|
32600
|
Server Dashboard by @vejas | Stardance
|
vejas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Server Dashboard by @vejas | Stardance
|
1792796027.922696
|
1793400827.922696
|
|
38544
|
WarioWare Game by @d4rk4rctic | Stardance
|
d4rk4rctic
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @d4rk4rctic | Stardance
|
1792796028.7675216
|
1793400828.7675216
|
|
34482
|
My first slack bot! by @adam545 | Stardance
|
adam545
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @adam545 | Stardance
|
1792796029.6199152
|
1793400829.6199152
|
|
35030
|
Untitled project by @Giyu | Stardance
|
Giyu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Giyu | Stardance
|
1792796030.470543
|
1793400830.470543
|
|
455
|
s by @neon | Stardance
|
neon
|
0
|
2.21
|
0
|
[]
|
[{"post_id": 66, "ts": "2026-0 [{"post_id": 66, "ts": "2026-05-31T16:23:09Z", "hours": 2.21, "text": "stardancing it"}]...
|
Title: s by @neon | Stardance
Devlogs:
stardancin Title: s by @neon | Stardance
Devlogs:
stardancing it...
|
1792796031.3093677
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1793400831.3093677
|
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33183
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Trololo by @Matty | Stardance
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Matty
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Trololo by @Matty | Stardance
|
1792796032.5546565
|
1793400832.5546565
|
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17315
|
My first slack bot! by @dia_akumalla | Stardance
|
dia_akumalla
|
0
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0.0
|
0
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[]
|
[]
|
Title: My first slack bot! by @dia_akumalla | Star Title: My first slack bot! by @dia_akumalla | Stardance...
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1792796033.406801
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1793400833.406801
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17140
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My very own WebOS by @ajrulse | Stardance
|
ajrulse
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0
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0.0
|
0
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[]
|
[]
|
Title: My very own WebOS by @ajrulse | Stardance
|
1792796034.2623742
|
1793400834.2623742
|
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32679
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Flipper Zero alternative by @Krysty | Stardance
|
Krysty
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0
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0.0
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0
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[]
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[]
|
Title: Flipper Zero alternative by @Krysty | Stard Title: Flipper Zero alternative by @Krysty | Stardance...
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1792796035.12948
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1793400835.12948
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14694
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My very own WebOS by @chinmaysure | Stardance
|
chinmaysure
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0
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0.0
|
0
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[]
|
[]
|
Title: My very own WebOS by @chinmaysure | Stardan Title: My very own WebOS by @chinmaysure | Stardance...
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1792796035.961523
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1793400835.961523
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|
9425
|
arai intelligence by @arthurab | Stardance
|
arthurab
|
0
|
0.37
|
0
|
[]
|
[{"post_id": 3422, "ts": "2026 [{"post_id": 3422, "ts": "2026-06-06T11:06:41Z", "hours": 0.3742, "text": "Starting V3 planning!"}]...
|
Title: arai intelligence by @arthurab | Stardance
Title: arai intelligence by @arthurab | Stardance
Devlogs:
Starting V3 planning!...
|
1792796038.7336612
|
1793400838.7336612
|
|
1671
|
Untitled by @MonkeyMoose | Stardance
|
MonkeyMoose
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @MonkeyMoose | Stardance
|
1792796039.5587995
|
1793400839.5587995
|
|
30794
|
My very own WebOS by @aravmahipal11 | Stardance
|
aravmahipal11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @aravmahipal11 | Stard Title: My very own WebOS by @aravmahipal11 | Stardance...
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1792796040.382527
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1793400840.382527
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34706
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Emailing Platform for Companies to Use by @adityap Emailing Platform for Companies to Use by @adityapidurkarofficial | Stardance...
|
adityapidurkarofficial
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Emailing Platform for Companies to Use by @ Title: Emailing Platform for Companies to Use by @adityapidurkarofficial | Stardance...
|
1792796041.2368894
|
1793400841.2368894
|
|
29934
|
HBD by @Eatg | Stardance
|
Eatg
|
0
|
4.28
|
0
|
[]
|
[{"post_id": 20916, "ts": "202 [{"post_id": 20916, "ts": "2026-07-02T17:10:49Z", "hours": 4.2817, "text": "I’m trying to reproduce a birthday countdown by adding some features that i search"}]...
|
Title: HBD by @Eatg | Stardance
Devlogs:
I’m tryi Title: HBD by @Eatg | Stardance
Devlogs:
I’m trying to reproduce a birthday countdown by adding some features that i search...
|
1792796042.0888608
|
1793400842.0888608
|
|
7857
|
My first slack bot! by @thanEay | Stardance
|
thanEay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @thanEay | Stardance
|
1792796042.955539
|
1793400842.955539
|
|
5914
|
My awesome macropad! by @Professor_Paranormal | St My awesome macropad! by @Professor_Paranormal | Stardance...
|
Professor_Paranormal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Professor_Paranorm Title: My awesome macropad! by @Professor_Paranormal | Stardance...
|
1792796043.825676
|
1793400843.825676
|
|
39485
|
My own site! by @sohamshomya | Stardance
|
sohamshomya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @sohamshomya | Stardance
|
1792796044.6950111
|
1793400844.6950111
|
|
7481
|
Untitled by @soulcloude | Stardance
|
soulcloude
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @soulcloude | Stardance
|
1792796045.5398774
|
1793400845.5398774
|
|
32808
|
Untitled by @chubiubi | Stardance
|
chubiubi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @chubiubi | Stardance
|
1792796046.899015
|
1793400846.899015
|
|
9045
|
My first slack bot! by @pluto | Stardance
|
pluto
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @pluto | Stardance
|
1792796047.7627993
|
1793400847.7627993
|
|
28431
|
My own site! by @JoshMR100 | Stardance
|
JoshMR100
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @JoshMR100 | Stardance
|
1792796048.607501
|
1793400848.607501
|
|
23885
|
My first slack bot! by @Harshit_Agarwal | Stardanc My first slack bot! by @Harshit_Agarwal | Stardance...
|
Harshit_Agarwal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Harshit_Agarwal | S Title: My first slack bot! by @Harshit_Agarwal | Stardance...
|
1792796049.4406595
|
1793400849.4406595
|
|
9643
|
Untitled by @adityatayal | Stardance
|
adityatayal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @adityatayal | Stardance
|
1792796050.3074257
|
1793400850.3074257
|
|
26132
|
WarioWare Game by @Fuzail | Stardance
|
Fuzail
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Fuzail | Stardance
|
1792796051.1334233
|
1793400851.1334233
|
|
24160
|
Frictionless by @nisham04082006 | Stardance
|
nisham04082006
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @nisham04082006 | Stardance
|
1792796052.5359206
|
1793400852.5359206
|
|
6871
|
Artemis Mission Control by @blockchain | Stardance
|
blockchain
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Artemis Mission Control by @blockchain | St Title: Artemis Mission Control by @blockchain | Stardance...
|
1792796053.3693793
|
1793400853.3693793
|
|
11515
|
Untitled project by @bquach1441 | Stardance
|
bquach1441
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @bquach1441 | Stardance
|
1792796054.2173727
|
1793400854.2173727
|
|
26927
|
Clankinator by @jessica | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Clankinator by @jessica | Stardance
|
1792796055.1060328
|
1793400855.1060328
|
|
14292
|
My very own WebOS by @bobert | Stardance
|
bobert
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @bobert | Stardance
|
1792796055.9563217
|
1793400855.9563217
|
|
13194
|
My awesome macropad! by @Jimmy | Stardance
|
Jimmy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Jimmy | Stardance
|
1792796056.8108242
|
1793400856.8108242
|
|
17362
|
My awesome macropad! by @vw | Stardance
|
vw
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @vw | Stardance
|
1792796057.6576877
|
1793400857.6576877
|
|
2089
|
Apple Platform App by @sayan | Stardance
|
sayan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Apple Platform App by @sayan | Stardance
|
1792796058.5092866
|
1793400858.5092866
|
|
25023
|
My awesome macropad! by @DtheCoder | Stardance
|
DtheCoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @DtheCoder | Starda Title: My awesome macropad! by @DtheCoder | Stardance...
|
1792796059.348976
|
1793400859.348976
|
|
40521
|
Savanna by @HashTagDef | Stardance
|
HashTagDef
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Savanna by @HashTagDef | Stardance
|
1792796060.2056606
|
1793400860.2056606
|
|
6045
|
My first slack bot! by @Chrono359 | Stardance
|
Chrono359
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Chrono359 | Stardan Title: My first slack bot! by @Chrono359 | Stardance...
|
1792796061.0601006
|
1793400861.0601006
|
|
14312
|
Apex Pathing by @dylanbpy | Stardance
|
dylanbpy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Apex Pathing by @dylanbpy | Stardance
|
1792796061.9413476
|
1793400861.9413476
|
|
23200
|
Untitled project by @Anweetha | Stardance
|
Anweetha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Anweetha | Stardance
|
1792796062.7804685
|
1793400862.7804685
|
|
18293
|
Robot controller by @Micah_and_Matthew | Stardance
|
Micah_and_Matthew
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Robot controller by @Micah_and_Matthew | St Title: Robot controller by @Micah_and_Matthew | Stardance...
|
1792796063.6338189
|
1793400863.6338189
|
|
28977
|
My very own WebOS by @kevinisslashed | Stardance
|
kevinisslashed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @kevinisslashed | Star Title: My very own WebOS by @kevinisslashed | Stardance...
|
1792796064.4833214
|
1793400864.4833214
|
|
14873
|
Untitled project by @shaanram | Stardance
|
shaanram
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @shaanram | Stardance
|
1792796065.3176267
|
1793400865.3176267
|
|
14954
|
My awesome macropad! by @chiristianonorati471 | St My awesome macropad! by @chiristianonorati471 | Stardance...
|
chiristianonorati471
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @chiristianonorati4 Title: My awesome macropad! by @chiristianonorati471 | Stardance...
|
1792796066.1645918
|
1793400866.1645918
|
|
32618
|
5stars by @tekvickaaa | Stardance
|
tekvickaaa
|
0
|
1.66
|
0
|
[]
|
[{"post_id": 25334, "ts": "202 [{"post_id": 25334, "ts": "2026-07-09T15:46:40Z", "hours": 1.6647, "text": "Just started a new project! The vision behind this one is for it to be a selection screen sort of thing with 5 stars (or more, possibly). They would expand some description upon hover and overtake the whole screen when clicked, taking you to your chosen destination. For now, I’ve just worked on the layout and some basic CSS. The way I see it, it’ll be a total pain to get some animations into this. Also, if anyone has some suggestions on making a glass like effect that actually looks good, I’m open to hearing you out!"}]...
|
Title: 5stars by @tekvickaaa | Stardance
Devlogs: Title: 5stars by @tekvickaaa | Stardance
Devlogs:
Just started a new project! The vision behind this one is for it to be a selection screen sort of thing with 5 stars (or more, possibly). They would expand some description upon hover and overtake the whole screen when clicked, taking you to your chosen destination. For now, I’ve just worked on the layout and some basic CSS. The way I see it, it’ll be a total pain to get some animations into this. Also, if anyone has some suggestions on making a glass like effect that actually looks good, I’m open to hearing you out!...
|
1792796067.565629
|
1793400867.565629
|
|
21747
|
A gym Fitness website by @Ibrahim-k | Stardance
|
Ibrahim-k
|
0
|
3.87
|
0
|
[]
|
[{"post_id": 25377, "ts": "202 [{"post_id": 25377, "ts": "2026-07-09T17:03:21Z", "hours": 2.4756, "text": "Devlog #4 🥀so…for the last few days i’ve been locked in on FORGE. the idea is pretty straightforward: a hyper-optimized, stripped-down fitness tracker that actually works on low-end hardware.but as always, the execution turned into a whole saga 💔 an apology for going ghost i’ve been completely away from my usual setup, working from my hometown on just a laptop. no extra monitors, no fancy desk layout—just pure terminal grinding in the wild trying to push commits through.the main thread was choking the original problem was navigation efficiency. before today, forcing everything to render at once was treating the app like a bloated mess. every time you tried to jump between the dashboard and the exercise guides, the layout parsing and thread blocking were hogging up to 54ms of raw processing time.if you’re running on legacy hardware, 54ms feels like an eternity.so i tore down the navigation structure.modular pages over everything instead of loading the entire app layout upfront, i refactored it so every single view—the how-to guides, the specific routines, the exercise logs—loads separately on demand.the performance gains went crazy.if you look at the browser profiling metrics, the Largest Contentful Paint (LCP) dropped down to a crisp 0.28s. the navigation jumps are completely instant now, running light enough to make a basic chromebook look fast.muscle relief was breaking spent a ridiculous amount of time fixing the data logic for the “Muscle Relief” components.it was the usual routine: hours of tracing UI bugs and state management failures. fixing a few lines of data persistence so the state doesn’t trip over itself when you switch days. questioning why it took that long afterward.the architecture isn’t actively trying to kill the main thread anymore, and the app stops screaming at me when i jump between workouts.what’s next? now that the performance baseline is clean, the plan is to manually iron out the remaining layout bugs before doing any major framework implementation.the core engine is running lean on the T430, and it’s slowly becoming the responsive tool i wanted to build.we’ll see how long that lasts before i break everything again 🥀"}, {"post_id": 13286, "ts": "2026-06-21T19:07:18Z", "hours": 0.2667, "text": "Hi guys todays day went into just fixing the dam bugs cuz the were pissing me off. I also made the website run on local save which will save your data and then when you log back on you don’t need to do from start also wanted to ask if the device cleans it cache then it will be probablly deleted right IDK cuz i made this feature using claud t was going above my head also fixed some rendring bugs too IMPORTAN!!!!! i wanted to ask that i do alot of work in VS but it always reset the timer and take it back to 2 min Anyone Know Why????????? and tomorrow will be the big update"}, {"post_id": 12749, "ts": "2026-06-20T20:55:22Z", "hours": 0.83, "text": "Guys I just got the frontend working and after 8-hours of continues searching from printers they show how to do the exercise and also has streak counter and water reminder I am currently using the emojis but sure soon will get all the svgs etc. I got all the gif of all the exercises such as: —🏋️♂️ Upper Body Power Houses –Chest Day: -Barbell Bench Press -Incline Dumbbell Press -Cable Flyes -Dips (Chest focus) -Push-Ups –Back Day: -Deadlift -Pull-Ups -Barbell Row -Seated Cable Row -Face Pulls –Shoulders (Delts): -Overhead Press -Arnold Press -Lateral Raises -Upright Rows -Rear Delt Flyes —💪 Arm & Core Definition –Arms: -Barbell Curl -Concentration Curls -Hammer Curls -Skull Crushers -Tricep Pushdown –Core + Cardio: -Hanging Leg Raises -Cable Crunch -Plank -Russian Twists -HIIT Sprint Intervals —🦵 Lower Body Foundations –Legs: -Barbell Squat -Leg Press -Romanian Deadlift -Leg Curls -Standing Calf Raises It all took me so much time to get and it was difficult but thankyou to any one who is owner of these photos or gif also i used one photo at alot of places but duplicated them is that gonna cause slow down or whatever There are some bugs still lurking inside iwill try to find them and stomp them Also I took help from claud for the UI interactions and stuff Thank You,"}, {"post_id": 12098, "ts": "2026-06-19T19:03:12Z", "hours": 0.2992, "text": "I am working on this a modern unique looking fitness tracker which track your fitness . There are different programs to choose from now I am currently designing it. I gathered all the gifs and images for the exercise like: ––how to do -which muscles are affected and -what equipment to use that will come in my next post currently only main front page is working fine with minor issues that are gonna come in back I will keep yo guys updated and also a question how to implement a single photo for like multiple places in another div class I am going to make it react but not yet"}]...
|
Title: A gym Fitness website by @Ibrahim-k | Stard Title: A gym Fitness website by @Ibrahim-k | Stardance
Devlogs:
I am working on this a modern unique looking fitness tracker which track your fitness . There are different programs to choose from now I am currently designing it. I gathered all the gifs and images for the exercise like: ––how to do -which muscles are affected and -what equipment to use that will come in my next post currently only main front page is working fine with minor issues that are gonna come in back I will keep yo guys updated and also a question how to implement a single photo for like multiple places in another div class I am going to make it react but not yet
Guys I just got the frontend working and after 8-hours of continues searching from printers they show how to do the exercise and also has streak counter and water reminder I am currently using the emojis but sure soon will get all the svgs etc. I got all the gif of all the exercises such as: —🏋️♂️ Upper Body Power Houses –Chest Day: -Barbell Bench Press -Incline Dumbbell Press -Cable Flyes -Dips (Chest focus) -Push-Ups –Back Day: -Deadlift -Pull-Ups -Barbell Row -Seated Cable Row -Face Pulls –Shoulders (Delts): -Overhead Press -Arnold Press -Lateral Raises -Upright Rows -Rear Delt Flyes —💪 Arm & Core Definition –Arms: -Barbell Curl -Concentration Curls -Hammer Curls -Skull Crushers -Tricep Pushdown –Core + Cardio: -Hanging Leg Raises -Cable Crunch -Plank -Russian Twists -HIIT Sprint Intervals —🦵 Lower Body Foundations –Legs: -Barbell Squat -Leg Press -Romanian Deadlift -Leg Curls -Standing Calf Raises It all took me so much time to get and it was difficult but thankyou to any one who is owner of these photos or gif also i used one photo at alot of places but duplicated them is that gonna cause slow down or whatever There are some bugs still lurking inside iwill try to find them and stomp them Also I took help from claud for the UI interactions and stuff Thank You,
Hi guys todays day went into just fixing the dam bugs cuz the were pissing me off. I also made the website run on local save which will save your data and then when you log back on you don’t need to do from start also wanted to ask if the device cleans it cache then it will be probablly deleted right IDK cuz i made this feature using claud t was going above my head also fixed some rendring bugs too IMPORTAN!!!!! i wanted to ask that i do alot of work in VS but it always reset the timer and take it back to 2 min Anyone Know Why????????? and tomorrow will be the big update
Devlog #4 🥀so…for the last few days i’ve been locked in on FORGE. the idea is pretty straightforward: a hyper-optimized, stripped-down fitness tracker that actually works on low-end hardware.but as always, the execution turned into a whole saga 💔 an apology for going ghost i’ve been completely away from my usual setup, working from my hometown on just a laptop. no extra monitors, no fancy desk layout—just pure terminal grinding in the wild trying to push commits through.the main thread was choking the original problem was navigation efficiency. before today, forcing everything to render at once was treating the app like a bloated mess. every time you tried to jump between the dashboard and the exercise guides, the layout parsing and thread blocking were hogging up to 54ms of raw processing time.if you’re running on legacy hardware, 54ms feels like an eternity.so i tore down the navigation structure.modular pages over everything instead of loading the entire app layout upfront, i refactored it so every single view—the how-to guides, the specific routines, the exercise logs—loads separately on demand.the performance gains went crazy.if you look at the browser profiling metrics, the Largest Contentful Paint (LCP) dropped down to a crisp 0.28s. the navigation jumps are completely instant now, running light enough to make a basic chromebook look fast.muscle relief was breaking spent a ridiculous amount of time fixing the data logic for the “Muscle Relief” components.it was the usual routine: hours of tracing UI bugs and state management failures. fixing a few lines of data persistence so the state doesn’t trip over itself when you switch days. questioning why it took that long afterward.the architecture isn’t actively trying to kill the main thread anymore, and the app stops screaming at me when i jump between workouts.what’s next? now that the performance baseline is clean, the plan is to manually iron out the remaining layout bugs before doing any major framework implementation.the core engine is running lean on the T430, and it’s slowly becoming the responsive tool i wanted to build.we’ll see how long that lasts before i break everything again 🥀...
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1792796068.808639
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1793400868.808639
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7655
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Multiplayer game by @FreezinIce | Stardance
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FreezinIce
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0
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24.78
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0
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[]
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[{"post_id": 39778, "ts": "202 [{"post_id": 39778, "ts": "2026-08-02T23:34:43Z", "hours": 1.5283, "text": "Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword."}, {"post_id": 37156, "ts": "2026-07-29T17:31:32Z", "hours": 0.8672, "text": "Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack."}, {"post_id": 35420, "ts": "2026-07-26T20:19:18Z", "hours": 3.2861, "text": "Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups."}, {"post_id": 28709, "ts": "2026-07-15T04:07:45Z", "hours": 1.6794, "text": "Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour."}, {"post_id": 27473, "ts": "2026-07-13T02:12:01Z", "hours": 1.3897, "text": "Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add."}, {"post_id": 26098, "ts": "2026-07-10T18:01:33Z", "hours": 1.4811, "text": "Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now."}, {"post_id": 23072, "ts": "2026-07-05T20:13:39Z", "hours": 0.6781, "text": "Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work."}, {"post_id": 20912, "ts": "2026-07-02T17:09:45Z", "hours": 1.7092, "text": "Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations."}, {"post_id": 13313, "ts": "2026-06-21T19:57:51Z", "hours": 3.045, "text": "Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool"}, {"post_id": 11663, "ts": "2026-06-19T00:22:11Z", "hours": 1.8339, "text": "Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…"}, {"post_id": 10692, "ts": "2026-06-17T15:39:32Z", "hours": 2.6222, "text": "Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed."}, {"post_id": 8328, "ts": "2026-06-13T20:55:29Z", "hours": 0.8169, "text": "Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it."}, {"post_id": 6051, "ts": "2026-06-10T05:09:20Z", "hours": 0.7394, "text": "Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo."}, {"post_id": 4538, "ts": "2026-06-07T21:40:22Z", "hours": 0.5431, "text": "Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well."}, {"post_id": 4429, "ts": "2026-06-07T19:04:52Z", "hours": 0.5592, "text": "Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive."}, {"post_id": 4380, "ts": "2026-06-07T18:13:04Z", "hours": 0.7886, "text": "Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump."}, {"post_id": 3720, "ts": "2026-06-06T19:26:12Z", "hours": 0.5483, "text": "Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)"}, {"post_id": 3674, "ts": "2026-06-06T18:41:33Z", "hours": 0.3864, "text": "Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling."}, {"post_id": 3083, "ts": "2026-06-05T23:48:23Z", "hours": 0.2814, "text": "Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly."}]...
|
Title: Multiplayer game by @FreezinIce | Stardance Title: Multiplayer game by @FreezinIce | Stardance
Devlogs:
Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly.
Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling.
Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)
Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump.
Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive.
Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well.
Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo.
Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it.
Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed.
Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…
Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool
Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations.
Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work.
Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now.
Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add.
Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour.
Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups.
Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack.
Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword....
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1792796069.8824244
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1793400869.8824244
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768
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Custom Spotify Display for Car AUX by @neev_dharod Custom Spotify Display for Car AUX by @neev_dharod | Stardance...
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neev_dharod
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0
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0.0
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0
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[]
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[]
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Title: Custom Spotify Display for Car AUX by @neev Title: Custom Spotify Display for Car AUX by @neev_dharod | Stardance...
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1792796072.927923
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1793400872.927923
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1756
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Untitled by @jordan | Stardance
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jordan
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @jordan | Stardance
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1792796073.7743008
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1793400873.7743008
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17210
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Untitled by @Aniketttt | Stardance
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Aniketttt
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Aniketttt | Stardance
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1792796074.615644
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1793400874.615644
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1847
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Catalyst by @adii | Stardance
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adii
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0
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42.51
|
0
|
[]
|
[{"post_id": 7013, "ts": "2026 [{"post_id": 7013, "ts": "2026-06-11T19:22:47Z", "hours": 42.5106, "text": "started learning pygame. and this is what i’ve built so far (ik this aint a lot). lots of bugs, lots of googling, but we’re making progress 😭 will be posting more updates later!!"}]...
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Title: Catalyst by @adii | Stardance
Devlogs:
sta Title: Catalyst by @adii | Stardance
Devlogs:
started learning pygame. and this is what i’ve built so far (ik this aint a lot). lots of bugs, lots of googling, but we’re making progress 😭 will be posting more updates later!!...
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1792796075.466325
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1793400875.466325
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19592
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My very own WebOS by @sadotterz | Stardance
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sadotterz
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @sadotterz | Stardance
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1792796076.3383284
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1793400876.3383284
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