has a power button and text pill now!"}, {"post_id": 82014, "ts": "2026-10-23T13:38:43Z", "hours": 2.0761, "text": "This is gumi"}]...
|
Title: Gumi the assistant by @potipek | Stardance
Title: Gumi the assistant by @potipek | Stardance
Devlogs:
This is gumi
Gumi has a power button and text pill now!
Working on making it an Gumi AI Bot (that can use ollama or other api endpoints)
Still the ai….
Finally, started working on the chat app
Gumi replies! So, what changed? Gumi now replies It still needs some work, i want to make it have: code blocks conversation history more chats controls and much more!
Gumi is finished!
Ships:
Gumi, an ai desktop pet you’ll love Ever felt bored and didn’t know what to do? Gumi is here to help! He can do a lot of things such as: Help you with homework! Explain some code to you! Make you some code (dont do that pls, use your brains instead) And a lot more! Okay, now backstory (boooring….) Why is the repo called Duckipet? Well, because it was the initial name of the project but now, his name is Gumi! What AI providers can I use? You can use almost every OpenAI compatible endpoint such as openrouter. I used mine with north-mini-code:free with OpenRouter and then gpt-oss:20b via Groq. The project is opensource so anyone can tailor it into their liking. I find the bot cute, my friends too! You can check him on my itch here: https://potipek.itch.io/gumi...
|
1793681379.2436168
|
1793767779.2436168
|
|
64892
|
npcOS by @studious-person | Stardance
|
studious-person
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: npcOS by @studious-person | Stardance
|
1793681380.411772
|
1794286180.411772
|
|
70186
|
OmniStar by @OmniKing | Stardance
|
OmniKing
|
2
|
9.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T18:32:56Z", "hours": 1.0, "multiplier": 1.72, "payout": 1, "blessing": "neutral", "text": "Hey everyone welcome to my personal website OmniStar where I tell you bout myself the things I did the things I currently doing the languages I am currently learning and showing you the very projects I have built with my Own hand through self learned coding making every website custom coded with only using ai to find the bug if you want to visit my website just click on it and then you see socials where you can see my channels and the things I am creating and in this my last and final ship of of the stardance I created the contact section where you can send your suggestion to me . and Lastly I am proud to be the part of stardance and I am proud on the projects I created hope you guys will also love it . thanks guys thanks stardance😁.", "repo": "https://github.com/Omniking175/OmniStar", "demo": "https://omnistar.netlify.app/"}, {"ship_num": 2, "ts": "2026-10-25T17:32:40Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi guys I am OmniKing and I am here today to show you my personal website which I build purely by myself and I am so proud of it . The website called OmniStar . I learned so many new things from it . Firstly I made the home page or we can call it landing page Here I welcome all the people who was here to see the site I made the scene and write the welcome message then I put my Minecraft character behind the semi circle I model it myself then chose and crreated the background . Ohh yeah I forgot to tell you that I firstly made my navbar then I started everything. After making the home page I created the about section Where I tell you about me and the languages I learned and currently learning . after that I created Project section where you can see my websites all created by me from scratch (custom coded) you can see my projects there and If you want to visit my project you can drag you mouse pointer to the project you wanted to see and click on it and then you can redirected to the project. After the project section I made my final section . The Social section where you can see my social media (youtube,instagram,snapchat etc…) accounts or channels I am a creator who makes videos , shorts, reel etc… You can go to my channels and pages if you want you can chose which one platform you want to go first and you can see my content there and if you like it or like me and want to become one of my OmniOrds you either subscribe or follow . For you to go to my channels you drag your mouse pointer on platform and click on it then you will be redirected to my accounts 😁. After creation every section I stylize my website and make it look even better . Hope you guys like my website OmniStar😁😄😊. Note : I did not make this website responsive currently . And I didn’t make the contact section in this ship I am going make more things and make my website look even better in my next ship hope you like that upgraded website too😁. Thanks .", "repo": "https://github.com/Omniking175/OmniStar", "demo": "https://omnistar.netlify.app/"}]...
|
[{"post_id": 85509, "ts": "202 [{"post_id": 85509, "ts": "2026-10-31T13:02:32Z", "hours": 0.8244, "text": "Hello everyone this is my final devlog of my personal site where I make Contact page today."}, {"post_id": 82700, "ts": "2026-10-25T17:04:12Z", "hours": 0.6447, "text": "Now I added some text and enhance visuals and put some shadow some stroke and make the hover effect more appealing"}, {"post_id": 82684, "ts": "2026-10-25T16:20:39Z", "hours": 1.2317, "text": "Today I made social section on my personal website (OmniStar). hope you guys like it."}, {"post_id": 82627, "ts": "2026-10-25T13:30:42Z", "hours": 2.1406, "text": "Today I added project section in omnistar my personal website"}, {"post_id": 82237, "ts": "2026-10-24T11:13:08Z", "hours": 1.9203, "text": "Today I made the about me section and did some extra things"}, {"post_id": 81771, "ts": "2026-10-22T13:14:03Z", "hours": 0.5606, "text": "Today I added my Minecraft character and background image for my home page section also changed background color and the color of the semi circle with gradients hope you like it"}, {"post_id": 81504, "ts": "2026-10-21T14:53:25Z", "hours": 0.9519, "text": "Today I added semisphere in my website and going to add some pictures and new background in my next post"}, {"post_id": 80394, "ts": "2026-10-17T14:33:30Z", "hours": 0.6136, "text": "Hi everyone I started making new website which is my personal website and the name of the website is OmniStar . Here I am going to tell you about little of my self , projects i made and my all social media accounts like youtube channel , facebook page, instagram page etc. hope you guys like my personal website OmniStar"}]...
|
Title: OmniStar by @OmniKing | Stardance
Devlogs: Title: OmniStar by @OmniKing | Stardance
Devlogs:
Hi everyone I started making new website which is my personal website and the name of the website is OmniStar . Here I am going to tell you about little of my self , projects i made and my all social media accounts like youtube channel , facebook page, instagram page etc. hope you guys like my personal website OmniStar
Today I added semisphere in my website and going to add some pictures and new background in my next post
Today I added my Minecraft character and background image for my home page section also changed background color and the color of the semi circle with gradients hope you like it
Today I made the about me section and did some extra things
Today I added project section in omnistar my personal website
Today I made social section on my personal website (OmniStar). hope you guys like it.
Now I added some text and enhance visuals and put some shadow some stroke and make the hover effect more appealing
Hello everyone this is my final devlog of my personal site where I make Contact page today.
Ships:
Hi guys I am OmniKing and I am here today to show you my personal website which I build purely by myself and I am so proud of it . The website called OmniStar . I learned so many new things from it . Firstly I made the home page or we can call it landing page Here I welcome all the people who was here to see the site I made the scene and write the welcome message then I put my Minecraft character behind the semi circle I model it myself then chose and crreated the background . Ohh yeah I forgot to tell you that I firstly made my navbar then I started everything. After making the home page I created the about section Where I tell you about me and the languages I learned and currently learning . after that I created Project section where you can see my websites all created by me from scratch (custom coded) you can see my projects there and If you want to visit my project you can drag you mouse pointer to the project you wanted to see and click on it and then you can redirected to the project. After the project section I made my final section . The Social section where you can see my social media (youtube,instagram,snapchat etc…) accounts or channels I am a creator who makes videos , shorts, reel etc… You can go to my channels and pages if you want you can chose which one platform you want to go first and you can see my content there and if you like it or like me and want to become one of my OmniOrds you either subscribe or follow . For you to go to my channels you drag your mouse pointer on platform and click on it then you will be redirected to my accounts 😁. After creation every section I stylize my website and make it look even better . Hope you guys like my website OmniStar😁😄😊. Note : I did not make this website responsive currently . And I didn’t make the contact section in this ship I am going make more things and make my website look even better in my next ship hope you like that upgraded website too😁. Thanks .
Hey everyone welcome to my personal website OmniStar where I tell you bout myself the things I did the things I currently doing the languages I am currently learning and showing you the very projects I have built with my Own hand through self learned coding making every website custom coded with only using ai to find the bug if you want to visit my website just click on it and then you see socials where you can see my channels and the things I am creating and in this my last and final ship of of the stardance I created the contact section where you can send your suggestion to me . and Lastly I am proud to be the part of stardance and I am proud on the projects I created hope you guys will also love it . thanks guys thanks stardance😁....
|
1793681381.2991934
|
1793767781.2991934
|
|
34114
|
Star Watcher by @Daan | Stardance
|
Daan
|
1
|
57.0
|
327
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T19:22:31Z", "hours": 57.0, "multiplier": 6.13, "payout": 327, "blessing": "neutral", "text": "My project is a website you can use to look at the stars. It gives you a stargazing score based on real weather, time and moon data at your location. The site also tells you which planets and constellations you can see and where. I am really proud of the planet compass I made. It taught me a lot about SVG’s, the orientation API, … . This was the first project I ever coded and I really liked it. I will surely be trying to make other projects after this one is finished.", "repo": "https://github.com/QSD808/Star-Watcher", "demo": "https://qsd808.github.io/Star-Watcher/"}]...
|
[{"post_id": 81853, "ts": "202 [{"post_id": 81853, "ts": "2026-10-22T18:50:46Z", "hours": 8.4919, "text": "My final devlog For this last time I mostly focussed on bug fixes and polish. I did add one feature, the refresh button. You can use this menu to set a location manually or to refresh the data."}, {"post_id": 77909, "ts": "2026-10-08T18:51:56Z", "hours": 8.3908, "text": "Devlog 4: today I added a way to see easely see wich planet is selected on the compass. I also added some nice animations. The hardest part was learning how animations in CSS work but thankfully it is pretty straightforward."}, {"post_id": 75343, "ts": "2026-09-29T19:52:26Z", "hours": 9.9389, "text": "Devlog 4: I added some small quality of life changes e.g. being able to highlight bodies on the compass, small fixes and UI tweaks. The project is almost done. I hope to ship before the end of next week. The hardest part now was adding the checkboxes to show constellation on the compass, worst part is that I will probably remove them again."}, {"post_id": 70276, "ts": "2026-09-18T21:02:59Z", "hours": 13.3997, "text": "DEVLOG 3: I added the ability to know what planets and constellations you can see and you can get some info about them. There is also a compass now that shows you where the planets and some constellations are. This all went pretty smoothly and I didn’t have much issues at all :-)"}, {"post_id": 44289, "ts": "2026-08-09T22:57:17Z", "hours": 8.4989, "text": "Devlog 2 I added a lot since my last devlog. I added a star background to let the site look a bit nicer. I also added a graph which displays what the future score will be at your location. Lastly you’ll notice a new score at the bottom. It is based on the time and brightness of the sun. The hardest part was the styling of the HTML. I couldn’t get it all in a nice layout."}, {"post_id": 27358, "ts": "2026-07-12T21:03:46Z", "hours": 7.9569, "text": "My first devlog I added a working score calculator based on the current cloudiness and the moon brightness. The time is also mentioned but has no effect on the score yet. I had never done something with Javascript, HTML or CSS so the hardest part was figuring out how everything worked(e.g. API’s, libraries, etc.) My biggest challange yet was letting the location API work. It constantly gave errors and I spent 2 hours trying to make it work."}]...
|
Title: Star Watcher by @Daan | Stardance
Devlogs: Title: Star Watcher by @Daan | Stardance
Devlogs:
My first devlog I added a working score calculator based on the current cloudiness and the moon brightness. The time is also mentioned but has no effect on the score yet. I had never done something with Javascript, HTML or CSS so the hardest part was figuring out how everything worked(e.g. API’s, libraries, etc.) My biggest challange yet was letting the location API work. It constantly gave errors and I spent 2 hours trying to make it work.
Devlog 2 I added a lot since my last devlog. I added a star background to let the site look a bit nicer. I also added a graph which displays what the future score will be at your location. Lastly you’ll notice a new score at the bottom. It is based on the time and brightness of the sun. The hardest part was the styling of the HTML. I couldn’t get it all in a nice layout.
DEVLOG 3: I added the ability to know what planets and constellations you can see and you can get some info about them. There is also a compass now that shows you where the planets and some constellations are. This all went pretty smoothly and I didn’t have much issues at all :-)
Devlog 4: I added some small quality of life changes e.g. being able to highlight bodies on the compass, small fixes and UI tweaks. The project is almost done. I hope to ship before the end of next week. The hardest part now was adding the checkboxes to show constellation on the compass, worst part is that I will probably remove them again.
Devlog 4: today I added a way to see easely see wich planet is selected on the compass. I also added some nice animations. The hardest part was learning how animations in CSS work but thankfully it is pretty straightforward.
My final devlog For this last time I mostly focussed on bug fixes and polish. I did add one feature, the refresh button. You can use this menu to set a location manually or to refresh the data.
Ships:
My project is a website you can use to look at the stars. It gives you a stargazing score based on real weather, time and moon data at your location. The site also tells you which planets and constellations you can see and where. I am really proud of the planet compass I made. It taught me a lot about SVG’s, the orientation API, … . This was the first project I ever coded and I really liked it. I will surely be trying to make other projects after this one is finished....
|
1793681382.4972744
|
1793767782.4972744
|
|
64893
|
My awesome macropad! by @sophia_xing | Stardance
|
sophia_xing
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sophia_xing | Star Title: My awesome macropad! by @sophia_xing | Stardance...
|
1793681384.1369874
|
1794286184.1369874
|
|
70198
|
Devrince.ORG by @CookieePie | Stardance
|
CookieePie
|
2
|
6.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T13:38:58Z", "hours": 1.0, "multiplier": 1.08, "payout": 1, "blessing": "neutral", "text": "i have made my Own site with HTML and CSS", "repo": "https://github.com/Devrince/My-Own-Site", "demo": "https://devrince.github.io/My-Own-Site/"}, {"ship_num": 2, "ts": "2026-10-23T20:16:53Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Site is live! I have worked on it from scratch and the most hard part was to first think how it should look like because i had many design but i need to choose something which i can code by myself so i took inspiration form neal.fun and tried to look it like that and added my blog in it also my socials so that anyone can reach me out and i can make connection and build knowledge with them…", "repo": "https://github.com/Devrince/My-Own-Site", "demo": "https://devrince.github.io/My-Own-Site/"}]...
|
[{"post_id": 82941, "ts": "202 [{"post_id": 82941, "ts": "2026-10-26T10:21:59Z", "hours": 0.64, "text": "Now Made By own in every manner and didn’t use ai in anything its a basic html carrying about me and the the handles of my socials!!!"}, {"post_id": 82085, "ts": "2026-10-23T20:10:37Z", "hours": 2.8419, "text": "My site work is done!!! Site is live now… Go Check it out"}, {"post_id": 81295, "ts": "2026-10-20T18:08:58Z", "hours": 0.3603, "text": "Now we need to add the css file in it!"}, {"post_id": 81062, "ts": "2026-10-19T18:19:09Z", "hours": 0.4647, "text": "Projects Tab is completed!!"}, {"post_id": 80750, "ts": "2026-10-18T18:17:22Z", "hours": 0.5375, "text": "Working on Socials tabs where i will put my social accounts link!"}, {"post_id": 80400, "ts": "2026-10-17T15:05:58Z", "hours": 0.9597, "text": "Index.html file is ready now!!! now need to work on the Styling of my own site!!!"}]...
|
Title: Devrince.ORG by @CookieePie | Stardance
De Title: Devrince.ORG by @CookieePie | Stardance
Devlogs:
Index.html file is ready now!!! now need to work on the Styling of my own site!!!
Working on Socials tabs where i will put my social accounts link!
Projects Tab is completed!!
Now we need to add the css file in it!
My site work is done!!! Site is live now… Go Check it out
Now Made By own in every manner and didn’t use ai in anything its a basic html carrying about me and the the handles of my socials!!!
Ships:
My Site is live! I have worked on it from scratch and the most hard part was to first think how it should look like because i had many design but i need to choose something which i can code by myself so i took inspiration form neal.fun and tried to look it like that and added my blog in it also my socials so that anyone can reach me out and i can make connection and build knowledge with them…
i have made my Own site with HTML and CSS...
|
1793681385.6806204
|
1793767785.6806204
|
|
58832
|
Hustlenix Music by @Lalith | Stardance
|
Lalith
|
1
|
116.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T11:44:50Z", "hours": 116.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hustlenix Music v0.1 is ready to ship 🎧 10 months, a lot of code, and one questionable response to a music teacher later… This started because my school music teacher kept scolding me about my coarse singing voice. Most people would probably practice singing. I decided I was going to write music through code instead. My ego and my coding abilities apparently had other plans. 😭 That’s how I got into Strudel, a live-coding environment for making music. But somewhere along the way, I got a bigger idea. Instead of just writing compositions, why not build an entire music player around them? Something with a library, search, playback controls, and an editor, all wrapped in an interface that feels like an actual music app. That idea became Hustlenix Music . From a music experiment to an actual app The concept sounded simple enough: Strudel for the music, HTML, CSS, and JavaScript for the app. The implementation was another story. I wasn’t just trying to make a page that played audio. I wanted the experience around the music to feel complete, while keeping the ability to experiment with the compositions themselves. I also wanted the interface to feel familiar without making a straight copy of Spotify. I’ve been working on this for around 10 months. Not all that work made it into the devlogs, either. Some development time simply wasn’t recorded, so the logged hours aren’t a complete account of the project’s history. I also used Codex for a substantial part of the implementation, as disclosed in the project’s AI declaration. The goal was to build and finish the product, not pretend every line came directly from my keyboard. What’s in v0.1? The first beta includes: Six original instrumentals that users can listen to. Playback controls for play, pause, resume, and stop. Search to find music. A local library for the available tracks. A composition editor where changes can be previewed live. I’ve kept this release focused on original instrumentals. My experiments studying famous songs aren’t included in the beta. There’s plenty more I could add, but I don’t want the project stuck in development forever because I keep finding one more thing to tweak. Why ship it now? At some point, another feature isn’t as valuable as getting the current version in front of people. This beta is my first proper attempt at bringing the whole idea together: music made with Strudel, a music-player interface, and tools to experiment with compositions in one place. It’s not the final version of what I imagine Hustlenix Music could become. It’s the first version that brings the core idea into a usable product. And honestly, that’s a milestone worth reaching. What’s next? For now, I want to get this version out there, see how the experience holds up, and work out what genuinely needs improving. There will probably be bugs, rough edges, and ideas I’ll want to revisit. That’s part of shipping something instead of leaving it as an unfinished project. What began as a slightly ridiculous reaction to being criticised for my singing has turned into a project I’ve spent months building. I still can’t promise my singing has improved. But at least I built a music player. 💀 Hustlenix Music v0.1: let’s ship it. 🎵 Live demo: [https://hustlenix.github.io/strudelify/] 💻 Source code: [https://github.com/Hustlenix/strudelify]", "repo": "https://github.com/Hustlenix/strudelify", "demo": "https://hustlenix.github.io/strudelify/"}]...
|
[{"post_id": 81756, "ts": "202 [{"post_id": 81756, "ts": "2026-10-22T11:42:04Z", "hours": 0.685, "text": "Hustlenix Music v0.1: Ready to Ship 🎧 I think Hustlenix Music is finally ready for its first release! This project has been in the works for around 10 months, and it’s taken a lot longer than I originally expected. Not all the development time made it into the devlogs, but I’m happy with where it’s ended up. The v0.1 beta includes: 6 original instrumental compositions Play, pause, resume, and stop controls Music search A local library An editor where you can make changes to compositions and preview them live The main idea was to combine Strudel’s live-coded music with the experience of using a proper music player. I wanted something familiar to use, but with the ability to experiment with the music itself. For this beta, I’ve kept the focus on original instrumentals. My famous-song experiments aren’t included. A lot of the implementation was done with Codex, as explained in the project’s AI declaration. I’m shipping this version because I’d rather get the core experience out there than keep endlessly tweaking it without real feedback. This is v0.1, so there’s definitely more to improve. But for now, Hustlenix Music is ready to meet its first listeners."}, {"post_id": 81229, "ts": "2026-10-20T11:34:47Z", "hours": 4.8008, "text": "Devlog 3: Getting Ready to Ship v0.1 I think Hustlenix Music is finally ready to ship! 🎧 The v0.1 beta currently includes: Six original instrumental compositions Play, pause, resume, and stop controls Search for finding music A local music library An editor for previewing changes to compositions The goal for this first release is to get the core experience into people’s hands rather than keep adding features forever. One important detail: the beta focuses on original instrumentals. My studies of famous songs aren’t included in this release. There’s still room to improve the interface and the overall experience, but this feels like a good point to release the first version and see how it holds up outside development. Hustlenix Music started as an attempt to make music through code. Now it’s becoming a music player built around that idea."}, {"post_id": 80203, "ts": "2026-10-16T18:26:36Z", "hours": 0.8875, "text": "Devlog 2: Ten Months in the Making I’ve been working on Hustlenix Music for around 10 months, but not all of that work made it into the devlogs. Some of the time simply wasn’t recorded, so the logged hours don’t represent the entire development journey. I’m now getting close to shipping the first beta, and I’ve been working on the visual design. I want the interface to feel familiar to anyone who’s used a modern music streaming app, without directly copying Spotify’s design. The main challenge is balancing that familiar experience with what makes Hustlenix Music different: its Strudel-based compositions and built-in editor. I’m trying to make it feel like a music player first, rather than a coding tool with a music-player interface attached."}, {"post_id": 80195, "ts": "2026-10-16T17:30:46Z", "hours": 109.6989, "text": "Devlog 1: How It Started This project started because my school music teacher kept scolding me about my coarse singing voice. Naturally, my response was to try writing music through code. Because apparently, that was the reasonable option. 😭 I started experimenting with Strudel, a live-coding environment for making music. But then I had another idea: what if I built an entire music player around it using HTML, CSS, and JavaScript? That became Hustlenix Music. The interesting part isn’t just generating music with code. It’s building the experience around it: a library, search, playback controls, and an editor that lets you experiment with compositions. The goal is to make something that feels like a proper music app while keeping the music itself editable through Strudel. This is a much bigger project than I initially expected, but that’s how it started."}]...
|
Title: Hustlenix Music by @Lalith | Stardance
Dev Title: Hustlenix Music by @Lalith | Stardance
Devlogs:
Devlog 1: How It Started This project started because my school music teacher kept scolding me about my coarse singing voice. Naturally, my response was to try writing music through code. Because apparently, that was the reasonable option. 😭 I started experimenting with Strudel, a live-coding environment for making music. But then I had another idea: what if I built an entire music player around it using HTML, CSS, and JavaScript? That became Hustlenix Music. The interesting part isn’t just generating music with code. It’s building the experience around it: a library, search, playback controls, and an editor that lets you experiment with compositions. The goal is to make something that feels like a proper music app while keeping the music itself editable through Strudel. This is a much bigger project than I initially expected, but that’s how it started.
Devlog 2: Ten Months in the Making I’ve been working on Hustlenix Music for around 10 months, but not all of that work made it into the devlogs. Some of the time simply wasn’t recorded, so the logged hours don’t represent the entire development journey. I’m now getting close to shipping the first beta, and I’ve been working on the visual design. I want the interface to feel familiar to anyone who’s used a modern music streaming app, without directly copying Spotify’s design. The main challenge is balancing that familiar experience with what makes Hustlenix Music different: its Strudel-based compositions and built-in editor. I’m trying to make it feel like a music player first, rather than a coding tool with a music-player interface attached.
Devlog 3: Getting Ready to Ship v0.1 I think Hustlenix Music is finally ready to ship! 🎧 The v0.1 beta currently includes: Six original instrumental compositions Play, pause, resume, and stop controls Search for finding music A local music library An editor for previewing changes to compositions The goal for this first release is to get the core experience into people’s hands rather than keep adding features forever. One important detail: the beta focuses on original instrumentals. My studies of famous songs aren’t included in this release. There’s still room to improve the interface and the overall experience, but this feels like a good point to release the first version and see how it holds up outside development. Hustlenix Music started as an attempt to make music through code. Now it’s becoming a music player built around that idea.
Hustlenix Music v0.1: Ready to Ship 🎧 I think Hustlenix Music is finally ready for its first release! This project has been in the works for around 10 months, and it’s taken a lot longer than I originally expected. Not all the development time made it into the devlogs, but I’m happy with where it’s ended up. The v0.1 beta includes: 6 original instrumental compositions Play, pause, resume, and stop controls Music search A local library An editor where you can make changes to compositions and preview them live The main idea was to combine Strudel’s live-coded music with the experience of using a proper music player. I wanted something familiar to use, but with the ability to experiment with the music itself. For this beta, I’ve kept the focus on original instrumentals. My famous-song experiments aren’t included. A lot of the implementation was done with Codex, as explained in the project’s AI declaration. I’m shipping this version because I’d rather get the core experience out there than keep endlessly tweaking it without real feedback. This is v0.1, so there’s definitely more to improve. But for now, Hustlenix Music is ready to meet its first listeners.
Ships:
Hustlenix Music v0.1 is ready to ship 🎧 10 months, a lot of code, and one questionable response to a music teacher later… This started because my school music teacher kept scolding me about my coarse singing voice. Most people would probably practice singing. I decided I was going to write music through code instead. My ego and my coding abilities apparently had other plans. 😭 That’s how I got into Strudel, a live-coding environment for making music. But somewhere along the way, I got a bigger idea. Instead of just writing compositions, why not build an entire music player around them? Something with a library, search, playback controls, and an editor, all wrapped in an interface that feels like an actual music app. That idea became Hustlenix Music . From a music experiment to an actual app The concept sounded simple enough: Strudel for the music, HTML, CSS, and JavaScript for the app. The implementation was another story. I wasn’t just trying to make a page that played audio. I wanted the experience around the music to feel complete, while keeping the ability to experiment with the compositions themselves. I also wanted the interface to feel familiar without making a straight copy of Spotify. I’ve been working on this for around 10 months. Not all that work made it into the devlogs, either. Some development time simply wasn’t recorded, so the logged hours aren’t a complete account of the project’s history. I also used Codex for a substantial part of the implementation, as disclosed in the project’s AI declaration. The goal was to build and finish the product, not pretend every line came directly from my keyboard. What’s in v0.1? The first beta includes: Six original instrumentals that users can listen to. Playback controls for play, pause, resume, and stop. Search to find music. A local library for the available tracks. A composition editor where changes can be previewed live. I’ve kept this release focused on original instrumentals. My experiments studying famous songs aren’t included in the beta. There’s plenty more I could add, but I don’t want the project stuck in development forever because I keep finding one more thing to tweak. Why ship it now? At some point, another feature isn’t as valuable as getting the current version in front of people. This beta is my first proper attempt at bringing the whole idea together: music made with Strudel, a music-player interface, and tools to experiment with compositions in one place. It’s not the final version of what I imagine Hustlenix Music could become. It’s the first version that brings the core idea into a usable product. And honestly, that’s a milestone worth reaching. What’s next? For now, I want to get this version out there, see how the experience holds up, and work out what genuinely needs improving. There will probably be bugs, rough edges, and ideas I’ll want to revisit. That’s part of shipping something instead of leaving it as an unfinished project. What began as a slightly ridiculous reaction to being criticised for my singing has turned into a project I’ve spent months building. I still can’t promise my singing has improved. But at least I built a music player. 💀 Hustlenix Music v0.1: let’s ship it. 🎵 Live demo: [https://hustlenix.github.io/strudelify/] 💻 Source code: [https://github.com/Hustlenix/strudelify]...
|
1793681386.889429
|
1793767786.889429
|
|
64894
|
My own site! by @vblazek08 | Stardance
|
vblazek08
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @vblazek08 | Stardance
|
1793681388.058702
|
1794286188.058702
|
|
71232
|
Evan's Website by @Evanthecat | Stardance
|
Evanthecat
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T21:51:24Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website that displays my projects, hobbies, and interests. I found aligning the webpage content to the left of the page with a margin to be difficult at first, and the navigation bar took some time before it would stay at the top of the page. I think my favorite parts of the website are the Current News section and the Other Hobbies section! Please feel free to explore the different sections of the website!", "repo": "https://github.com/Evanthecat/Personal-Website", "demo": "https://evanthecat.github.io/Personal-Website/"}]...
|
[{"post_id": 85913, "ts": "202 [{"post_id": 85913, "ts": "2026-10-31T21:37:55Z", "hours": 6.7531, "text": "Finished main page, added navigation bar, and added pages for hobbies. After aligning the Fun Facts section to be more like the Current News section, I added a navigation bar to make it easier to go to each section. This also had the added benefit of acting like a “Go Back” button for each of the hobby pages. For each of the hobby pages, I updated the navigation bar based on the content of the page and used flexbox and nested divs to align the content to the left with a margin on the sides of the page. I also updated the thumbnail for the Art page to be one of my artworks, instead of the placeholder Mandelbrot image."}, {"post_id": 84621, "ts": "2026-10-29T22:48:07Z", "hours": 0.8917, "text": "Added basic UI and styling to main page. I turned the name into a title and put my description in a box to make the first section look cleaner. Inspired by some other designs, I also reorganized the fun facts into separate boxes with some icons next to them. For the Current News section, I made the background a newspaper texture, but I plan on changing it later on. For the Projects and Other Hobbies sections, I made clickable icons with titles underneath. In the Other Hobbies section, I made a horizontal scrolling bar, inspired by a few HackClub event pages. I also made the icons show a different color box shadow when hovering!"}, {"post_id": 83875, "ts": "2026-10-28T19:57:02Z", "hours": 1.6842, "text": "Coded basic layout of website. Originally, I had the Hobbies section before the Projects section, but I couldn’t decide what to count in Projects and whether to split up the Projects section into more subsections. Instead, I decided to just put my HackClub projects in the Projects section first and then put the rest under Other Hobbies."}]...
|
Title: Evan's Website by @Evanthecat | Stardan Title: Evan's Website by @Evanthecat | Stardance
Devlogs:
Coded basic layout of website. Originally, I had the Hobbies section before the Projects section, but I couldn’t decide what to count in Projects and whether to split up the Projects section into more subsections. Instead, I decided to just put my HackClub projects in the Projects section first and then put the rest under Other Hobbies.
Added basic UI and styling to main page. I turned the name into a title and put my description in a box to make the first section look cleaner. Inspired by some other designs, I also reorganized the fun facts into separate boxes with some icons next to them. For the Current News section, I made the background a newspaper texture, but I plan on changing it later on. For the Projects and Other Hobbies sections, I made clickable icons with titles underneath. In the Other Hobbies section, I made a horizontal scrolling bar, inspired by a few HackClub event pages. I also made the icons show a different color box shadow when hovering!
Finished main page, added navigation bar, and added pages for hobbies. After aligning the Fun Facts section to be more like the Current News section, I added a navigation bar to make it easier to go to each section. This also had the added benefit of acting like a “Go Back” button for each of the hobby pages. For each of the hobby pages, I updated the navigation bar based on the content of the page and used flexbox and nested divs to align the content to the left with a margin on the sides of the page. I also updated the thumbnail for the Art page to be one of my artworks, instead of the placeholder Mandelbrot image.
Ships:
I made a personal website that displays my projects, hobbies, and interests. I found aligning the webpage content to the left of the page with a margin to be difficult at first, and the navigation bar took some time before it would stay at the top of the page. I think my favorite parts of the website are the Current News section and the Other Hobbies section! Please feel free to explore the different sections of the website!...
|
1793681389.1828263
|
1793767789.1828263
|
|
64896
|
My own site! by @Jason775 | Stardance
|
Jason775
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Jason775 | Stardance
|
1793681390.328858
|
1794286190.328858
|
|
71235
|
ZemalVerse OS by @Zemal | Stardance
|
Zemal
|
1
|
3.87
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T20:03:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first WebOS called ZemalVerse OS using HTML, CSS and JavaScript. It has four draggable windows: Welcome, Journal, Projects and Travel. In Journal, I added different pages about me. In Projects, I added my own work with category filters. In Travel, I added countries I want to visit and a wishlist that stays saved even after refresh. The most challenging part for me was making the windows draggable and making everything work properly together. I also found it a little difficult to save the wishlist and test every feature, but I kept fixing things step by step. I am proud that I made something different from a normal website. Instead of just scrolling, people can open windows, move them around and explore my little world. To test it, please click the icons on the left side. You can open, close and drag all windows. In Journal, try all four pages. In Projects, test the filters. In Travel, try all five countries and add places to the wishlist. You can also test the sticky note message button and the live clock.", "repo": "https://github.com/zemaldars01-png/zemalverse-os", "demo": "https://zemaldars01-png.github.io/zemalverse-os/"}]...
|
[{"post_id": 84387, "ts": "202 [{"post_id": 84387, "ts": "2026-10-29T16:02:46Z", "hours": 0.8733, "text": "I made some big changes to ZemalVerse OS! After submitting my first version, I got feedback that I should make the design more personal and explain my project better. So I decided to work on it again instead of just changing a few colours. My first version had a purple Sakura wallpaper and four simple windows. This time, I changed the whole background to a nighttime bedroom and added picture icons for the apps. I also changed how the apps look! My Projects is now a little CD collection where you can switch between my projects. I changed Travel into a camera, and my Journal looks more like a diary. I also added a search bar, a timer, a little black cat and a floating ghost! I spent quite a bit of time changing the CSS because I wasn’t happy with how the fonts and windows looked. At one point, my whole layout broke because the main CSS styles weren’t being applied properly, so I had to fix that too. I also cleaned up my HTML, CSS and JavaScript to make them shorter and easier for me to understand. I tested the updated design and pushed it to GitHub Pages. I’m much happier with how my little desktop looks now! I also updated my README to explain how the project started, what I changed and what I learned along the way. Here’s the updated version: https://zemaldars01-png.github.io/zemalverse-os/"}, {"post_id": 82760, "ts": "2026-10-25T19:12:38Z", "hours": 0.6878, "text": "I think my ZemalVerse OS is finally done!! I added My Projects and Dream Destinations, where I can show the things I’ve made and save countries I want to visit. I also worked more on the design because at first it looked too plain and not really like me. I changed the fonts, made it look more like a little diary and added a sticky note with messages that change when you click it. I also added another Journal page and Italy to my travel app. I had a problem with my JavaScript because I forgot a comma, but I fixed it! I tested everything and all four apps are working now. I learned a lot while making this little OS and I’m really happy with it!"}, {"post_id": 82735, "ts": "2026-10-25T18:17:37Z", "hours": 1.9322, "text": "I worked more on my ZemalVerse OS today! I learned how to make windows move around the screen using JavaScript. I also added buttons to close and open them again. At first it was a little confusing, but after testing everything, I got it working! I also made my first app called My Journal, where people can read about my story, projects and dreams. I’m happy with how it’s turning out!"}, {"post_id": 82498, "ts": "2026-10-25T00:18:37Z", "hours": 0.4178, "text": "I started building my own web-based operating system called ZemalVerse OS! So far, I have created a welcome screen, added a beautiful sakura wallpaper, designed a transparent window and a purple top bar. I also learned how to add a live clock using JavaScript. I had some trouble getting the clock and Hackatime tracking to work, but I managed to fix both! I’m excited to continue building and adding more features."}]...
|
Title: ZemalVerse OS by @Zemal | Stardance
Devlog Title: ZemalVerse OS by @Zemal | Stardance
Devlogs:
I started building my own web-based operating system called ZemalVerse OS! So far, I have created a welcome screen, added a beautiful sakura wallpaper, designed a transparent window and a purple top bar. I also learned how to add a live clock using JavaScript. I had some trouble getting the clock and Hackatime tracking to work, but I managed to fix both! I’m excited to continue building and adding more features.
I worked more on my ZemalVerse OS today! I learned how to make windows move around the screen using JavaScript. I also added buttons to close and open them again. At first it was a little confusing, but after testing everything, I got it working! I also made my first app called My Journal, where people can read about my story, projects and dreams. I’m happy with how it’s turning out!
I think my ZemalVerse OS is finally done!! I added My Projects and Dream Destinations, where I can show the things I’ve made and save countries I want to visit. I also worked more on the design because at first it looked too plain and not really like me. I changed the fonts, made it look more like a little diary and added a sticky note with messages that change when you click it. I also added another Journal page and Italy to my travel app. I had a problem with my JavaScript because I forgot a comma, but I fixed it! I tested everything and all four apps are working now. I learned a lot while making this little OS and I’m really happy with it!
I made some big changes to ZemalVerse OS! After submitting my first version, I got feedback that I should make the design more personal and explain my project better. So I decided to work on it again instead of just changing a few colours. My first version had a purple Sakura wallpaper and four simple windows. This time, I changed the whole background to a nighttime bedroom and added picture icons for the apps. I also changed how the apps look! My Projects is now a little CD collection where you can switch between my projects. I changed Travel into a camera, and my Journal looks more like a diary. I also added a search bar, a timer, a little black cat and a floating ghost! I spent quite a bit of time changing the CSS because I wasn’t happy with how the fonts and windows looked. At one point, my whole layout broke because the main CSS styles weren’t being applied properly, so I had to fix that too. I also cleaned up my HTML, CSS and JavaScript to make them shorter and easier for me to understand. I tested the updated design and pushed it to GitHub Pages. I’m much happier with how my little desktop looks now! I also updated my README to explain how the project started, what I changed and what I learned along the way. Here’s the updated version: https://zemaldars01-png.github.io/zemalverse-os/
Ships:
I made my first WebOS called ZemalVerse OS using HTML, CSS and JavaScript. It has four draggable windows: Welcome, Journal, Projects and Travel. In Journal, I added different pages about me. In Projects, I added my own work with category filters. In Travel, I added countries I want to visit and a wishlist that stays saved even after refresh. The most challenging part for me was making the windows draggable and making everything work properly together. I also found it a little difficult to save the wishlist and test every feature, but I kept fixing things step by step. I am proud that I made something different from a normal website. Instead of just scrolling, people can open windows, move them around and explore my little world. To test it, please click the icons on the left side. You can open, close and drag all windows. In Journal, try all four pages. In Projects, test the filters. In Travel, try all five countries and add places to the wishlist. You can also test the sticky note message button and the live clock....
|
1793681391.2277331
|
1793767791.2277331
|
|
72186
|
glyph-glyph by @pbhak | Stardance
|
pbhak
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T23:41:31Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I contributed to glyph-glyph, an app made by @jn3008 on the internet to learn and practice different writing systems :D I added support for Indic scripts - the app currently has Devanagari and Gurmukhi in addition to all the other ones, along with full romanized/IPA transcriptions and pronunciation hints - and ran into a lot of interesting problems along the way, which led to a lot of iteration on the internal logic of the app itself (e.g. how it handled romanization, serialized data, formatted IPA readings, etc) until I got it to a point I’m happy with!", "repo": "https://github.com/jn3008/glyph-glyph/pull/4", "demo": "https://glyph-glyph.josefff.com/"}]...
|
[{"post_id": 85207, "ts": "202 [{"post_id": 85207, "ts": "2026-10-30T23:25:10Z", "hours": 10.7228, "text": "Finished adding the two new scripts :D I’ve been working on this for the last few days and what started as just adding some new options to the app became a full project with how much stuff I added. It features four different modes for both Devanagari and Gurmukhi - letters only, syllables, conjuncts, or all three. It also features full IPA transcriptions and pronunciation hints for letters :)"}]...
|
Title: glyph-glyph by @pbhak | Stardance
Devlogs: Title: glyph-glyph by @pbhak | Stardance
Devlogs:
Finished adding the two new scripts :D I’ve been working on this for the last few days and what started as just adding some new options to the app became a full project with how much stuff I added. It features four different modes for both Devanagari and Gurmukhi - letters only, syllables, conjuncts, or all three. It also features full IPA transcriptions and pronunciation hints for letters :)
Ships:
I contributed to glyph-glyph, an app made by @jn3008 on the internet to learn and practice different writing systems :D I added support for Indic scripts - the app currently has Devanagari and Gurmukhi in addition to all the other ones, along with full romanized/IPA transcriptions and pronunciation hints - and ran into a lot of interesting problems along the way, which led to a lot of iteration on the internal logic of the app itself (e.g. how it handled romanization, serialized data, formatted IPA readings, etc) until I got it to a point I’m happy with!...
|
1793681392.4253776
|
1793767792.4253776
|
|
64897
|
My first slack bot! by @darkchef | Stardance
|
darkchef
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @darkchef | Stardanc Title: My first slack bot! by @darkchef | Stardance...
|
1793681393.5998132
|
1794286193.5998132
|
|
4677
|
AutoPot by @OriVersal | Stardance
|
OriVersal
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T13:19:56Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end", "repo": "https://github.com/Oriprogram/AutoPot", "demo": ""}]...
|
[{"post_id": 75472, "ts": "202 [{"post_id": 75472, "ts": "2026-09-30T05:51:51Z", "hours": 1.5089, "text": "Just workin Basically I am almost finisheddd yayy"}, {"post_id": 67344, "ts": "2026-09-13T12:48:01Z", "hours": 7.9831, "text": "So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah."}, {"post_id": 65140, "ts": "2026-09-10T02:19:05Z", "hours": 8.2356, "text": "So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL."}, {"post_id": 60728, "ts": "2026-09-03T09:10:33Z", "hours": 8.0167, "text": "Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones."}, {"post_id": 35849, "ts": "2026-07-27T15:38:40Z", "hours": 1.0833, "text": "Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features."}, {"post_id": 33546, "ts": "2026-07-23T16:11:13Z", "hours": 2.3336, "text": "Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo."}, {"post_id": 16837, "ts": "2026-06-27T10:26:17Z", "hours": 1.1667, "text": "Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today."}, {"post_id": 15720, "ts": "2026-06-25T16:02:14Z", "hours": 1.5003, "text": "Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)"}]...
|
Title: AutoPot by @OriVersal | Stardance
Devlogs: Title: AutoPot by @OriVersal | Stardance
Devlogs:
Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)
Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today.
Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo.
Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features.
Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones.
So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL.
So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah.
Just workin Basically I am almost finisheddd yayy
Ships:
I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end...
|
1793681394.4890473
|
1793767794.4890473
|
|
58887
|
Curiosity's Card by @Mateus | Stardance
|
Mateus
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T20:16:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a business card with some features! This is a custom business card with a nfc chip”NT3H2111W0FHKH”, antenna “NXP’s official Class 4 antenna” and a low-current 0603 package red LED, Vishay’s “TLMS1000-GS15” , which at 2mA (it’s tested current for usage) only needs 1.75V (according to the Vf vs. If graphic in the datasheet). This is because the LED will work with the chip’s energy harvesting feature, which will “harvest” energy from the nfc device (like a phone). The total voltage the chip can usually output with this technique is 2V, so the LED is inside the budget. I used the Ohm’s Law to find the resistor value for the LED. My biggest challenge was understanding the math and physics for the LED, it seemed super confusing at first but now I get it, and it makes a lot of sense. I also found it hard to understand the nfc chip and tag, but I ended up figuring it out. I made this project because I absolutely love hardware, I wanted to bring it to haven in november as a form of dedication and identification of who i am and i also wanted to show my teachers :smileyface: Apart from that, I hadn’t done a project in a while and i didn’t have much time so i decided to make this one!", "repo": "https://github.com/mat808ofc/Curiosity-s-Card", "demo": ""}]...
|
[{"post_id": 81867, "ts": "202 [{"post_id": 81867, "ts": "2026-10-22T20:09:07Z", "hours": 0.3272, "text": "I had to make a 15 minute devlog even though my project was ready out of the box and fully functional, so the devlog is just my wallpaper and me uploading the demo videos to github. I made a video explaining it with my voice and a demo video of it working which I put in GitHub in the DEMO folder! Thank you so much hack club for making this project possible and I hope ya’ll like it! Sorry for my sometimes poor pronounciation in the video 😭"}, {"post_id": 76697, "ts": "2026-10-04T11:15:44Z", "hours": 1.0331, "text": "I made the complete BOM file and had to change the capacitor footprint because it was out of stock."}, {"post_id": 63691, "ts": "2026-09-07T17:00:04Z", "hours": 0.6986, "text": "I wrote the README for the github repo and added the files. I found a coupon so now the price got reduced! I also had to update a component to a bigger package for availability purposes on JLCPCB."}, {"post_id": 63652, "ts": "2026-09-07T16:00:21Z", "hours": 0.4586, "text": "I went on JLCPCB to see the estimated cost of the project. It ended up being approx. 35$ with shipping. Now I just need to polish some details in the board like the components silkscreen which is a bit ugly and it’s ready to ship!"}, {"post_id": 63472, "ts": "2026-09-07T10:54:46Z", "hours": 1.2694, "text": "I graphic designed the pcb business card!"}, {"post_id": 63224, "ts": "2026-09-06T22:13:56Z", "hours": 2.1622, "text": "Math, physics, learning and LEDs. Literally. I learned a lot about formulas, current and voltage, how everything works, etc. My brain power is lost right now so I will paste the document I made summarizing everything I learned. I also added the LED, finally. Coil to LA/LB, GND to ground, FD left open or wired to an MCU/LED if the field-detect feature is wanted, and EP (exposed pad) left open/floating per the datasheet. No pours, no wires, no NOTHING near the coil and chip. The chip can be near the coil. LA/LB can be wired freely to the chip. nfc is interesting The basic LED resistor formula: R = (V_supply - V_LED) / I_desired Vf - The forward voltage is the voltage it needs for a given current. If - The forward current is the current actually flowing through the LED. Controls brightness. This is the value you target. Everything else in the calculation exists to make sure this number ends up where you want it. They are related to each other. When more current flows through, Vf goes up as well. The current is the same in every part of the circuit. The total available voltage HAS to be spent between the resistor and the LED. Formula: R = (V_supply − V_LED) / I_desired V_supply: the total voltage available from the source (VOUT, ~2V in this case) V_LED (Vf): the voltage the LED itself consumes at YOUR CHOSEN CURRENT!! (V_supply − V_LED): whatever voltage is “left over” after the LED takes its share, this is the voltage the resistor needs to drop I_desired (If): the current you want flowing through the LED (and therefore through the resistor too, since they’re in series) R: the resistance needed so that this leftover voltage, divided by this resistance, produces exactly the target current, this comes directly from Ohm’s Law (V = I × R, rearranged to R = V / I) Finished Formula: R = (2 − 1.7) / 0.002A = 150 ——> R = 150 Ohms “mA” MUST BE CONVERTED TO “A” If Vf (toll) was 1.65: (LED needs 1.65V at 2mA) R = 175 Ohms If Vf was 1.75: (LED needs 1.75V at 2mA) R = 125 Ohms If Vf was 1.8: (LED needs 1.8V at 2mA) R = 100 Ohms If the LED consumes more voltage, the resistor needs a smaller value, and if the LED consumes less voltage, the resistor needs a higher value PART THAT WILL BE USED:: TLMS1000 COLOR: RED LOW CURRENT Vf for 2mA = approx. 1.75, so R = 125 Ohms"}, {"post_id": 63008, "ts": "2026-09-06T15:59:56Z", "hours": 3.04, "text": "In this session, I researched and found a nfc chip and coil that would work together and wired them. It was my first time using nfc so I had to learn it from scratch and it was fun. Later I found a better chip, the NXP NT3H2111W0FHKH, a NTAG I2C plus, that allows me to connect an LED to it without using an external power supply and only using the power generated by the phone to the coil! There were a lot of issues with file formats and I had to use some techniques to convert them to the right file formart. I also used the python script from the flight controller guide to import the easyEDA footprint and schematic from lcsc."}]...
|
Title: Curiosity's Card by @Mateus | Stardance Title: Curiosity's Card by @Mateus | Stardance
Devlogs:
In this session, I researched and found a nfc chip and coil that would work together and wired them. It was my first time using nfc so I had to learn it from scratch and it was fun. Later I found a better chip, the NXP NT3H2111W0FHKH, a NTAG I2C plus, that allows me to connect an LED to it without using an external power supply and only using the power generated by the phone to the coil! There were a lot of issues with file formats and I had to use some techniques to convert them to the right file formart. I also used the python script from the flight controller guide to import the easyEDA footprint and schematic from lcsc.
Math, physics, learning and LEDs. Literally. I learned a lot about formulas, current and voltage, how everything works, etc. My brain power is lost right now so I will paste the document I made summarizing everything I learned. I also added the LED, finally. Coil to LA/LB, GND to ground, FD left open or wired to an MCU/LED if the field-detect feature is wanted, and EP (exposed pad) left open/floating per the datasheet. No pours, no wires, no NOTHING near the coil and chip. The chip can be near the coil. LA/LB can be wired freely to the chip. nfc is interesting The basic LED resistor formula: R = (V_supply - V_LED) / I_desired Vf - The forward voltage is the voltage it needs for a given current. If - The forward current is the current actually flowing through the LED. Controls brightness. This is the value you target. Everything else in the calculation exists to make sure this number ends up where you want it. They are related to each other. When more current flows through, Vf goes up as well. The current is the same in every part of the circuit. The total available voltage HAS to be spent between the resistor and the LED. Formula: R = (V_supply − V_LED) / I_desired V_supply: the total voltage available from the source (VOUT, ~2V in this case) V_LED (Vf): the voltage the LED itself consumes at YOUR CHOSEN CURRENT!! (V_supply − V_LED): whatever voltage is “left over” after the LED takes its share, this is the voltage the resistor needs to drop I_desired (If): the current you want flowing through the LED (and therefore through the resistor too, since they’re in series) R: the resistance needed so that this leftover voltage, divided by this resistance, produces exactly the target current, this comes directly from Ohm’s Law (V = I × R, rearranged to R = V / I) Finished Formula: R = (2 − 1.7) / 0.002A = 150 ——> R = 150 Ohms “mA” MUST BE CONVERTED TO “A” If Vf (toll) was 1.65: (LED needs 1.65V at 2mA) R = 175 Ohms If Vf was 1.75: (LED needs 1.75V at 2mA) R = 125 Ohms If Vf was 1.8: (LED needs 1.8V at 2mA) R = 100 Ohms If the LED consumes more voltage, the resistor needs a smaller value, and if the LED consumes less voltage, the resistor needs a higher value PART THAT WILL BE USED:: TLMS1000 COLOR: RED LOW CURRENT Vf for 2mA = approx. 1.75, so R = 125 Ohms
I graphic designed the pcb business card!
I went on JLCPCB to see the estimated cost of the project. It ended up being approx. 35$ with shipping. Now I just need to polish some details in the board like the components silkscreen which is a bit ugly and it’s ready to ship!
I wrote the README for the github repo and added the files. I found a coupon so now the price got reduced! I also had to update a component to a bigger package for availability purposes on JLCPCB.
I made the complete BOM file and had to change the capacitor footprint because it was out of stock.
I had to make a 15 minute devlog even though my project was ready out of the box and fully functional, so the devlog is just my wallpaper and me uploading the demo videos to github. I made a video explaining it with my voice and a demo video of it working which I put in GitHub in the DEMO folder! Thank you so much hack club for making this project possible and I hope ya’ll like it! Sorry for my sometimes poor pronounciation in the video 😭
Ships:
I made a business card with some features! This is a custom business card with a nfc chip”NT3H2111W0FHKH”, antenna “NXP’s official Class 4 antenna” and a low-current 0603 package red LED, Vishay’s “TLMS1000-GS15” , which at 2mA (it’s tested current for usage) only needs 1.75V (according to the Vf vs. If graphic in the datasheet). This is because the LED will work with the chip’s energy harvesting feature, which will “harvest” energy from the nfc device (like a phone). The total voltage the chip can usually output with this technique is 2V, so the LED is inside the budget. I used the Ohm’s Law to find the resistor value for the LED. My biggest challenge was understanding the math and physics for the LED, it seemed super confusing at first but now I get it, and it makes a lot of sense. I also found it hard to understand the nfc chip and tag, but I ended up figuring it out. I made this project because I absolutely love hardware, I wanted to bring it to haven in november as a form of dedication and identification of who i am and i also wanted to show my teachers :smileyface: Apart from that, I hadn’t done a project in a while and i didn’t have much time so i decided to make this one!...
|
1793681395.6345165
|
1793767795.6345165
|
|
33983
|
ValoGuess by @NHero | Stardance
|
NHero
|
2
|
113.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T00:23:27Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? So I made a web based game named ValoGuess. It’s a Guess Who Style Game or the card game where you put the card on your forehead and other person asks you questions and you get limited no. of NO answers. The game features realtime gameplay, you either login with GUEST, or use a email or even google login. If you login with email or google you can add friends, invite them to party and everything is realtime. For guests they can join using party or create a party and share the party code. What are you proud of? I am proud of the realtime system + temporary state management using redis as it shows I can build realtime system. What should people know so they can test your project? Anyone can test my project as its a web app but to understand it you need to be somewhat familiar with valorant. and you also need a friend or a incognito tab to test the core mechanics.", "repo": "https://github.com/valoguess/valoguess", "demo": "https://valoguess.fun"}, {"ship_num": 2, "ts": "2026-10-20T14:59:44Z", "hours": 104.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built ValoGuess , a real-time multiplayer Valorant guessing game inspired by guessing videos on youtube (VCT Pacific). Players can challenge friends in 1v1 matches, eliminate agents, ask questions, and race to identify their opponent’s secret agent. It includes party lobbies, friend invites, real-time chat, player profiles, and match history. The most challenging part was building the real-time backend: synchronizing game state between players, handling disconnects and reconnections, hiding secret agents from opponents, and managing live state with Socket.IO and Redis. I’m proud of building the full experience from the game UI to the backend architecture, with separate Next.js and Socket.IO server repositories. Try it: Visit https://valoguess.fun , sign in or continue as a guest, and invite a friend for a match. Atleast one extra friend is needed or a different browser or incognito tab.", "repo": "https://github.com/valoguess/valoguess", "demo": "https://valoguess.fun"}]...
|
[{"post_id": 83816, "ts": "202 [{"post_id": 83816, "ts": "2026-10-28T17:34:53Z", "hours": 2.7936, "text": "Devlog 14 Added a debounced username uniqueness check for welcome page and settings page Changed few things to make some pages feel less AI like the auth pages, they look cool now. Changed readme for both the projects to make it feel more simpler. Provided .env.example for both the repos Removed some dead code. This devlog is for small changes I made."}, {"post_id": 83712, "ts": "2026-10-28T13:17:22Z", "hours": 6.4083, "text": "Devlog 13 Added responsive design for mobiles Fixed few questions were a duplicate of another. Initialiased a initial state sync for the UI Removed persistance middleware and ensured localstorage cleanup for game and party stores Added loading indicators for game start and logout The agents card reset button was not working so fixed it Valorant font was sometimes hard to read so using Oxanium now Removed uppercase styling from some places Added server side validation for updating user details Implemented migration for anon users to linked accounts. Added notifications to oponent on player disconnection."}, {"post_id": 81260, "ts": "2026-10-20T14:40:52Z", "hours": 1.8425, "text": "Devlog 12 So I think this one is the last before ship, I promise. 😂🥹 Fixed some bugs here and there Added readme Added some bg and showcase photos Added a layout for the home pages (lobby, settings, leaderboard, match history) where the top navbar and the friend sidebar is given to all. I think that’s it. I got no friends, or the friends I have aren’t like best of friends So I wasn’t able to test the game on scale. Feel free to open a issue in github or message me on slack"}, {"post_id": 81097, "ts": "2026-10-19T21:13:57Z", "hours": 10.1267, "text": "Devlog 11 So I have done lots of stuff and this is the last devlog before the first ship. Little sleepy rn as its 2:35 am my time, so I will wrap up fast. Added pino in Nextjs (Its a logger) Added caching wherever possible in nextjs using the cacheLife Added auth refresh event so if the name is changed it doesn’t need socket reconnect Optimised some code in socket server and also nextjs. Games getting saved to DB and there is a career history page now. Mostly did fixes of stuff and redesigned some elements in the lobby page. Like there is nothing else to talk about I’m mostly fixed stuff. I gotta sleep, have to ship the project too maybe I do it after waking up because readme is not ready yet. I think I’m gonna do after waking up so tired rn"}, {"post_id": 79776, "ts": "2026-10-15T11:01:26Z", "hours": 10.6203, "text": "Devlog - 10 I will keep this devlog sweet and short as I wanna ship this project as soon as possible as It has taken a lot of time now. I added some more rate limiting remove game Id / party id payload where neccessary from client in socket server as game/party id can be retrieved from player stored in redis. I’m directly getting friendships from db instead of relying on nextjs api in the socket server to show the initial friends list with presence (online/offline status). Removed TTL from party and game as they may get deleted mid game (prev ttl was 10 mins). I have also added token refreshing in socket server as socket server only verifies token once so now when the token refreshes (only for when user details are mutated) socket disconnects and connects, I know this is a bad logic I will change that but 10h 37m will be logged so I don’t wanna waste any more time , so it will be in next devlog Using AVIF instead of PNG for Agents Banner & Icon Added new fields to user (tagline, banner, usernamedUpdatedAt, nameUpdatedAt) Cleaned up many of the files in the frontend party Added logic for If user changes their avatar it should delete the old image in cloudinary Added Match ending design ENV are now accessed from ENV.ts Removed console.logs etc from nexjs Fixed some bugs."}, {"post_id": 78076, "ts": "2026-10-09T14:19:49Z", "hours": 9.7719, "text": "Devlog - 9 NextJS I added upload avatar in the settings page, user uploads an avatar and crops it accordingly , max file size limit is 5mb also the image gets uploaded to cloudinary and the secure url of the image is stored in db Changed the lobby UI to make it less cluttered Now there are drawers for gamemode settings and party stuff Changed the friends sidebar to be attaced to the right wall and closed and when you open it , it comes out of the screen not occupieing any space. Made a UI for FREEFORM questionMode Added a animated starting screen. Socket Server Added a new questionMode inside the Guess Agent gamemode now you can have freeform questions or preset Preset is same as before you will have a preset of questions to choose from and all its all like before Freeform is different you will have two buttons instead of questionPanel, you will have make guess and consume no. This gamemode is meant to be played in a vc like discord or any of your choice you can ask questions to the opponent direclty if there is a no you can just consume no and if you wanna guess you can guess. its like a offline game but you can count the nos and guess and have a agent panel to deduce Added a game starting phase where some details are created to show to the frontend. Added game cleanup functions, not perfect but will do for now Added a new event CONSUME_NO to consume no for questionMode Made some changes to type to adjust for freeform question mode EXTRA Added rate limiting in some parts In socket server rate limiting is token bucket and in nextjs rate limiting is sliding window counter (somewhat strict rate limiting in guest login and magic link) The rate limiting is handled by the same redis used for game states and stuff Fixed some bugs here and there. I know this devlog doesn’t feel personal and I only talk about the stuff I did, its because I wanna Ship this project as soon as possible and get done with it and move on to something else, because projects like this never end and you have to decide when to stop. I think next devlog will be the last devlog before the first ship"}, {"post_id": 76249, "ts": "2026-10-02T21:25:10Z", "hours": 9.7156, "text": "Devlog - 8 Big devlog, here we go again. Lets talk about nextjs first. So I added magic link to the app as the feedback I received was I don’t wanna use my google account as I don’t the trust the website enough to use it and I also want to use all the features so guest won’t work. This pushed me to add somewhat of a email login. I dont like password login so I wanted to add passwordless login and it wasn’t a debate I just picked one which is magic link. I am using resend for sending emails and i already have a domain for the app so using that for send email with auth@mydomain I created a template in resend dashboard itself so i can direclty use it in my nextjs app. Now lets talk about the big thing which made this a long devlog !!! Drum Roll please 🥁🥁🥁 I decided to restructure many parts of my socket server because of scalability as my previous architecture wouldn’t have survived If i added more gamemodes and all. What were the flaws Room was acting like if it was the party and the game Current gamemode is available is guess the agent so all the connecting modules were designed based on that which would have made adding other gamemodes impossible. There was no generic game module it was just Guess the Agent What I did Changed room to game and separated game ( previously room ) from party and added a separate events and module for party and party gets stored in redis as well. Inside the game module added a core folder where core mechanics (listener, types, service) of each game regardless of gamemode lives. Each gamemode has its own folder inside game containing the logic specific to that game. Redis player now has a partyId element too. Improved player presence (connection and disconnect) and using switch statements in places where if the mode is different some logic might be different. Why did it took so much time and What I learnt. Because when I started the restructure I didn’t know how my architecture would look like or what would work ( still haven’t tested anything ). So I researched some stuff but some stuff you decide along the way. I learnt that no matter what the project is and what you decide at the start that you are gonna build there will always be a time where the plans fail and we have to decide should we go through with it or suffer in the future or should we just focus right now and work hard so that in the future it all comes back to us with a lots of happiness!!! Cheers, Neerav"}, {"post_id": 74034, "ts": "2026-09-26T15:51:51Z", "hours": 10.095, "text": "Devlog - 7 Another Long Devlog Time So I was setting up my project to be deployed on the nest container that I have since nest only gives public ipv6 I couldn’t host my nextjs app on vercel because then I wouldn’t have been able to connect to my postgres database which was on nest as vercel dont have ipv6 support so I moved my nextjs to nestjs and It caused me hell lot of problems and bugs. First of all had to make sure nextjs, postgres and socket server were running on same docker network. My nest container was crashing when building the nextjs for docker. Had to move building process to my laptop then push the image to ghcr.io And some silly mistakes that took me long time to fix. Lets talk about the project what I update in that So first of all made a presence for managing friends online status. Added logic to connection and disconnection events of player socket. As when players connects through socket it should know whom his friends and what friend requets he got and what friends are currently online and also if he is reconnecting (For now 1minute reconnect window) the socketId should be updated in the needed area (room and player redis store). When the socket disconnects, set the socketId in player redis store to null . After the reconnect window is over check if he is in a room, if yes remove him from the room and in both cases delete the player record from redis . Also lets expand on connection syncFriends the socket requests data from an internal api route only accessible through the socket for what friendship records are there and formats it in friends: [], requests: [ incoming: [], outgoing: [] ] Then socket server retrieves all the playes using their playerid from redis via mget and then returns the same object structure but in friends its adds a online: true/false to the player objects Also removed polling for friendships as now socket does them all. So there is less db calls now. Fixed few bugs too. Now let me tell you a funny story. When testing stuff in prod, I was confused why stuff wasn’t working because it was working fine during development then i remembered I didn’t update the .env file in prod. It may have cut some years from my lifetime."}, {"post_id": 71723, "ts": "2026-09-21T11:48:59Z", "hours": 9.9617, "text": "Devlog - 6 This is gonna be a long devlog. Lets start with the frotend I committed the prev work from the previous devlog as mentioned there. Added welcome, settings page, Added friends sidebar with realtime functionalities. Added a friends store to store incoming friends invites. Fixed some file structure to have protected routes inside (protected). And mostly this covers it for frotend Now lets talk about backend that made this devlog of 10 hours Backend I first connected the socket with the player from the db via jwt tokens. Stored some player data like id, username inside socket.data. Then I changed my room mapper implementation to use player Id instead of socket Id and messed up in some places where socket Id was still getting passed to room mapper which made me spent so much time looking for what is the issue why isn’t my room details getting sent to me and I was looking in nextjs frontend for the issue. I spent so much time finding this bug I added some more events for player invites and added a new redis key:value pair -> player:playerid to store player details like id, username, socket id, roomId, lastHeartBeatAt also removed lastHeartBeatAt and reconnectToken from room player. Added events for invite, server event of invite:sync and made realtime invite work which took me forever. Made some changes in connection event so it handles reconnection Finally let me tell you something when visting the website if the thing looks small the implementation of that thing takes so much time. Bro Literally the friends sidebar took so much code to make in the frontend and in the backend and in the socket server as well. like that small piece of the page took me so much time to make which also made this devlog So long. Incountered so many bugs along the way. They were all silly mistakes some were logic error but most were silly mistakes as there are so many files in the project now its hard to find some things."}, {"post_id": 68663, "ts": "2026-09-15T14:28:10Z", "hours": 9.7922, "text": "Devlog 5 So I am now using drizzle with postgres and I also took some time to tinker with it and understand it a little better. I am also using better auth with google signIn and anonymous login. In the user i have username and name , username is for adding friends or locating a user, name is to be displayed , username is unique, name isn’t. Created the db model with friends support and matches history. We can add friends in the game also added user settings to customise stuff. Project is starting to look like something. All the drizzle + backend part that i have done in the period is committed and pushed but the frontend part still remains to be committed."}, {"post_id": 61087, "ts": "2026-09-03T20:08:51Z", "hours": 9.3056, "text": "Devlog 4 So first of all I switched from using npm to pnpm and updated the docker file accordingly for the socket server. Then I started working on adding users / db functionality in the nextjs app. I created login and register page with two options for signIn -> google or guest. I started tinkering with prisma and better auth and the prisma8 has just come so I started setting it up and had made the schema and had written up some services too but then when I tried to logIn i got few problems which I researched and searched and found out that betterAuth hasn’t adjusted to prism8. So I did what I should have done before, I switched to drizzle. Around 3-4 or more hours were wasted!. Now I’m using drizzle and have setup the schema and tables and also better auth in it and the signIn are working. Now I have to create routes or server Actions to retrieve data or send data. Now the games will be saved and stored once finished and user will able to see it in match history."}, {"post_id": 51021, "ts": "2026-08-20T14:43:00Z", "hours": 5.5508, "text": "Devlog 3 Backend Socket Server Made few changes to setting type and added a questionPool in gameState Settings now have a option to change totalQuestions and a randomly generated questionPool from the totalQuestions Removed spectator logic as not planning on pursuing it right now Also added a heartbeat event which supplies heartBeat every 5 seconds or so and if there is no heartBeat provided by the player for over 30 seconds the player gets removed from the room Now Frontend Redesigned the lobby page and home page If you open the game for the first time it asks for the name which is currently stored in localstorage for a guest user. When users are added then people would be able to login using google and save their details in database. For now nothing is stored , only gameState are persistent for the duration of the game in redis and after few minutes of inactivity in the room , the room expires via ttl. Also added SEO Optimisations. Future Plan I will either work on adding more gamemodes or adding the user authentication stuff using postgresql and prims direclty in nextjs After the auth has been added then I will publish the project so that it has atleast some complete features and users can see their stats and prev games results"}, {"post_id": 39462, "ts": "2026-08-02T12:58:48Z", "hours": 8.5258, "text": "Devlog 2 Making this devlog after a long time of doing all this work, the frontend part is still uncommited in github though Lets talk about backend first -> I first of all was using playerId for the routes to verify the user, but now I’m using socketId And also for reconnection I’m now using a reconnectToken which is created on the socket server and given to the frontend to it can pass it when reconnecting. Also I added a ROOM_KICK event. And I added docker setup too but its still buggy Changed Winning logic so that first correct guess wins Now Frontend I designed the pages using AI because I am not a good designer rather I am a good coder you can say, because if there is a already made design, I can make a similar one using tailwind and shadcn and other UI libraries I added socket setup for the frontend which goes as follow src/socket -> index.ts, emitter.ts, events.ts src/components/SocketProvider.tsx Socket Provider has the listeners emitter.ts has small functions that can be directly used inside tsx instead of importing socket There are 3 pages currently -> /, /lobby, /play"}, {"post_id": 30879, "ts": "2026-07-18T20:44:34Z", "hours": 8.6403, "text": "Devlog 1 So I’ve been working on the socket server for this game for the past couple of days. What I’ve learned so far is that game logic is sometimes so frustrating like there can be so many edge cases you have to think about and there can be many nested if else. So my tech stack for the socket server is: Socket.io IoRedis (redis hosted using docker) Zod and node httpServer Ofcourse everything is written in typescript. I didn’t made separate devlogs because I forgot, sorry for that Here’s what I did I made the folder structure moduler having different modules for different logic : room, game, question Shared files are in shared folder Each module has its own listener, service, schema with some having util/helper file I first worked on room then game then question Some things are still left to do, but first I would like to make some of the frontend"}]...
|
Title: ValoGuess by @NHero | Stardance
Devlogs:
D Title: ValoGuess by @NHero | Stardance
Devlogs:
Devlog 1 So I’ve been working on the socket server for this game for the past couple of days. What I’ve learned so far is that game logic is sometimes so frustrating like there can be so many edge cases you have to think about and there can be many nested if else. So my tech stack for the socket server is: Socket.io IoRedis (redis hosted using docker) Zod and node httpServer Ofcourse everything is written in typescript. I didn’t made separate devlogs because I forgot, sorry for that Here’s what I did I made the folder structure moduler having different modules for different logic : room, game, question Shared files are in shared folder Each module has its own listener, service, schema with some having util/helper file I first worked on room then game then question Some things are still left to do, but first I would like to make some of the frontend
Devlog 2 Making this devlog after a long time of doing all this work, the frontend part is still uncommited in github though Lets talk about backend first -> I first of all was using playerId for the routes to verify the user, but now I’m using socketId And also for reconnection I’m now using a reconnectToken which is created on the socket server and given to the frontend to it can pass it when reconnecting. Also I added a ROOM_KICK event. And I added docker setup too but its still buggy Changed Winning logic so that first correct guess wins Now Frontend I designed the pages using AI because I am not a good designer rather I am a good coder you can say, because if there is a already made design, I can make a similar one using tailwind and shadcn and other UI libraries I added socket setup for the frontend which goes as follow src/socket -> index.ts, emitter.ts, events.ts src/components/SocketProvider.tsx Socket Provider has the listeners emitter.ts has small functions that can be directly used inside tsx instead of importing socket There are 3 pages currently -> /, /lobby, /play
Devlog 3 Backend Socket Server Made few changes to setting type and added a questionPool in gameState Settings now have a option to change totalQuestions and a randomly generated questionPool from the totalQuestions Removed spectator logic as not planning on pursuing it right now Also added a heartbeat event which supplies heartBeat every 5 seconds or so and if there is no heartBeat provided by the player for over 30 seconds the player gets removed from the room Now Frontend Redesigned the lobby page and home page If you open the game for the first time it asks for the name which is currently stored in localstorage for a guest user. When users are added then people would be able to login using google and save their details in database. For now nothing is stored , only gameState are persistent for the duration of the game in redis and after few minutes of inactivity in the room , the room expires via ttl. Also added SEO Optimisations. Future Plan I will either work on adding more gamemodes or adding the user authentication stuff using postgresql and prims direclty in nextjs After the auth has been added then I will publish the project so that it has atleast some complete features and users can see their stats and prev games results
Devlog 4 So first of all I switched from using npm to pnpm and updated the docker file accordingly for the socket server. Then I started working on adding users / db functionality in the nextjs app. I created login and register page with two options for signIn -> google or guest. I started tinkering with prisma and better auth and the prisma8 has just come so I started setting it up and had made the schema and had written up some services too but then when I tried to logIn i got few problems which I researched and searched and found out that betterAuth hasn’t adjusted to prism8. So I did what I should have done before, I switched to drizzle. Around 3-4 or more hours were wasted!. Now I’m using drizzle and have setup the schema and tables and also better auth in it and the signIn are working. Now I have to create routes or server Actions to retrieve data or send data. Now the games will be saved and stored once finished and user will able to see it in match history.
Devlog 5 So I am now using drizzle with postgres and I also took some time to tinker with it and understand it a little better. I am also using better auth with google signIn and anonymous login. In the user i have username and name , username is for adding friends or locating a user, name is to be displayed , username is unique, name isn’t. Created the db model with friends support and matches history. We can add friends in the game also added user settings to customise stuff. Project is starting to look like something. All the drizzle + backend part that i have done in the period is committed and pushed but the frontend part still remains to be committed.
Devlog - 6 This is gonna be a long devlog. Lets start with the frotend I committed the prev work from the previous devlog as mentioned there. Added welcome, settings page, Added friends sidebar with realtime functionalities. Added a friends store to store incoming friends invites. Fixed some file structure to have protected routes inside (protected). And mostly this covers it for frotend Now lets talk about backend that made this devlog of 10 hours Backend I first connected the socket with the player from the db via jwt tokens. Stored some player data like id, username inside socket.data. Then I changed my room mapper implementation to use player Id instead of socket Id and messed up in some places where socket Id was still getting passed to room mapper which made me spent so much time looking for what is the issue why isn’t my room details getting sent to me and I was looking in nextjs frontend for the issue. I spent so much time finding this bug I added some more events for player invites and added a new redis key:value pair -> player:playerid to store player details like id, username, socket id, roomId, lastHeartBeatAt also removed lastHeartBeatAt and reconnectToken from room player. Added events for invite, server event of invite:sync and made realtime invite work which took me forever. Made some changes in connection event so it handles reconnection Finally let me tell you something when visting the website if the thing looks small the implementation of that thing takes so much time. Bro Literally the friends sidebar took so much code to make in the frontend and in the backend and in the socket server as well. like that small piece of the page took me so much time to make which also made this devlog So long. Incountered so many bugs along the way. They were all silly mistakes some were logic error but most were silly mistakes as there are so many files in the project now its hard to find some things.
Devlog - 7 Another Long Devlog Time So I was setting up my project to be deployed on the nest container that I have since nest only gives public ipv6 I couldn’t host my nextjs app on vercel because then I wouldn’t have been able to connect to my postgres database which was on nest as vercel dont have ipv6 support so I moved my nextjs to nestjs and It caused me hell lot of problems and bugs. First of all had to make sure nextjs, postgres and socket server were running on same docker network. My nest container was crashing when building the nextjs for docker. Had to move building process to my laptop then push the image to ghcr.io And some silly mistakes that took me long time to fix. Lets talk about the project what I update in that So first of all made a presence for managing friends online status. Added logic to connection and disconnection events of player socket. As when players connects through socket it should know whom his friends and what friend requets he got and what friends are currently online and also if he is reconnecting (For now 1minute reconnect window) the socketId should be updated in the needed area (room and player redis store). When the socket disconnects, set the socketId in player redis store to null . After the reconnect window is over check if he is in a room, if yes remove him from the room and in both cases delete the player record from redis . Also lets expand on connection syncFriends the socket requests data from an internal api route only accessible through the socket for what friendship records are there and formats it in friends: [], requests: [ incoming: [], outgoing: [] ] Then socket server retrieves all the playes using their playerid from redis via mget and then returns the same object structure but in friends its adds a online: true/false to the player objects Also removed polling for friendships as now socket does them all. So there is less db calls now. Fixed few bugs too. Now let me tell you a funny story. When testing stuff in prod, I was confused why stuff wasn’t working because it was working fine during development then i remembered I didn’t update the .env file in prod. It may have cut some years from my lifetime.
Devlog - 8 Big devlog, here we go again. Lets talk about nextjs first. So I added magic link to the app as the feedback I received was I don’t wanna use my google account as I don’t the trust the website enough to use it and I also want to use all the features so guest won’t work. This pushed me to add somewhat of a email login. I dont like password login so I wanted to add passwordless login and it wasn’t a debate I just picked one which is magic link. I am using resend for sending emails and i already have a domain for the app so using that for send email with auth@mydomain I created a template in resend dashboard itself so i can direclty use it in my nextjs app. Now lets talk about the big thing which made this a long devlog !!! Drum Roll please 🥁🥁🥁 I decided to restructure many parts of my socket server because of scalability as my previous architecture wouldn’t have survived If i added more gamemodes and all. What were the flaws Room was acting like if it was the party and the game Current gamemode is available is guess the agent so all the connecting modules were designed based on that which would have made adding other gamemodes impossible. There was no generic game module it was just Guess the Agent What I did Changed room to game and separated game ( previously room ) from party and added a separate events and module for party and party gets stored in redis as well. Inside the game module added a core folder where core mechanics (listener, types, service) of each game regardless of gamemode lives. Each gamemode has its own folder inside game containing the logic specific to that game. Redis player now has a partyId element too. Improved player presence (connection and disconnect) and using switch statements in places where if the mode is different some logic might be different. Why did it took so much time and What I learnt. Because when I started the restructure I didn’t know how my architecture would look like or what would work ( still haven’t tested anything ). So I researched some stuff but some stuff you decide along the way. I learnt that no matter what the project is and what you decide at the start that you are gonna build there will always be a time where the plans fail and we have to decide should we go through with it or suffer in the future or should we just focus right now and work hard so that in the future it all comes back to us with a lots of happiness!!! Cheers, Neerav
Devlog - 9 NextJS I added upload avatar in the settings page, user uploads an avatar and crops it accordingly , max file size limit is 5mb also the image gets uploaded to cloudinary and the secure url of the image is stored in db Changed the lobby UI to make it less cluttered Now there are drawers for gamemode settings and party stuff Changed the friends sidebar to be attaced to the right wall and closed and when you open it , it comes out of the screen not occupieing any space. Made a UI for FREEFORM questionMode Added a animated starting screen. Socket Server Added a new questionMode inside the Guess Agent gamemode now you can have freeform questions or preset Preset is same as before you will have a preset of questions to choose from and all its all like before Freeform is different you will have two buttons instead of questionPanel, you will have make guess and consume no. This gamemode is meant to be played in a vc like discord or any of your choice you can ask questions to the opponent direclty if there is a no you can just consume no and if you wanna guess you can guess. its like a offline game but you can count the nos and guess and have a agent panel to deduce Added a game starting phase where some details are created to show to the frontend. Added game cleanup functions, not perfect but will do for now Added a new event CONSUME_NO to consume no for questionMode Made some changes to type to adjust for freeform question mode EXTRA Added rate limiting in some parts In socket server rate limiting is token bucket and in nextjs rate limiting is sliding window counter (somewhat strict rate limiting in guest login and magic link) The rate limiting is handled by the same redis used for game states and stuff Fixed some bugs here and there. I know this devlog doesn’t feel personal and I only talk about the stuff I did, its because I wanna Ship this project as soon as possible and get done with it and move on to something else, because projects like this never end and you have to decide when to stop. I think next devlog will be the last devlog before the first ship
Devlog - 10 I will keep this devlog sweet and short as I wanna ship this project as soon as possible as It has taken a lot of time now. I added some more rate limiting remove game Id / party id payload where neccessary from client in socket server as game/party id can be retrieved from player stored in redis. I’m directly getting friendships from db instead of relying on nextjs api in the socket server to show the initial friends list with presence (online/offline status). Removed TTL from party and game as they may get deleted mid game (prev ttl was 10 mins). I have also added token refreshing in socket server as socket server only verifies token once so now when the token refreshes (only for when user details are mutated) socket disconnects and connects, I know this is a bad logic I will change that but 10h 37m will be logged so I don’t wanna waste any more time , so it will be in next devlog Using AVIF instead of PNG for Agents Banner & Icon Added new fields to user (tagline, banner, usernamedUpdatedAt, nameUpdatedAt) Cleaned up many of the files in the frontend party Added logic for If user changes their avatar it should delete the old image in cloudinary Added Match ending design ENV are now accessed from ENV.ts Removed console.logs etc from nexjs Fixed some bugs.
Devlog 11 So I have done lots of stuff and this is the last devlog before the first ship. Little sleepy rn as its 2:35 am my time, so I will wrap up fast. Added pino in Nextjs (Its a logger) Added caching wherever possible in nextjs using the cacheLife Added auth refresh event so if the name is changed it doesn’t need socket reconnect Optimised some code in socket server and also nextjs. Games getting saved to DB and there is a career history page now. Mostly did fixes of stuff and redesigned some elements in the lobby page. Like there is nothing else to talk about I’m mostly fixed stuff. I gotta sleep, have to ship the project too maybe I do it after waking up because readme is not ready yet. I think I’m gonna do after waking up so tired rn
Devlog 12 So I think this one is the last before ship, I promise. 😂🥹 Fixed some bugs here and there Added readme Added some bg and showcase photos Added a layout for the home pages (lobby, settings, leaderboard, match history) where the top navbar and the friend sidebar is given to all. I think that’s it. I got no friends, or the friends I have aren’t like best of friends So I wasn’t able to test the game on scale. Feel free to open a issue in github or message me on slack
Devlog 13 Added responsive design for mobiles Fixed few questions were a duplicate of another. Initialiased a initial state sync for the UI Removed persistance middleware and ensured localstorage cleanup for game and party stores Added loading indicators for game start and logout The agents card reset button was not working so fixed it Valorant font was sometimes hard to read so using Oxanium now Removed uppercase styling from some places Added server side validation for updating user details Implemented migration for anon users to linked accounts. Added notifications to oponent on player disconnection.
Devlog 14 Added a debounced username uniqueness check for welcome page and settings page Changed few things to make some pages feel less AI like the auth pages, they look cool now. Changed readme for both the projects to make it feel more simpler. Provided .env.example for both the repos Removed some dead code. This devlog is for small changes I made.
Ships:
I built ValoGuess , a real-time multiplayer Valorant guessing game inspired by guessing videos on youtube (VCT Pacific). Players can challenge friends in 1v1 matches, eliminate agents, ask questions, and race to identify their opponent’s secret agent. It includes party lobbies, friend invites, real-time chat, player profiles, and match history. The most challenging part was building the real-time backend: synchronizing game state between players, handling disconnects and reconnections, hiding secret agents from opponents, and managing live state with Socket.IO and Redis. I’m proud of building the full experience from the game UI to the backend architecture, with separate Next.js and Socket.IO server repositories. Try it: Visit https://valoguess.fun , sign in or continue as a guest, and invite a friend for a match. Atleast one extra friend is needed or a different browser or incognito tab.
What did you make? So I made a web based game named ValoGuess. It’s a Guess Who Style Game or the card game where you put the card on your forehead and other person asks you questions and you get limited no. of NO answers. The game features realtime gameplay, you either login with GUEST, or use a email or even google login. If you login with email or google you can add friends, invite them to party and everything is realtime. For guests they can join using party or create a party and share the party code. What are you proud of? I am proud of the realtime system + temporary state management using redis as it shows I can build realtime system. What should people know so they can test your project? Anyone can test my project as its a web app but to understand it you need to be somewhat familiar with valorant. and you also need a friend or a incognito tab to test the core mechanics....
|
1793681396.799828
|
1793767796.799828
|
|
6353
|
onecalc by @aer | Stardance
|
aer
|
1
|
5.0
|
7
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T10:18:21Z", "hours": 5.0, "multiplier": 1.28, "payout": 7, "blessing": "neutral", "text": "i made a whimsical b&w calculator inspired by onekey,u use the e-key of your keyboard.have lots of fun calculating with this calculator.", "repo": "https://github.com/aeratory678/onecalc", "demo": "https://onecalc-pi.vercel.app"}]...
|
[{"post_id": 80621, "ts": "202 [{"post_id": 80621, "ts": "2026-10-18T10:14:12Z", "hours": 5.1033, "text": "calculator which works with an e-key,every key has a mini-game,play it,to get the number! hihi ☆☆☆"}]...
|
Title: onecalc by @aer | Stardance
Devlogs:
calcu Title: onecalc by @aer | Stardance
Devlogs:
calculator which works with an e-key,every key has a mini-game,play it,to get the number! hihi ☆☆☆
Ships:
i made a whimsical b&w calculator inspired by onekey,u use the e-key of your keyboard.have lots of fun calculating with this calculator....
|
1793681398.075961
|
1793767798.075961
|
|
70219
|
A Simple Conservation by @Reyansh11 | Stardance
|
Reyansh11
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:49:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this project as I always wanted to make one simple and fun project I was a beginner with no experience in coding but made this project because the only reason I felt it fun", "repo": "https://github.com/Reyansh-1111/Second2/blob/main/gitattributes.py", "demo": "https://gitpod.io/#https://github.com/Reyansh-1111/Second2"}]...
|
[{"post_id": 80563, "ts": "202 [{"post_id": 80563, "ts": "2026-10-18T05:17:41Z", "hours": 0.3028, "text": "A fun and interactive conversation, (the timer shows very less time because I accidently deleted the repository folder and created a new one and pasted the code saved from before, the actual time is like 2 hours)"}]...
|
Title: A Simple Conservation by @Reyansh11 | Stard Title: A Simple Conservation by @Reyansh11 | Stardance
Devlogs:
A fun and interactive conversation, (the timer shows very less time because I accidently deleted the repository folder and created a new one and pasted the code saved from before, the actual time is like 2 hours)
Ships:
I made this project as I always wanted to make one simple and fun project I was a beginner with no experience in coding but made this project because the only reason I felt it fun...
|
1793681399.2074208
|
1793767799.2074208
|
|
64898
|
ChatBox-APP by @MuhammadDawood | Stardance
|
MuhammadDawood
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T16:42:02Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built a detailed version of whatsapp but in my style. I hope everyonr will love my efforts.", "repo": "https://github.com/DAVIDX-004/ChatBox-APP/", "demo": "https://chatbox-app-dl05.onrender.com/"}]...
|
[{"post_id": 86295, "ts": "202 [{"post_id": 86295, "ts": "2026-11-01T06:59:12Z", "hours": 0.4481, "text": "Finally it’s Live now on render: https://chatbox-app-dl05.onrender.com/signup"}, {"post_id": 86112, "ts": "2026-11-01T02:09:58Z", "hours": 3.5606, "text": "Finally the messaging is working properly"}, {"post_id": 85809, "ts": "2026-10-31T19:09:23Z", "hours": 3.4408, "text": "Getting stuck at some point won’t let me down I am continusely solving them to make my app perfect."}, {"post_id": 85519, "ts": "2026-10-31T13:22:44Z", "hours": 1.9967, "text": "Currently Working on MongoDB setup and linking it with the backend"}, {"post_id": 85444, "ts": "2026-10-31T10:52:19Z", "hours": 5.7228, "text": "I have been working on its all json files and currently deploying in on a MVP"}, {"post_id": 72902, "ts": "2026-09-24T00:04:37Z", "hours": 1.9597, "text": "I am on my track of completing the ChatBox currently I am working simultaneously on solving its errors while maintaining frontend and backend."}, {"post_id": 72353, "ts": "2026-09-22T18:54:04Z", "hours": 1.1503, "text": "I am working on my first ever ChatAPP project. Rn I have created the whole development environment and know working on its json and other files."}]...
|
Title: ChatBox-APP by @MuhammadDawood | Stardance
Title: ChatBox-APP by @MuhammadDawood | Stardance
Devlogs:
I am working on my first ever ChatAPP project. Rn I have created the whole development environment and know working on its json and other files.
I am on my track of completing the ChatBox currently I am working simultaneously on solving its errors while maintaining frontend and backend.
I have been working on its all json files and currently deploying in on a MVP
Currently Working on MongoDB setup and linking it with the backend
Getting stuck at some point won’t let me down I am continusely solving them to make my app perfect.
Finally the messaging is working properly
Finally it’s Live now on render: https://chatbox-app-dl05.onrender.com/signup
Ships:
I have built a detailed version of whatsapp but in my style. I hope everyonr will love my efforts....
|
1793681400.3606968
|
1793767800.3606968
|
|
58963
|
MindState by @RudranshShukla | Stardance
|
RudranshShukla
|
1
|
28.25
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T04:28:02Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built MindState, an open platform where young people can share their stories, express themselves, and feel heard. I worked on the UI/UX and development, building features like articles, journaling, mood tracking, community contributions, and more. The biggest challenge was making everything feel simple and welcoming while handling user data carefully, especially since the platform deals with mental health. V1 is now ready, and we’re still fixing bugs and improving things. I’d love for you to explore the platform, test its features, and share any feedback or bugs you find. Still a lot to build, but excited about how far we’ve come!", "repo": "https://github.com/rudranshshuklaofficial/mindstate-public", "demo": "https://mindstate.space"}]...
|
[{"post_id": 82585, "ts": "202 [{"post_id": 82585, "ts": "2026-10-25T09:57:22Z", "hours": 2.2453, "text": "Pushed all the code on github!"}, {"post_id": 79611, "ts": "2026-10-14T18:19:05Z", "hours": 1.5869, "text": "Final bugs solving and UI refining is done! Shipping the project."}, {"post_id": 79483, "ts": "2026-10-14T07:50:31Z", "hours": 3.1431, "text": "Finally finished everything, soon gonna add the github repo and publish the platform without any bugs!"}, {"post_id": 78948, "ts": "2026-10-12T04:55:36Z", "hours": 3.5111, "text": "Made a wholesale amount of changes and fixes in the platform, though I cannot add all in here, I’ll keep y’all updated and will soon drop the github!"}, {"post_id": 78713, "ts": "2026-10-11T11:57:45Z", "hours": 18.2133, "text": "I’ve been working on MindState, a platform I’m helping build to support young people’s mental health and encourage civic engagement. Today I worked on the website, fixed some bugs, improved parts of the design, and set up email verification for user accounts. There’s still a lot to build, but it’s exciting to see everything slowly come together!"}]...
|
Title: MindState by @RudranshShukla | Stardance
D Title: MindState by @RudranshShukla | Stardance
Devlogs:
I’ve been working on MindState, a platform I’m helping build to support young people’s mental health and encourage civic engagement. Today I worked on the website, fixed some bugs, improved parts of the design, and set up email verification for user accounts. There’s still a lot to build, but it’s exciting to see everything slowly come together!
Made a wholesale amount of changes and fixes in the platform, though I cannot add all in here, I’ll keep y’all updated and will soon drop the github!
Finally finished everything, soon gonna add the github repo and publish the platform without any bugs!
Final bugs solving and UI refining is done! Shipping the project.
Pushed all the code on github!
Ships:
Built MindState, an open platform where young people can share their stories, express themselves, and feel heard. I worked on the UI/UX and development, building features like articles, journaling, mood tracking, community contributions, and more. The biggest challenge was making everything feel simple and welcoming while handling user data carefully, especially since the platform deals with mental health. V1 is now ready, and we’re still fixing bugs and improving things. I’d love for you to explore the platform, test its features, and share any feedback or bugs you find. Still a lot to build, but excited about how far we’ve come!...
|
1793681401.532387
|
1793767801.532387
|
|
21092
|
The HackClub cloud by @Toma_Kuchta | Stardance
|
Toma_Kuchta
|
1
|
54.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T07:09:26Z", "hours": 54.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So this was my first project I have ever done in a real hackathon. I was in a team with Olivia and she had a beautiful traditional Chinese string instrument and we wanted to merge them both into one beautiful and colorful art piece. And we weren’t able to do that in the end sadly. :( lie it would have look great! ciya", "repo": "https://github.com/Tomas-Kuchta-FPV/The_Hack-Club_cloud", "demo": ""}]...
|
[{"post_id": 79722, "ts": "202 [{"post_id": 79722, "ts": "2026-10-15T06:57:50Z", "hours": 2.1853, "text": "Oh neat extra forgotten hours. It’s probably from when I was doing something and didn’t devlog it. sorry for this one. BC IDK what I was doing and don’t recal anything."}, {"post_id": 56134, "ts": "2026-07-17T00:00:00Z", "hours": 6.7, "text": "So we’ve unpaked everything from the ClayHaul and asseced the damage on the led wall. And oh boy all the pillow fill fell from it. So after more figuring out from where to get spray adhereve it turned out that it was in a repair booth, how convinient. Also like a lot of solder connections were tore up from the transport so I’ve repaired those, glued on the pillow fill and it worked great!! Oh yeah and then Gwendal figured out how to play games on the matrix with wled!!!!"}, {"post_id": 56133, "ts": "2026-07-16T00:00:00Z", "hours": 9.0, "text": "Allright so after that mess we’ve locked in hard. While my temate was repairing her project (She did that for almost the whole hackathon, which is crazy). I began soldering and gluing on the LED strips. Then remembered that it would be great to screw in the screws (With the DIY shitty screwdriver), resumed work on the LED strips. Allright and now we have around two hours left. After everything was soldered I’ve turned it on and it didn’t work. First there were problems with WLED configuration and then with one segment that was dead. Soooo after a “quick hour fix” The LED matrix was working. But we still have just a hour left to ship it. So I’ve quickly done some plywood gymnastic with spare people and put the whole contraption on chairs screwed in the legs and stood it up. Oh yeah it was working!!!!! OH no my teamate was still working on her project, so we needed to pivot. I had prepaired the repo for shipping while she sprayed adhesive on the board and glued the pillow fluff on. It was a messs. But we managed to do it in time lol. After that we had a short visit from our favorite creators, packed everything and went partying! They even had a B-day cake for me how lovely! Thank y’all! Here is a little video we’ve filmed. PS: I didn’t take a photo of the final build as I was so bussy!!!!"}, {"post_id": 56132, "ts": "2026-07-15T00:00:00Z", "hours": 10.0, "text": "So this day was spent by asking people around if we can PAINT! I thought we can atlest do some things that are not really needed but there wasn’t much though. So the whole morning was spent asking if we can paint as it was promised to happen now, but everytime I was told off. So I’ve procrastinated instead with talking to people lol. After it we all went on a picnic and we got back by around 4 pm. Allright no more staling we have layed down the OBS boards and began gluing on the led strips which we have precut yeasterday. And while gluing on the strips I went to another round of asking around for a saw, but this time dhamari helped me soooo much!!! <3 So after yesterdays pain with a small metal saw I’ve managed to borrowed a great stanley saw from a framing shop nextdoor. Nice!! Aaaaaaaaaaahhhhhh so I’ve finally managed to cut down the wood. Oh also we don’t have a scredriver so we’ve made our own scrappy one."}, {"post_id": 56131, "ts": "2026-07-14T00:00:00Z", "hours": 6.7, "text": "Mys first task was finding a teamate in which I failed horibly as I wasn’t able fo find anyone. I’m normaly social but it was different here as I was speaking a different language, and just a lot of first times (USA, Solo flight, long haul flight, hackathon, new people, different culture) … yeah it was overwhelming. And did I mention that I was on a family and frinds gathering in the middle of novehwre! So my plan was to when I land go to lowes and bring back all the stuff needed with yaha, but by the time I’ve came from the airport I wouldn’t have enough time to make it in time for the opening ceremony. So yaha came there by himself, picked up and rode it in an uber - just in time nice!!!! Also my plan was to spray paint the OSB light blue at lowes but that didn’t happen so I’ve bugged staff for the whole evening if there is a place that we can paint it, I weren’t to a more disorganized even in my whole life! It was chaos on all fronts."}, {"post_id": 56130, "ts": "2026-07-14T00:00:00Z", "hours": 1.5, "text": "So after a bit of setup I had like 18hr traveling to the venue. The leg to Frankfurt was great but the flight to San Francisco was super long and I didn’t know what to do. But in the last two hours of flight I’ve remembered that I need to finish the animations for the LED matrix. ’*sad"}, {"post_id": 14521, "ts": "2026-06-23T17:40:25Z", "hours": 2.9719, "text": "After shipping yesterday I had today started working on riping TwinkleTron out of my table, and overwriting it with the latest FW. Then I began configuring it. I have set up the LED strip channels as one can only do 800 LED’s reliably. It was split in the middle by 576 pixels. After I peeked into the matrix config set up the defined matrix size and it didn’t look right. Went to readme to spot the mistake ant it was because I’ve wrongly converted from mm to cm. OR so I thought. It was the whole calculation that was wrong. 🤦♂️ MATHS Boink I got an notification that my ship was rejected and needs changes. (No images in readme and no BOM) Back to the project, and after a few blank stares into the readme and also the CAD file I’ve managed to at least hopefully correctly calculate the needed LEDs. SO I had to redesign the power delivery section. Updated the repo for requested changes and shipped it back out. PS: I also managed to get the price down :yay"}, {"post_id": 13753, "ts": "2026-06-22T15:19:42Z", "hours": 4.2097, "text": "Allright I’m almost finished!! So first thing I did today was cleaning up the repo and pushing the yesterdays changes. Then I went on to do the drawing of the stand that will hold the LED matrix, I’ve tried to even show the LED strips in there but FreeCAD couldn’t handle it, so I sketched it up in draw.IO. with a kinda like a block diagram. Wrote about the intended SW in the readme. And then I’ve created the vision board so anybody can get the idea about the project, which is going to get shipped as a demo The whole time I was thinking about how I’ll create a render in blender for it with cloud simulation, but it didn’t work yesterday. But I got inspiration from some YT video that mocked it up with photoshop. So I hopped into affinity and started designing after a tutorial which I couldn’t follow, so I’ve found an online texture export and inported it into affinity tweaked it and it worked. But then I need some kind of backgroud for it, so I took akemi from the WLED effects website and blurred it out behind the cloud layer. Yeah it didn’t look right. And ChatGPT halucinated completly different thing. But after a bit of tweaking I managed to make it work. And after all of that I have threw everything into the shipping baskets, wrote down the price. And going to ship soon …. Good luck"}, {"post_id": 13086, "ts": "2026-06-21T12:46:37Z", "hours": 2.2622, "text": "Today I had done the schematic. It’s going to be a pretty interesting concept as the wiring is wild different to other matricies. We need almost 120m of LED strips. And they are going to draw almost 2 000W. It’s going to be an electric kettle lol. Because of that I have added two power cables to power the thing, as 220V is better for this. *laughs in geman. I have started creating the schematic in DrawIO. First was the PSU along with the two heavy duty cables I’ve mentioned earlier. Then it’s going to WAGO connectors which will be our power distribution and then it’s going to be distributed to the LED power injection points. Next I did a block diagram in it for the LED matrix, but it wasn’t really clear how to connect it up so I’ve hopped into tinkercad and did a small scale schematic with all of the right features. Next up is: Doing drawings of the the LED strip placement and / adding the 2x4 supports as well as the PSUs Ask my brother if he can try to visualize it in blender Create instructions for building at outpost or at home lol"}, {"post_id": 12752, "ts": "2026-06-20T21:01:24Z", "hours": 3.6581, "text": "So after that last pivot I’m super happy how this project is turning out. I hope that other people loves it as much as I do. But firstly I wanted to move the repo as the original is getting cluttered and it’s a mess. so new repo it it. And it’s also getting a rebrand from generic MatrixShow it’s going to be called The Hack Club cloud, symbolizing the many great ideas of Hack Clubbers. Well this one isn’t going to be about me it’s about ya’lls creativity passion and perseverance. And this sounds so epic in my head! So after a bit of philosophy. I went to look for suitable LED strips they were either super expensive or didn’t meet my criteria. And after a while I was able to find them, neat! So everything else was based around them, like the rows spacing, read more about that in my repo. https://github.com/Tomas-Kuchta-FPV/The_Hack-Club_cloud/blob/main/readme.md#constraints Alright and then I done the 3D model for the matrix. Which turned out OK, but it’s looking too much technical, but I can make drawing for it that we’ll use when building. Peace out Thomas"}, {"post_id": 11833, "ts": "2026-06-19T08:30:07Z", "hours": 1.915, "text": "So I need to pivot as it’s going to be super expensive! It’s going to be like 300 bulbs, which is feasible but it needs to be a huge budget. It would be fun thought, as I was on planning to use American electrical material. BTW I love the flat cables! So at first I’ve pivoted to making a addressable LED Christmass string light matrix. So basically drill out thousand of holes and plop them in an interval of about 15cm, but that wouldn’t have the right WOW effect. So there was another pivot to cheaper LED strips, which is doable!!! So I’ve decided to make a 4x8ft cloud wall!! It’s going to be addresable and it will be driven by my custom WLED LED controller called TwinkleTron. I still need to CAD it and spec the PSU, but it’s going to be awesome!!!!!!!"}, {"post_id": 11183, "ts": "2026-06-18T09:12:38Z", "hours": 2.9239, "text": "So I’ve defined BOM, and made a sketch of the matrix. A halve a year ago I had a light exposition in my hometown which turned out very good. So I want to use the current tested setup, which are Smart sonoff lightbulbs. So I’ve made a BOM around it. And CADed it. But when in CAD I’ve noticed that it’s like 300 smart bulbs and it’s going to be super expensive. So after finding out that this route isn’t good I’m going for a WS2811 addressable lights."}]...
|
Title: The HackClub cloud by @Toma_Kuchta | Starda Title: The HackClub cloud by @Toma_Kuchta | Stardance
Devlogs:
So I’ve defined BOM, and made a sketch of the matrix. A halve a year ago I had a light exposition in my hometown which turned out very good. So I want to use the current tested setup, which are Smart sonoff lightbulbs. So I’ve made a BOM around it. And CADed it. But when in CAD I’ve noticed that it’s like 300 smart bulbs and it’s going to be super expensive. So after finding out that this route isn’t good I’m going for a WS2811 addressable lights.
So I need to pivot as it’s going to be super expensive! It’s going to be like 300 bulbs, which is feasible but it needs to be a huge budget. It would be fun thought, as I was on planning to use American electrical material. BTW I love the flat cables! So at first I’ve pivoted to making a addressable LED Christmass string light matrix. So basically drill out thousand of holes and plop them in an interval of about 15cm, but that wouldn’t have the right WOW effect. So there was another pivot to cheaper LED strips, which is doable!!! So I’ve decided to make a 4x8ft cloud wall!! It’s going to be addresable and it will be driven by my custom WLED LED controller called TwinkleTron. I still need to CAD it and spec the PSU, but it’s going to be awesome!!!!!!!
So after that last pivot I’m super happy how this project is turning out. I hope that other people loves it as much as I do. But firstly I wanted to move the repo as the original is getting cluttered and it’s a mess. so new repo it it. And it’s also getting a rebrand from generic MatrixShow it’s going to be called The Hack Club cloud, symbolizing the many great ideas of Hack Clubbers. Well this one isn’t going to be about me it’s about ya’lls creativity passion and perseverance. And this sounds so epic in my head! So after a bit of philosophy. I went to look for suitable LED strips they were either super expensive or didn’t meet my criteria. And after a while I was able to find them, neat! So everything else was based around them, like the rows spacing, read more about that in my repo. https://github.com/Tomas-Kuchta-FPV/The_Hack-Club_cloud/blob/main/readme.md#constraints Alright and then I done the 3D model for the matrix. Which turned out OK, but it’s looking too much technical, but I can make drawing for it that we’ll use when building. Peace out Thomas
Today I had done the schematic. It’s going to be a pretty interesting concept as the wiring is wild different to other matricies. We need almost 120m of LED strips. And they are going to draw almost 2 000W. It’s going to be an electric kettle lol. Because of that I have added two power cables to power the thing, as 220V is better for this. *laughs in geman. I have started creating the schematic in DrawIO. First was the PSU along with the two heavy duty cables I’ve mentioned earlier. Then it’s going to WAGO connectors which will be our power distribution and then it’s going to be distributed to the LED power injection points. Next I did a block diagram in it for the LED matrix, but it wasn’t really clear how to connect it up so I’ve hopped into tinkercad and did a small scale schematic with all of the right features. Next up is: Doing drawings of the the LED strip placement and / adding the 2x4 supports as well as the PSUs Ask my brother if he can try to visualize it in blender Create instructions for building at outpost or at home lol
Allright I’m almost finished!! So first thing I did today was cleaning up the repo and pushing the yesterdays changes. Then I went on to do the drawing of the stand that will hold the LED matrix, I’ve tried to even show the LED strips in there but FreeCAD couldn’t handle it, so I sketched it up in draw.IO. with a kinda like a block diagram. Wrote about the intended SW in the readme. And then I’ve created the vision board so anybody can get the idea about the project, which is going to get shipped as a demo The whole time I was thinking about how I’ll create a render in blender for it with cloud simulation, but it didn’t work yesterday. But I got inspiration from some YT video that mocked it up with photoshop. So I hopped into affinity and started designing after a tutorial which I couldn’t follow, so I’ve found an online texture export and inported it into affinity tweaked it and it worked. But then I need some kind of backgroud for it, so I took akemi from the WLED effects website and blurred it out behind the cloud layer. Yeah it didn’t look right. And ChatGPT halucinated completly different thing. But after a bit of tweaking I managed to make it work. And after all of that I have threw everything into the shipping baskets, wrote down the price. And going to ship soon …. Good luck
After shipping yesterday I had today started working on riping TwinkleTron out of my table, and overwriting it with the latest FW. Then I began configuring it. I have set up the LED strip channels as one can only do 800 LED’s reliably. It was split in the middle by 576 pixels. After I peeked into the matrix config set up the defined matrix size and it didn’t look right. Went to readme to spot the mistake ant it was because I’ve wrongly converted from mm to cm. OR so I thought. It was the whole calculation that was wrong. 🤦♂️ MATHS Boink I got an notification that my ship was rejected and needs changes. (No images in readme and no BOM) Back to the project, and after a few blank stares into the readme and also the CAD file I’ve managed to at least hopefully correctly calculate the needed LEDs. SO I had to redesign the power delivery section. Updated the repo for requested changes and shipped it back out. PS: I also managed to get the price down :yay
So after a bit of setup I had like 18hr traveling to the venue. The leg to Frankfurt was great but the flight to San Francisco was super long and I didn’t know what to do. But in the last two hours of flight I’ve remembered that I need to finish the animations for the LED matrix. ’*sad
Mys first task was finding a teamate in which I failed horibly as I wasn’t able fo find anyone. I’m normaly social but it was different here as I was speaking a different language, and just a lot of first times (USA, Solo flight, long haul flight, hackathon, new people, different culture) … yeah it was overwhelming. And did I mention that I was on a family and frinds gathering in the middle of novehwre! So my plan was to when I land go to lowes and bring back all the stuff needed with yaha, but by the time I’ve came from the airport I wouldn’t have enough time to make it in time for the opening ceremony. So yaha came there by himself, picked up and rode it in an uber - just in time nice!!!! Also my plan was to spray paint the OSB light blue at lowes but that didn’t happen so I’ve bugged staff for the whole evening if there is a place that we can paint it, I weren’t to a more disorganized even in my whole life! It was chaos on all fronts.
So this day was spent by asking people around if we can PAINT! I thought we can atlest do some things that are not really needed but there wasn’t much though. So the whole morning was spent asking if we can paint as it was promised to happen now, but everytime I was told off. So I’ve procrastinated instead with talking to people lol. After it we all went on a picnic and we got back by around 4 pm. Allright no more staling we have layed down the OBS boards and began gluing on the led strips which we have precut yeasterday. And while gluing on the strips I went to another round of asking around for a saw, but this time dhamari helped me soooo much!!! <3 So after yesterdays pain with a small metal saw I’ve managed to borrowed a great stanley saw from a framing shop nextdoor. Nice!! Aaaaaaaaaaahhhhhh so I’ve finally managed to cut down the wood. Oh also we don’t have a scredriver so we’ve made our own scrappy one.
Allright so after that mess we’ve locked in hard. While my temate was repairing her project (She did that for almost the whole hackathon, which is crazy). I began soldering and gluing on the LED strips. Then remembered that it would be great to screw in the screws (With the DIY shitty screwdriver), resumed work on the LED strips. Allright and now we have around two hours left. After everything was soldered I’ve turned it on and it didn’t work. First there were problems with WLED configuration and then with one segment that was dead. Soooo after a “quick hour fix” The LED matrix was working. But we still have just a hour left to ship it. So I’ve quickly done some plywood gymnastic with spare people and put the whole contraption on chairs screwed in the legs and stood it up. Oh yeah it was working!!!!! OH no my teamate was still working on her project, so we needed to pivot. I had prepaired the repo for shipping while she sprayed adhesive on the board and glued the pillow fluff on. It was a messs. But we managed to do it in time lol. After that we had a short visit from our favorite creators, packed everything and went partying! They even had a B-day cake for me how lovely! Thank y’all! Here is a little video we’ve filmed. PS: I didn’t take a photo of the final build as I was so bussy!!!!
So we’ve unpaked everything from the ClayHaul and asseced the damage on the led wall. And oh boy all the pillow fill fell from it. So after more figuring out from where to get spray adhereve it turned out that it was in a repair booth, how convinient. Also like a lot of solder connections were tore up from the transport so I’ve repaired those, glued on the pillow fill and it worked great!! Oh yeah and then Gwendal figured out how to play games on the matrix with wled!!!!
Oh neat extra forgotten hours. It’s probably from when I was doing something and didn’t devlog it. sorry for this one. BC IDK what I was doing and don’t recal anything.
Ships:
So this was my first project I have ever done in a real hackathon. I was in a team with Olivia and she had a beautiful traditional Chinese string instrument and we wanted to merge them both into one beautiful and colorful art piece. And we weren’t able to do that in the end sadly. :( lie it would have look great! ciya...
|
1793681405.422744
|
1793767805.422744
|
|
70225
|
Gangwal's blogpost by @arhamgangwal | Stardanc Gangwal's blogpost by @arhamgangwal | Stardance...
|
arhamgangwal
|
1
|
4.29
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T10:55:05Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal blog website where I can share my thoughts, projects, and things I’m interested in. One of the biggest challenges was getting everything to work properly, especially the login system and deploying the website online. I’m proud that I was able to build the website, fix the errors, and make it live on my own. You can test my project here: https://gangwalsblog-sand.vercel.app/", "repo": "https://github.com/arhamgangwal/gangwalsblog", "demo": "https://gangwalsblog-sand.vercel.app/"}]...
|
[{"post_id": 81611, "ts": "202 [{"post_id": 81611, "ts": "2026-10-21T19:18:20Z", "hours": 0.2903, "text": "Removed the useless and weird elements that the AI agent had added, that I did not notice initially, now the website is much more refined, I also changed the font"}, {"post_id": 81459, "ts": "2026-10-21T10:53:33Z", "hours": 0.71, "text": "The project is complete, I deployed the website to vercel and created a github repository for it"}, {"post_id": 81308, "ts": "2026-10-20T19:25:02Z", "hours": 1.2625, "text": "Added the functionality to like, comment and share, also fixed some errors in mongodb where the posts were not syncing with the database correctly"}, {"post_id": 81230, "ts": "2026-10-20T11:38:14Z", "hours": 1.0022, "text": "In the older versions when the user was signed in, it would still show the sign in button on the navigation bar, now it shows a profile picture and a option to logout. In the previous versions it would also require a login everytime you clicked on a blog now it only does that once, also in previous versions it would require a login everytime the page refreshed i also fixed that so now you stay signed in."}, {"post_id": 80637, "ts": "2026-10-18T11:16:19Z", "hours": 0.4936, "text": "Just created the ui of the homepage, using reference from the design language of another website."}, {"post_id": 80615, "ts": "2026-10-18T09:52:49Z", "hours": 0.8197, "text": "Just completed the backend, I completed the setup of mongodb databse, and betterauth authentication, i still need to work on the front end."}]...
|
Title: Gangwal's blogpost by @arhamgangwal | S Title: Gangwal's blogpost by @arhamgangwal | Stardance
Devlogs:
Just completed the backend, I completed the setup of mongodb databse, and betterauth authentication, i still need to work on the front end.
Just created the ui of the homepage, using reference from the design language of another website.
In the older versions when the user was signed in, it would still show the sign in button on the navigation bar, now it shows a profile picture and a option to logout. In the previous versions it would also require a login everytime you clicked on a blog now it only does that once, also in previous versions it would require a login everytime the page refreshed i also fixed that so now you stay signed in.
Added the functionality to like, comment and share, also fixed some errors in mongodb where the posts were not syncing with the database correctly
The project is complete, I deployed the website to vercel and created a github repository for it
Removed the useless and weird elements that the AI agent had added, that I did not notice initially, now the website is much more refined, I also changed the font
Ships:
I made a personal blog website where I can share my thoughts, projects, and things I’m interested in. One of the biggest challenges was getting everything to work properly, especially the login system and deploying the website online. I’m proud that I was able to build the website, fix the errors, and make it live on my own. You can test my project here: https://gangwalsblog-sand.vercel.app/...
|
1793681406.6764276
|
1793767806.6764276
|
|
64899
|
Hassletaff by @sharkpufs2 | Stardance
|
sharkpufs2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hassletaff by @sharkpufs2 | Stardance
|
1793681407.9116254
|
1794286207.9116254
|
|
51743
|
SimpleTon by @not-willem | Stardance
|
not-willem
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T01:40:08Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a really cool coding language that is similar to assembly but easier to learn and can run on a lot of devices (even old commodores have the processing power to run it!) and with a larger community working on it, we can all make some really cool programs!", "repo": "https://github.com/not-willem/SimpleTon", "demo": "https://github.com/not-willem/SimpleTon/releases/tag/0.0.1"}]...
|
[{"post_id": 84666, "ts": "202 [{"post_id": 84666, "ts": "2026-10-30T01:28:24Z", "hours": 4.6086, "text": "more coding yay finished it up and it is ready for shippinggg"}, {"post_id": 56322, "ts": "2026-08-28T01:47:25Z", "hours": 0.5642, "text": "ok im stupid wow suprise so basically i have been writing ram and stufff to a file called STORAGE.SV but thats the main problem. it takes actually quite a while to write to a separate file instead of just getting it from a list in the python script huhughousdhguofsguohsfuogf now i kinda have to rewrite like half the code igdaihdagodgaohgdaohu when i do actually implement it in Assembly or in an actual x00 computer (which is another project of mine which uses SimpleTon as it’s main language) it will be ALOT faster but for now for the python port its not greatly optimized…. also i made a favicon but it kinda resembles the state of this project rn lmao"}, {"post_id": 56235, "ts": "2026-08-27T22:14:29Z", "hours": 2.8517, "text": "worked on my coding language a bit :D I made the display!!! so basically i’ve implemented what i said in the docs and i think its working pretty good. i should probably add a requirements.txt but for now, yeah its good. hope everyone has a good day!"}, {"post_id": 55232, "ts": "2026-08-26T21:19:06Z", "hours": 2.7394, "text": "I finished all the commands!!!! I have implemented everything apart from the display which will be a bit of a task but it’s all good. Anyway i’ve made some decent documentation you can find here but yeah it’s looking good! m (1.5) x12 m (2.2) x13 s x12 x13 p x13"}, {"post_id": 52149, "ts": "2026-08-22T07:38:05Z", "hours": 2.9364, "text": "I have created loops and started logic!! yay! I have started working on a custom coding language that is reasonably easy to implement as there are only 10 commands (and code comments but yk yk) p “hello stinky poo” j “poo” m (1) x12 f “poo” {} p “stinky” p “poo” j “poo” e this spams stinky poo anyway have a good day"}, {"post_id": 51421, "ts": "2026-08-21T03:37:27Z", "hours": 1.4589, "text": "Started work on a coding language that is super simple to learn and easy to implement into basically any device. there are 3 variants of the language, the normal one (SimpleTon), the lite one (SimpleTon Lite) and the nano one (SimpleTon nano) which can be run on tiny devices like microcontrollers and whatnot. I have started making a version that can just be run through python along with some documentation on the language which i still need to add to but it’s cool. Hope everyone has a good day!!"}]...
|
Title: SimpleTon by @not-willem | Stardance
Devlo Title: SimpleTon by @not-willem | Stardance
Devlogs:
Started work on a coding language that is super simple to learn and easy to implement into basically any device. there are 3 variants of the language, the normal one (SimpleTon), the lite one (SimpleTon Lite) and the nano one (SimpleTon nano) which can be run on tiny devices like microcontrollers and whatnot. I have started making a version that can just be run through python along with some documentation on the language which i still need to add to but it’s cool. Hope everyone has a good day!!
I have created loops and started logic!! yay! I have started working on a custom coding language that is reasonably easy to implement as there are only 10 commands (and code comments but yk yk) p “hello stinky poo” j “poo” m (1) x12 f “poo” {} p “stinky” p “poo” j “poo” e this spams stinky poo anyway have a good day
I finished all the commands!!!! I have implemented everything apart from the display which will be a bit of a task but it’s all good. Anyway i’ve made some decent documentation you can find here but yeah it’s looking good! m (1.5) x12 m (2.2) x13 s x12 x13 p x13
worked on my coding language a bit :D I made the display!!! so basically i’ve implemented what i said in the docs and i think its working pretty good. i should probably add a requirements.txt but for now, yeah its good. hope everyone has a good day!
ok im stupid wow suprise so basically i have been writing ram and stufff to a file called STORAGE.SV but thats the main problem. it takes actually quite a while to write to a separate file instead of just getting it from a list in the python script huhughousdhguofsguohsfuogf now i kinda have to rewrite like half the code igdaihdagodgaohgdaohu when i do actually implement it in Assembly or in an actual x00 computer (which is another project of mine which uses SimpleTon as it’s main language) it will be ALOT faster but for now for the python port its not greatly optimized…. also i made a favicon but it kinda resembles the state of this project rn lmao
more coding yay finished it up and it is ready for shippinggg
Ships:
I made a really cool coding language that is similar to assembly but easier to learn and can run on a lot of devices (even old commodores have the processing power to run it!) and with a larger community working on it, we can all make some really cool programs!...
|
1793681408.8041825
|
1793767808.8041825
|
|
40933
|
OmoriOS by @aeroghurt | Stardance
|
aeroghurt
|
1
|
67.0
|
648
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T12:15:17Z", "hours": 67.0, "multiplier": 10.88, "payout": 648, "blessing": "neutral", "text": "link: https://aeroghurt.github.io/omori-os/ alternatively, clone the repo to your device and open index.html I made an Omori-themed webOS :D You can walk around, interact with things, rpg-style, dialogue and all that, just like in the real game (though I only made white space since I didn’t want to go through the pain of reading all those lines of code again). (It also isn’t the most accurate sorry) It’s my first time ever making anything with html canvas, and it was one heck of a ride. Writing game loops, animation code and all of that was really challenging since I was used to having it as a feature in game engines. HOW TO INTERACT: WASD to move Z to interact Arrow keys to select options Z again to confirm said options FEATURES: sketchbook! draw to your heart’s desire mewo pet simulator. who doesn’t love mewo journal :D write whatever secrets inside. saves automatically. may or may not have a jumpscare somewhere inside…", "repo": "https://github.com/aeroghurt/omori-os", "demo": "https://aeroghurt.github.io/omori-os/"}]...
|
[{"post_id": 50252, "ts": "202 [{"post_id": 50252, "ts": "2026-08-19T12:24:29Z", "hours": 17.5164, "text": "OmoriOS devlog #7 It’s been a LIFETIME, it feels like, since I’ve posted another one of these. And I have my slow ahh wifi to blame for this >:/ (partial lie #1) . 17 hours!?!? what happened !?!?!?!?!?? I kept telling myself, “I’ll just finish this up and ship this… I don’t feel like writing anything…” And, well, here we are (Don’t worry I’m shipping this someplace else) what happened in that timeframe? I’ve made a BUNCH of changes, including but not limited to: The journal is functional now! It uses localStorage to save your created journals. And apparently, I fixed the overflow issue by changing the max-height to use the cqw unit instead of percentage, which, by the way, is a lifesaver!!! . i HATE myself i spent an hour trying to fix this bug where I couldn’t interact with something more than once, and then I realised I’d misspelled the variable… (eff you Javascript) there was another bug where I couldn’t select anything (except buttons) on an element which was draggable. Until I was introduced to the humble, amazing, perfect, gorgeous, divine, sublime stopPropagation() method!!! I also combined all my .js files into one single file to save me from more headaches in the future (highkey should have done this before) I was planning to make the sketchbook something like WigglyPaint, tried it, then gave up cuz I GENUINELY do not know how to make something of that vein. deleting entries in the journal actually created MORE entries for some reason what the hell also probably 10,000 more minor bug fixes idfr anymore sorry the self-destruct button doesn’t do anything cool :/ bye bye im gonna self-destruct now too that self-introduction sucks yeah ik mb"}, {"post_id": 46215, "ts": "2026-08-13T09:20:44Z", "hours": 9.5517, "text": "OmoriOS devlog #6 Now, for the (arguably) most important part of all – MEWO!! who is mewo??? The lil cat in the corner. Yes I finally added the animation for her that was due, like, 4 dev logs ago. Idk if that’s her breathing or her just dancing while snoozing, but it could be both. and?? Now we, yes WE , can use the tissues to wipe our sorrows away. I’m not sure what kind of app I want to tissues to be, if you guys have any ideas then feel free to comment down below (i sound like a ytuber ) and????? I added a mini taking-care-of-Mewo-simulator. Or something like that. I got the idea from those Tamagotchi thingumabobs (even though I’ve never owned one), and decided it would be cute to put one into my webOS as well. Right now it’s a little rough, and definitely not fun to play at all. I might add a shop to buy food, but who knows… the text is blocking the lower half of the screen… SSHHHHHHH. I’ll keep it that way. (not because I’m too lazy to fix it) Just imagine it isn’t :D that does NOT look like salmon i know, sue me unrelated but PARROT POSTED!!! AND THE VIDEO IS 2 HRS LONG YAYYYYYY HOLY SHIZ SPOKE POSTED TOO AHHHH parrot try-not-to-create-another-building-a-civilisation-video challenge (IMPOSSIBLE) GO!!!"}, {"post_id": 44628, "ts": "2026-08-10T15:03:01Z", "hours": 10.1158, "text": "OmoriOS devlog #5 Wow i might have lied. It certainly hasn’t only been a day or two. I know this isn’t going to seem like a lot changed since my previous dev log, but heck, I’ve fixed a LOT of bugs. And I decided it was better to fix them now instead of letting the problem marinate. why the heck do you have so many problems??? While writing the code, I ignored a lot of naming conventions, which uh, might have caused me a bit of trouble. (lie #7 or smth I forgot that much alr) Also, since I had so many html elements, making the ones I needed visible and invisible at different times was a pain in the butt. what bugs? fatal: -interacting with the laptop twice would not show anything -exiting the laptop was impossible (since z is for exiting and interacting at the same time save me it took so long to fix it ) -conditionals would not reset after exiting (THERE WERE CONFLICTING STATEMENTS IN THE CODE I HATE LIFE) minor inconveniences: -two instances of the same would appear for seemingly no reason (turns out it was cuz i didn’t delete them after they became redundant) -some elements were still on the screen after I had EXPLICITLY told them to stay away (THERE WERE MORE CONFLICTING STATEMENTS IN THE CODE!!!) what now?????? I WILL add more interactive objects soon, I promise. I swear. I vow. And I WILL add games. I promise. I swear. I vow. Can you guys handle jumpscares? got a question for you all HOW THE HECK DO YOU GUYS CODE SO FAST. LIKE WDYM YOU CAN PUMP OUT THAT MANY FEATURES IN A FEW HOURS. I WAS JUST DEBUGGING AND CLEANING UP CODE FOR 9 HOURS. AM I JUST INCOMPETENT??? yeah i gotta fix the clock ik but now you can interact with it infinitely :DD without any problems :DDDDD"}, {"post_id": 42527, "ts": "2026-08-07T10:10:46Z", "hours": 8.8656, "text": "OmoriOS devlog #4 I hate to break it to you all, but I may have to switch to only WASD for movement… Because debugging states is HELL on earth and to spare my sanity, I decided arrow keys will be for selection ONLY instead of using it for movement as well. Does anyone actually care which is which? Ehhhh… probably not. But it’s farther from the original game now. what else is new¿?¿? Now the typing animation works!! YAYYAYAY ok but i legit spent 4 hours trying to make it work cuz the same instance of words kept popping up even though i told it NOT to (that was my fault i didn’t know what i was doing my code is a mess D:) Ah yeah, the clock works too, it doesn’t just say 0:00 AM. and??? On to the sketchbook next, and then mewo, and then the box of tissues to wipe our, yes OUR, sorrows away, and then the lightbulb of eternal darkness. Will design the sketchbook layout mayyybe 2 days from now. (And no, the door will NOT work. We are stuck here forever now.) (ignore how there’s a random floating hand, i don’t know how to get rid of it :/)"}, {"post_id": 41767, "ts": "2026-08-06T05:12:29Z", "hours": 8.9561, "text": "OmoriOS devlog #3 what’s taking you so long?????? Well, you see, I kind of spent, like, 3 whole hours trying to get collision to work. (It did not work and all my effort was for nothing.) cut to the chase already oookay, okay, after the disastrous trying-to-get-collision-to-work incident, I spent my 6 hours making a very pretty one-on-one replica of Omori’s laptop (lie #7 it does NOT look that pretty nor similar) . I also made them draggable cuz the mission requires it. I think. Also the arrow hands move back-and-forth :DDD what’s next?????????? (asked no one, ever) I’m trying to get the typewriter effect to work, as well as making the options interactable with the Z key. But if I get too frustrated I might just change it to a button click idk ask my future self. I’m trying to get it as close to the OG game as possible but I’m not that locked in. (lie #8 or smth i lost track)"}, {"post_id": 40150, "ts": "2026-08-03T15:35:11Z", "hours": 8.6781, "text": "OmoriOS devlog #2 It’s been a while! And I’ve been meaning to write this dev log for DAYS but I didn’t get around to writing it cuz I had to go on a trip, so all my time accumulated :/ Sooo what’s new? Turns out, I just had to clear the canvas every frame to fix the bug. I added all the sprites in the original White Space cuz I forgot to add them before (whoops 0.o) and I tried to animate them as close as possible to the original using Aseprite but I don’t think it’s THAT close since I was just measuring with my eyes. I also added WASD for movement along with up down left right arrows, because for some reason the original game uses arrow keys and that threw me off and I didn’t like it. I also tried adding a character camera to follow Omori around but I decided I didn’t like it (totally not because i couldnt find what was wrong w the code :p) What next????????? I want to add more app icons as sprites even though they’re not in the game because I think that’s the most intuitive way to go about an OS like this. It IS my project after all :D Also change some of the functionality, like the notebook could be a lil doodling app It looks a little off… Shhhhh mewo is right where it needs to be :) No seriously though, mewo did not have enough space so i had to nudge it a lil further up"}, {"post_id": 37525, "ts": "2026-07-30T10:29:12Z", "hours": 3.4906, "text": "OmoriOS devlog #1 You see, there’s been a recurring theme in my projects, and that is, surprise surprise– recreating my favourite stuff but in my own style. WHAT IS THIS ABOUT?????????? Basically I’m creating a web OS in the style of Omori. Everyone knows it. You know it. But I thought it would be a pretty cool to challenge myself. I’m pretty tired of all of my projects either being web or game dev, but you know what I haven’t tried? HTML canvas. Yes I am never getting out of the web dev hellhole WHAT DID YOU DO??? As of now, I’ve only added the sprites and some character movement. It was pretty odd realizing how features I’ve never spared a second glance at in Godot would turn out to be the very code I’m writing right now. what even is that ss I’m following this really cool 2 hour tutorial but midway I found this insane bug that would just let me paint the whole canvas black wherever Omori walked, much like those painting games. so what do you want to do with this?????? I plan to make white space the landing page, or welcome screen– whatever you call it. There will be various icons from Omori that will act as application icons, where you will be able to walk to and press Z to interact with (just like in the game!) It’s my own twist to this mission. why do you talk like that???? But that’s all for now, have a decent day. Excuse my innate ability to yap."}]...
|
Title: OmoriOS by @aeroghurt | Stardance
Devlogs: Title: OmoriOS by @aeroghurt | Stardance
Devlogs:
OmoriOS devlog #1 You see, there’s been a recurring theme in my projects, and that is, surprise surprise– recreating my favourite stuff but in my own style. WHAT IS THIS ABOUT?????????? Basically I’m creating a web OS in the style of Omori. Everyone knows it. You know it. But I thought it would be a pretty cool to challenge myself. I’m pretty tired of all of my projects either being web or game dev, but you know what I haven’t tried? HTML canvas. Yes I am never getting out of the web dev hellhole WHAT DID YOU DO??? As of now, I’ve only added the sprites and some character movement. It was pretty odd realizing how features I’ve never spared a second glance at in Godot would turn out to be the very code I’m writing right now. what even is that ss I’m following this really cool 2 hour tutorial but midway I found this insane bug that would just let me paint the whole canvas black wherever Omori walked, much like those painting games. so what do you want to do with this?????? I plan to make white space the landing page, or welcome screen– whatever you call it. There will be various icons from Omori that will act as application icons, where you will be able to walk to and press Z to interact with (just like in the game!) It’s my own twist to this mission. why do you talk like that???? But that’s all for now, have a decent day. Excuse my innate ability to yap.
OmoriOS devlog #2 It’s been a while! And I’ve been meaning to write this dev log for DAYS but I didn’t get around to writing it cuz I had to go on a trip, so all my time accumulated :/ Sooo what’s new? Turns out, I just had to clear the canvas every frame to fix the bug. I added all the sprites in the original White Space cuz I forgot to add them before (whoops 0.o) and I tried to animate them as close as possible to the original using Aseprite but I don’t think it’s THAT close since I was just measuring with my eyes. I also added WASD for movement along with up down left right arrows, because for some reason the original game uses arrow keys and that threw me off and I didn’t like it. I also tried adding a character camera to follow Omori around but I decided I didn’t like it (totally not because i couldnt find what was wrong w the code :p) What next????????? I want to add more app icons as sprites even though they’re not in the game because I think that’s the most intuitive way to go about an OS like this. It IS my project after all :D Also change some of the functionality, like the notebook could be a lil doodling app It looks a little off… Shhhhh mewo is right where it needs to be :) No seriously though, mewo did not have enough space so i had to nudge it a lil further up
OmoriOS devlog #3 what’s taking you so long?????? Well, you see, I kind of spent, like, 3 whole hours trying to get collision to work. (It did not work and all my effort was for nothing.) cut to the chase already oookay, okay, after the disastrous trying-to-get-collision-to-work incident, I spent my 6 hours making a very pretty one-on-one replica of Omori’s laptop (lie #7 it does NOT look that pretty nor similar) . I also made them draggable cuz the mission requires it. I think. Also the arrow hands move back-and-forth :DDD what’s next?????????? (asked no one, ever) I’m trying to get the typewriter effect to work, as well as making the options interactable with the Z key. But if I get too frustrated I might just change it to a button click idk ask my future self. I’m trying to get it as close to the OG game as possible but I’m not that locked in. (lie #8 or smth i lost track)
OmoriOS devlog #4 I hate to break it to you all, but I may have to switch to only WASD for movement… Because debugging states is HELL on earth and to spare my sanity, I decided arrow keys will be for selection ONLY instead of using it for movement as well. Does anyone actually care which is which? Ehhhh… probably not. But it’s farther from the original game now. what else is new¿?¿? Now the typing animation works!! YAYYAYAY ok but i legit spent 4 hours trying to make it work cuz the same instance of words kept popping up even though i told it NOT to (that was my fault i didn’t know what i was doing my code is a mess D:) Ah yeah, the clock works too, it doesn’t just say 0:00 AM. and??? On to the sketchbook next, and then mewo, and then the box of tissues to wipe our, yes OUR, sorrows away, and then the lightbulb of eternal darkness. Will design the sketchbook layout mayyybe 2 days from now. (And no, the door will NOT work. We are stuck here forever now.) (ignore how there’s a random floating hand, i don’t know how to get rid of it :/)
OmoriOS devlog #5 Wow i might have lied. It certainly hasn’t only been a day or two. I know this isn’t going to seem like a lot changed since my previous dev log, but heck, I’ve fixed a LOT of bugs. And I decided it was better to fix them now instead of letting the problem marinate. why the heck do you have so many problems??? While writing the code, I ignored a lot of naming conventions, which uh, might have caused me a bit of trouble. (lie #7 or smth I forgot that much alr) Also, since I had so many html elements, making the ones I needed visible and invisible at different times was a pain in the butt. what bugs? fatal: -interacting with the laptop twice would not show anything -exiting the laptop was impossible (since z is for exiting and interacting at the same time save me it took so long to fix it ) -conditionals would not reset after exiting (THERE WERE CONFLICTING STATEMENTS IN THE CODE I HATE LIFE) minor inconveniences: -two instances of the same would appear for seemingly no reason (turns out it was cuz i didn’t delete them after they became redundant) -some elements were still on the screen after I had EXPLICITLY told them to stay away (THERE WERE MORE CONFLICTING STATEMENTS IN THE CODE!!!) what now?????? I WILL add more interactive objects soon, I promise. I swear. I vow. And I WILL add games. I promise. I swear. I vow. Can you guys handle jumpscares? got a question for you all HOW THE HECK DO YOU GUYS CODE SO FAST. LIKE WDYM YOU CAN PUMP OUT THAT MANY FEATURES IN A FEW HOURS. I WAS JUST DEBUGGING AND CLEANING UP CODE FOR 9 HOURS. AM I JUST INCOMPETENT??? yeah i gotta fix the clock ik but now you can interact with it infinitely :DD without any problems :DDDDD
OmoriOS devlog #6 Now, for the (arguably) most important part of all – MEWO!! who is mewo??? The lil cat in the corner. Yes I finally added the animation for her that was due, like, 4 dev logs ago. Idk if that’s her breathing or her just dancing while snoozing, but it could be both. and?? Now we, yes WE , can use the tissues to wipe our sorrows away. I’m not sure what kind of app I want to tissues to be, if you guys have any ideas then feel free to comment down below (i sound like a ytuber ) and????? I added a mini taking-care-of-Mewo-simulator. Or something like that. I got the idea from those Tamagotchi thingumabobs (even though I’ve never owned one), and decided it would be cute to put one into my webOS as well. Right now it’s a little rough, and definitely not fun to play at all. I might add a shop to buy food, but who knows… the text is blocking the lower half of the screen… SSHHHHHHH. I’ll keep it that way. (not because I’m too lazy to fix it) Just imagine it isn’t :D that does NOT look like salmon i know, sue me unrelated but PARROT POSTED!!! AND THE VIDEO IS 2 HRS LONG YAYYYYYY HOLY SHIZ SPOKE POSTED TOO AHHHH parrot try-not-to-create-another-building-a-civilisation-video challenge (IMPOSSIBLE) GO!!!
OmoriOS devlog #7 It’s been a LIFETIME, it feels like, since I’ve posted another one of these. And I have my slow ahh wifi to blame for this >:/ (partial lie #1) . 17 hours!?!? what happened !?!?!?!?!?? I kept telling myself, “I’ll just finish this up and ship this… I don’t feel like writing anything…” And, well, here we are (Don’t worry I’m shipping this someplace else) what happened in that timeframe? I’ve made a BUNCH of changes, including but not limited to: The journal is functional now! It uses localStorage to save your created journals. And apparently, I fixed the overflow issue by changing the max-height to use the cqw unit instead of percentage, which, by the way, is a lifesaver!!! . i HATE myself i spent an hour trying to fix this bug where I couldn’t interact with something more than once, and then I realised I’d misspelled the variable… (eff you Javascript) there was another bug where I couldn’t select anything (except buttons) on an element which was draggable. Until I was introduced to the humble, amazing, perfect, gorgeous, divine, sublime stopPropagation() method!!! I also combined all my .js files into one single file to save me from more headaches in the future (highkey should have done this before) I was planning to make the sketchbook something like WigglyPaint, tried it, then gave up cuz I GENUINELY do not know how to make something of that vein. deleting entries in the journal actually created MORE entries for some reason what the hell also probably 10,000 more minor bug fixes idfr anymore sorry the self-destruct button doesn’t do anything cool :/ bye bye im gonna self-destruct now too that self-introduction sucks yeah ik mb
Ships:
link: https://aeroghurt.github.io/omori-os/ alternatively, clone the repo to your device and open index.html I made an Omori-themed webOS :D You can walk around, interact with things, rpg-style, dialogue and all that, just like in the real game (though I only made white space since I didn’t want to go through the pain of reading all those lines of code again). (It also isn’t the most accurate sorry) It’s my first time ever making anything with html canvas, and it was one heck of a ride. Writing game loops, animation code and all of that was really challenging since I was used to having it as a feature in game engines. HOW TO INTERACT: WASD to move Z to interact Arrow keys to select options Z again to confirm said options FEATURES: sketchbook! draw to your heart’s desire mewo pet simulator. who doesn’t love mewo journal :D write whatever secrets inside. saves automatically. may or may not have a jumpscare somewhere inside…...
|
1793681409.985256
|
1793767809.985256
|
|
70230
|
Collin's OS by @NotTacos | Stardance
|
NotTacos
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T08:12:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website os about myself as a student, the challenging part was making windows and styling, I overcame them by trials and errors and learning how I can fix more mistakes in the future. I’m proud of how good this project looks to me as someone who loves messing with operating systems and a beginner to frontend.", "repo": "https://github.com/NotTacos2/websiteos", "demo": "https://nottacos2.github.io/websiteos/"}]...
|
[{"post_id": 82564, "ts": "202 [{"post_id": 82564, "ts": "2026-10-25T08:07:50Z", "hours": 0.3981, "text": "I have added a weather app for my website os, it takes data from openweathermap’s json, then it tells it to the website the data, I also have finished window functionality and tweaked a bit of shut down function. Everything should be good now :)"}, {"post_id": 82554, "ts": "2026-10-25T07:10:03Z", "hours": 0.3436, "text": "I have added a new projects window to my os to showcase my projects. I also added a fail safe if the shutdown doesn’t close the window, a message will pop up"}, {"post_id": 82543, "ts": "2026-10-25T05:37:42Z", "hours": 1.8192, "text": "This is a website os that is about me, basically kinda like a portfolio website. The website also has a menu that you can browse pages with; it works very well. I plan to add more features and changes to the website"}]...
|
Title: Collin's OS by @NotTacos | Stardance
D Title: Collin's OS by @NotTacos | Stardance
Devlogs:
This is a website os that is about me, basically kinda like a portfolio website. The website also has a menu that you can browse pages with; it works very well. I plan to add more features and changes to the website
I have added a new projects window to my os to showcase my projects. I also added a fail safe if the shutdown doesn’t close the window, a message will pop up
I have added a weather app for my website os, it takes data from openweathermap’s json, then it tells it to the website the data, I also have finished window functionality and tweaked a bit of shut down function. Everything should be good now :)
Ships:
I made a website os about myself as a student, the challenging part was making windows and styling, I overcame them by trials and errors and learning how I can fix more mistakes in the future. I’m proud of how good this project looks to me as someone who loves messing with operating systems and a beginner to frontend....
|
1793681411.1480293
|
1793767811.1480293
|
|
64900
|
Personal site by @YM | Stardance
|
YM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Personal site by @YM | Stardance
|
1793681412.3531957
|
1794286212.3531957
|
|
70231
|
my websiteee >.< by @veltrix | Stardance
|
veltrix
|
2
|
9.0
|
5
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T05:26:02Z", "hours": 2.0, "multiplier": 3.42, "payout": 5, "blessing": "neutral", "text": "this is a personal website. the changes i have made is already reviewed in previous ship but it is showing to ship again.", "repo": "https://github.com/veltrix049-source/My-personal-website", "demo": "https://veltrix049-source.github.io/My-personal-website/"}, {"ship_num": 2, "ts": "2026-10-21T16:10:49Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Finally created a personal website!!! YAYY check it out, everyone!", "repo": "https://github.com/veltrix049-source/My-personal-website", "demo": "https://veltrix049-source.github.io/My-personal-website/"}]...
|
[{"post_id": 83616, "ts": "202 [{"post_id": 83616, "ts": "2026-10-28T07:47:08Z", "hours": 1.5425, "text": "Removed the fixed height of the room so that when u readjust the page it won’t look weird. I also added some more features, also rewrote every thing that I got to change. Now there is more mysterious things to click into. YAYY"}, {"post_id": 81499, "ts": "2026-10-21T14:47:14Z", "hours": 0.3817, "text": "emm…. looks nice"}, {"post_id": 81493, "ts": "2026-10-21T14:16:01Z", "hours": 6.6022, "text": "I’m almost finished. It is my first time building a website. YAYYY"}]...
|
Title: my websiteee >.< by @veltrix | Starda Title: my websiteee >.< by @veltrix | Stardance
Devlogs:
I’m almost finished. It is my first time building a website. YAYYY
emm…. looks nice
Removed the fixed height of the room so that when u readjust the page it won’t look weird. I also added some more features, also rewrote every thing that I got to change. Now there is more mysterious things to click into. YAYY
Ships:
I Finally created a personal website!!! YAYY check it out, everyone!
this is a personal website. the changes i have made is already reviewed in previous ship but it is showing to ship again....
|
1793681413.225736
|
1793767813.225736
|
|
64901
|
Webbrowser by @Mads | Stardance
|
Mads
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Webbrowser by @Mads | Stardance
|
1793681414.3961957
|
1794286214.3961957
|
|
27224
|
My very own WebOS by @nevasood | Stardance
|
nevasood
|
2
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T13:31:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made me own web operating system! hehe. It has a photo gallery and it’s own welcome screen.", "repo": "https://github.com/itzzneva/my-own-web-OS", "demo": "https://itzzneva.github.io/my-own-web-OS/"}, {"ship_num": 2, "ts": "2026-10-21T14:51:23Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WEBOS about myself with 3 specific apps. It contains a shopping list, a calculator and a notepad. It was challenging to make the shopping list. It was difficult to code in Javascript, which I did more effectively through the use of AI.", "repo": "https://github.com/itzzneva/my-own-web-OS", "demo": "https://itzzneva.github.io/my-own-web-OS/"}]...
|
[{"post_id": 83362, "ts": "202 [{"post_id": 83362, "ts": "2026-10-27T20:26:30Z", "hours": 1.4375, "text": "added a photo gallery with my items instead"}, {"post_id": 83067, "ts": "2026-10-26T19:34:04Z", "hours": 3.6314, "text": "had to rewrite some of the code"}, {"post_id": 81500, "ts": "2026-10-21T14:49:05Z", "hours": 4.77, "text": "my web os complete"}, {"post_id": 60255, "ts": "2026-09-02T14:50:53Z", "hours": 0.315, "text": "I have added a background colour. I might add some extra apps such as a calculator."}, {"post_id": 59615, "ts": "2026-09-01T15:11:30Z", "hours": 7.3794, "text": "I have currently added a window. I have struggled with making it draggable but it can close properly. I plan on adding more apps or windows. I plan to make it fit a certain theme, by adding certain images."}]...
|
Title: My very own WebOS by @nevasood | Stardance
Title: My very own WebOS by @nevasood | Stardance
Devlogs:
I have currently added a window. I have struggled with making it draggable but it can close properly. I plan on adding more apps or windows. I plan to make it fit a certain theme, by adding certain images.
I have added a background colour. I might add some extra apps such as a calculator.
my web os complete
had to rewrite some of the code
added a photo gallery with my items instead
Ships:
I made a WEBOS about myself with 3 specific apps. It contains a shopping list, a calculator and a notepad. It was challenging to make the shopping list. It was difficult to code in Javascript, which I did more effectively through the use of AI.
I just made me own web operating system! hehe. It has a photo gallery and it’s own welcome screen....
|
1793681415.2789137
|
1793767815.2789137
|
|
59124
|
MIDIcraft by @xvcf | Stardance
|
xvcf
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:08:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This mod lets you play Minecraft with a MIDI keyboard! Movement Currently, the key layout is: A3: Sprinting B3: Sneaking C4: Walk Left C#4: Walk Straight D4: Walk Back E4: Walk Right F4: Jump PS: I hope I didn’t mess any of these up :D Don’t have a MIDI keyboard? Check out these demo videos! https://hackclub.slack.com/archives/C09PN6WBA2V/p1789486918936669 https://hackclub.slack.com/archives/C09PN6WBA2V/p1791828272410389", "repo": "https://github.com/RafaeloxMC/midicraft", "demo": "https://modrinth.com/mod/midicraft-mod"}]...
|
[{"post_id": 63199, "ts": "202 [{"post_id": 63199, "ts": "2026-09-06T21:21:41Z", "hours": 2.0222, "text": "Created the interaction base! I managed to read the MIDI commands my devices send to my computer! I made a small “interpreter” (not really), that handles inputs and turns them into movement such as WASD, sneaking, sprinting, and so on! I sadly have no other way of showing this in my screenshot, so I have to show you logs here! These logs show all the devices the mod detects"}]...
|
Title: MIDIcraft by @xvcf | Stardance
Devlogs:
Cr Title: MIDIcraft by @xvcf | Stardance
Devlogs:
Created the interaction base! I managed to read the MIDI commands my devices send to my computer! I made a small “interpreter” (not really), that handles inputs and turns them into movement such as WASD, sneaking, sprinting, and so on! I sadly have no other way of showing this in my screenshot, so I have to show you logs here! These logs show all the devices the mod detects
Ships:
This mod lets you play Minecraft with a MIDI keyboard! Movement Currently, the key layout is: A3: Sprinting B3: Sneaking C4: Walk Left C#4: Walk Straight D4: Walk Back E4: Walk Right F4: Jump PS: I hope I didn’t mess any of these up :D Don’t have a MIDI keyboard? Check out these demo videos! https://hackclub.slack.com/archives/C09PN6WBA2V/p1789486918936669 https://hackclub.slack.com/archives/C09PN6WBA2V/p1791828272410389...
|
1793681416.4604099
|
1793767816.4604099
|
|
64904
|
RC Car by @floflo_dv | Stardance
|
floflo_dv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: RC Car by @floflo_dv | Stardance
|
1793681417.6337602
|
1794286217.6337602
|
|
59131
|
Reaction Rate Lab by @Alyssa889 | Stardance
|
Alyssa889
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T15:26:04Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a Reaction Rate Lab that simulates temperature, concentration, and catalyst", "repo": "https://github.com/alyssaelias/Reaction-Rate-Lab", "demo": "https://friendly-spoon-wv969r5vpgwvcg9v6.github.dev/"}]...
|
[{"post_id": 74601, "ts": "202 [{"post_id": 74601, "ts": "2026-09-27T18:57:19Z", "hours": 2.3022, "text": "Just finished the home page. onto the javascript"}, {"post_id": 70765, "ts": "2026-09-19T18:39:03Z", "hours": 0.3242, "text": "Getting the site header together"}, {"post_id": 70749, "ts": "2026-09-19T18:14:34Z", "hours": 0.3092, "text": "Starting my new project and getting the HTML files starte"}]...
|
Title: Reaction Rate Lab by @Alyssa889 | Stardance Title: Reaction Rate Lab by @Alyssa889 | Stardance
Devlogs:
Starting my new project and getting the HTML files starte
Getting the site header together
Just finished the home page. onto the javascript
Ships:
Made a Reaction Rate Lab that simulates temperature, concentration, and catalyst...
|
1793681418.5010233
|
1793767818.5010233
|
|
64905
|
WarioWare Game by @Sayyan | Stardance
|
Sayyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Sayyan | Stardance
|
1793681419.637595
|
1794286219.637595
|
|
54347
|
susOS by @bako | Stardance
|
bako
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T15:42:58Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS which is in my opinion pretty funny. This sussy OS has everything you need (mainly the current hour- time is money eh?).", "repo": "https://github.com/Bakoxddd/SusOS", "demo": "https://bakoxddd.github.io/SusOS/"}]...
|
[{"post_id": 79331, "ts": "202 [{"post_id": 79331, "ts": "2026-10-13T15:27:05Z", "hours": 0.9803, "text": "Just finished!"}, {"post_id": 61764, "ts": "2026-09-04T20:29:08Z", "hours": 5.0439, "text": "Finally finished with the susOS!"}, {"post_id": 55751, "ts": "2026-08-27T18:48:29Z", "hours": 0.4486, "text": "Glowup of the year!"}, {"post_id": 54776, "ts": "2026-08-25T21:45:25Z", "hours": 0.4331, "text": "My Sussy OS is coming together"}]...
|
Title: susOS by @bako | Stardance
Devlogs:
My Sus Title: susOS by @bako | Stardance
Devlogs:
My Sussy OS is coming together
Glowup of the year!
Finally finished with the susOS!
Just finished!
Ships:
I made a WebOS which is in my opinion pretty funny. This sussy OS has everything you need (mainly the current hour- time is money eh?)....
|
1793681420.5440185
|
1793767820.5440185
|
|
56864
|
Frutiger-tab by @Shaninja11 | Stardance
|
Shaninja11
|
2
|
22.0
|
11
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T01:51:02Z", "hours": 2.0, "multiplier": 5.08, "payout": 11, "blessing": "neutral", "text": "Frutiger Tab (Reship as I added new big feature Search History! ) A new tab search page featuring: A modern Frutiger-Aero style 4 customizable shortcuts Multiple themed wallpapers (including NASA’s daily photo) 4 choices of search engine Dark/Light themes Up to four of your most recent searches to quickly revisit Had fun using local website cache to store customized features. I tried to make it as polished as possible so most of the time was spent adjusting design features. Disclaimer: Background blur doesn’t work in Safari so I recommend using Firefox or Chrome for full experience.", "repo": "https://github.com/Shaninja11/Frutiger-tab", "demo": "https://shaninja11.github.io/Frutiger-tab/"}, {"ship_num": 2, "ts": "2026-10-29T02:59:47Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Frutiger Tab A new tab search page featuring: A modern Frutiger-Aero style 4 customizable shortcuts Multiple themed wallpapers (including NASA’s daily photo) 4 choices of search engine Dark/Light themes Had fun using local website cache to store customized features. I tried to make it as polished as possible so most of the time was spent adjusting design features. Disclaimer: I don’t know how well it works on Safari so I recommend using Firefox or Chrome.", "repo": "https://github.com/Shaninja11/Frutiger-tab", "demo": "https://shaninja11.github.io/Frutiger-tab/"}]...
|
[{"post_id": 86093, "ts": "202 [{"post_id": 86093, "ts": "2026-11-01T01:47:09Z", "hours": 2.1875, "text": "Added search history widget This small section shows up to four of your most recent searches and they are functional so you can click them to revisit. Probably will reship to include this."}, {"post_id": 84076, "ts": "2026-10-29T02:53:24Z", "hours": 1.3894, "text": "All Done! Added search button Checked usability Fixed bugs"}, {"post_id": 83895, "ts": "2026-10-28T20:44:59Z", "hours": 8.1544, "text": "Almost finished! Added the final functions I need before shipping just need to add a few things to improve useability Added various wallpaper options including Nasa’s daily astronomy image (only via the github page not self hosted) Added dark/light themes (although slight styling bug in attached image) Allow dark/light preference to overrride device theme Add button to enter search AI disclosure: The Nasa api integration was fully AI generated as NASA had introduced a new setup and the official documentation website was down so my attempts failed."}, {"post_id": 74517, "ts": "2026-09-27T15:27:23Z", "hours": 7.1494, "text": "I’ve decided on Frutiger-Tab ! A Frutiger-Aero themed search tab. Roadmap: Added an aesthetic design with subtle blurring Added a functional shortcuts system for four customisable shortcuts saved locally Add more wallpaper options Finalize usability and compatibility Give it a go at Frutiger-Tab ."}, {"post_id": 66770, "ts": "2026-09-12T17:35:30Z", "hours": 3.7728, "text": "I still haven’t chosen a name for the project yet, but after an embarrassing amount of time (and unfortunately a bit of AI help) I finally have a functional basic search bar with the ability switch providers. For search providers I chose: Ecosia (default) Startpage Brave search Qwant These may change in the future but I plan to move onto adding widgets and other features first."}]...
|
Title: Frutiger-tab by @Shaninja11 | Stardance
De Title: Frutiger-tab by @Shaninja11 | Stardance
Devlogs:
I still haven’t chosen a name for the project yet, but after an embarrassing amount of time (and unfortunately a bit of AI help) I finally have a functional basic search bar with the ability switch providers. For search providers I chose: Ecosia (default) Startpage Brave search Qwant These may change in the future but I plan to move onto adding widgets and other features first.
I’ve decided on Frutiger-Tab ! A Frutiger-Aero themed search tab. Roadmap: Added an aesthetic design with subtle blurring Added a functional shortcuts system for four customisable shortcuts saved locally Add more wallpaper options Finalize usability and compatibility Give it a go at Frutiger-Tab .
Almost finished! Added the final functions I need before shipping just need to add a few things to improve useability Added various wallpaper options including Nasa’s daily astronomy image (only via the github page not self hosted) Added dark/light themes (although slight styling bug in attached image) Allow dark/light preference to overrride device theme Add button to enter search AI disclosure: The Nasa api integration was fully AI generated as NASA had introduced a new setup and the official documentation website was down so my attempts failed.
All Done! Added search button Checked usability Fixed bugs
Added search history widget This small section shows up to four of your most recent searches and they are functional so you can click them to revisit. Probably will reship to include this.
Ships:
Frutiger Tab A new tab search page featuring: A modern Frutiger-Aero style 4 customizable shortcuts Multiple themed wallpapers (including NASA’s daily photo) 4 choices of search engine Dark/Light themes Had fun using local website cache to store customized features. I tried to make it as polished as possible so most of the time was spent adjusting design features. Disclaimer: I don’t know how well it works on Safari so I recommend using Firefox or Chrome.
Frutiger Tab (Reship as I added new big feature Search History! ) A new tab search page featuring: A modern Frutiger-Aero style 4 customizable shortcuts Multiple themed wallpapers (including NASA’s daily photo) 4 choices of search engine Dark/Light themes Up to four of your most recent searches to quickly revisit Had fun using local website cache to store customized features. I tried to make it as polished as possible so most of the time was spent adjusting design features. Disclaimer: Background blur doesn’t work in Safari so I recommend using Firefox or Chrome for full experience....
|
1793681421.6864374
|
1793767821.6864374
|