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51
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Indoor UWB positioning with PSN connection by @jac Indoor UWB positioning with PSN connection by @jacques_s | Stardance...
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jacques_s
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Title: Indoor UWB positioning with PSN connection Title: Indoor UWB positioning with PSN connection by @jacques_s | Stardance...
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1792586977.9265044
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1793191777.9265044
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52
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3d printed lego set by @afiaava | Stardance
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afiaava
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0
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Title: 3d printed lego set by @afiaava | Stardance
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1792529355.5325215
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1793134155.5325215
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53
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Blackmacro firmware by @Kip | Stardance
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Kip
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0
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0.63
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0
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[]
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[{"post_id": 257, "ts": "2026- [{"post_id": 257, "ts": "2026-06-01T13:17:05Z", "hours": 0.6253, "text": "Started work on bmacro! Since I’ll be using simplefoc for the motor control, I’m switching from micropython which I developed my reference emulation firmware on to the pico C++ sdk. I managed to set up the toolchain with mingw and is now ready to port my code to c++! (for micropython I ran the toolchain via WSL. It was fine but too fiddly with clion :/)"}]...
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Title: Blackmacro firmware by @Kip | Stardance
De Title: Blackmacro firmware by @Kip | Stardance
Devlogs:
Started work on bmacro! Since I’ll be using simplefoc for the motor control, I’m switching from micropython which I developed my reference emulation firmware on to the pico C++ sdk. I managed to set up the toolchain with mingw and is now ready to port my code to c++! (for micropython I ran the toolchain via WSL. It was fine but too fiddly with clion :/)...
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1792565546.4109094
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1793170346.4109094
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54
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AI CHATBOT by @AK47 | Stardance
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AK47
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0.0
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[]
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Title: AI CHATBOT by @AK47 | Stardance
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1792723651.3027182
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1793328451.3027182
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55
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Vestige by @Rupnil | Stardance
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Rupnil
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0
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157.82
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0
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[]
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[{"post_id": 54465, "ts": "202 [{"post_id": 54465, "ts": "2026-08-25T14:08:25Z", "hours": 9.6325, "text": "(v0.5.4-beta) VESTIGES ARE ALIVE! Changelog: (v0.5.4-beta) Vestige 7 Animation : Les goo! another task checked off from the todo list! Completed all the animations of the vestiges that forms the backbone of the game- This was the final one (on the path). Next lwk i think ill do sound design maybe Lapsed (v0.5.3-beta) Vestige 6 Animation : I got stuck in this session cuz of a simple bug :skul what happened was that the animation player in the wheelchair scene was changing the position of the root and so it messed everything up- Took me a while to solve it lol. Added some movement and wheel rotation. Lapsed (v0.5.2-beta) Vestiges 3,4,5 Animation : I thought i would complete making the animations today but clearly I failed- Oh well I fixed a LOT of things and FULY completete the third forth and fifth vestiges Lapsed (v0.5.1-beta) Vestiges 1,2,3 Animation : Since I completed modelling and texturing the vestiges the only logical next step is to incorporate them into the game, and thats what ive been doing! Integrated the first 3 vestiges and added some simple animations associated w em Lapsed (v0.4.14-beta) Vestige 4,5,6,7 Texturing : Oh my god- Finished all ALL the texturing- I really wanted thisto be finished faster lol. Anyways in the next session I would make the animations and placements of the vestiges! Lapsed (v0.4.13-beta) Vestige 1,2,3 Texturing : Completed texturing vestiges 1, 2 and 3- i.e. the crib the swing and the tent. Were a lot of fun to see the white models come to life lol. I really like how they are turning out Lapsed (v0.4.12-beta) Models Finalizing : Last day I completed modelling all the vestiges and now only the texturing is left. In this session I finalized the models and meshes and next ill texture them! Lapsed Next Step(s): Vestiges Vestiges animations Watch Tower Furniture Sound Effects Notes: Yippie I completed all the vestiges progression and their associated animations! Idk what ill work on next but maybe sound design? idrk tho"}, {"post_id": 50528, "ts": "2026-08-19T18:30:38Z", "hours": 9.7806, "text": "(v0.4.11-beta) Lantern, & VESTIGESSS Changelog: (v0.4.11-beta) Vestige 7 Model) : FINALLY FIALTLTJkdas I completed all the vestiges! The final one was the mirror and the chair. Im so tried cya Lapsed (v0.4.10-beta) Vestige 6 Model : Made another model– the wheel chair i am trying to complete this first so ill add the more niche things like umbrellas later Lapsed (v0.4.9-beta) Vestige 5 Model : Okay fifth one down! TWO MOREW i repeat 2 MORE- i wanna complete them asap but lets see! This was a pretty challenging one dawg- the piano was insane BUT it looks so good now Lapsed (v0.4.8-beta) Vestige 4 Model : Made the fourth model– the table, chair, cups and the candles! next up is the musical item- idk how i will make the piano but oh well lets see! Lapsed (v0.4.7-beta) Vestige 3 Model (1) : Erm this is the 3rd model that im doing- ik the uv will be fked uop but oh well. Made the tent, wooden logs and the camfire Lapsed (v0.4.6-beta) Vestige 2 Model : Oh god it is so late but yet im pushing it- I did like 30 more minutes im going to eep now- Anyways in this session i made the swing! Only model tho Lapsed (v0.4.5-beta) Vestige 1 Modelling : In this session I just modelled the crib and the teddy as fast as i could- I need to ramp up my speed here- I dont got much time Lapsed (v0.4.4-beta) Hanging Lanterns & Placement : Modelled the hanging lantern and placed it around the map especially the bunker porttions Lapsed (v0.4.3-beta) Lantern Model : In about 2-ish hours i cooked up this absolutely BEAUTIFUL and awesome lantern model. I just have no words– its just perfect! also added some particle effects and yeah! looks pretty cool Lapsed (v0.4.2-beta) Vestige: Pointer : A point at the center of the screen. yes Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Vestiges animations Notes: Im so so so close to completing this! so I need pick up the pace here! Completed all the vestiges here"}, {"post_id": 47607, "ts": "2026-08-15T16:42:37Z", "hours": 8.1083, "text": "(v0.4.1-beta) Ending, Credits n Modeling Changelog: (v0.4.1-beta) Bunker/Tunnel Model & Texturing) : Oh finally! I am finished with the alpha versions and i moved on to the beta stage! In this session I completed modelling and texturing the bunker as well as the tunnel models! Lapsed (v0.3.9-alpha) Placement, Playtesting & Exporting : Oh my! I am really finished with alpha versions! I will be now moving on to the beta stage. In this session I placed trees, playtested and exported for the alpha release. Lapsed (v0.3.8-alpha) Credits (3) : Yippie i completed the credit scene although the “press anmything to conitnue” doesnt work as of now– but ill add it on my todo for later! Lapsed (v0.3.7-alpha) Credits (2) : THe second lapse/commit of me workin on the credits! I am ALMOSt complete i js need one more session to finalize some stuff Lapsed (v0.3.6-alpha) Bug Fixes & Credits (1) : Fixed an annoying bug where the top of the watch tower was affected by the stair aread3d. Now an invisible wall prevents jumping. Also Added the basic Credits scene. Lapsed (v0.3.5-alpha) Bench Camera Animation, Interaction (2,3) : Aha! I think i am really done with the ending animations! Now the E to interact only works when u are looking directly at the bench. I think i might change the blinking animation tho- Lapsed (v0.3.4-alpha) Bench Camera Animation (1) : Right now I’m Adding the animation and controls for the bench interaction and the cut scene. Added some blinking thing and location changes and movement- Will make the cutscene next! Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Notes: Yesterday I released the alpha version! the 0.3.9, for win, mac as well as linux! I completed my first priority things and i have moved on to the beta!"}, {"post_id": 45302, "ts": "2026-08-11T17:45:17Z", "hours": 10.4367, "text": "(v0.3.3-alpha) Bunker & Interaction Changelog: (v0.3.3-alpha) Player Interaction (2) : Me add raycast to the face of player, poke poke thing, thing cry, raycat know what it did, raycast say name, i hear, i do something; In a nutshell the raycast detects the collider and if its the bench it enables the e to interact thing Lapsed (v0.3.2-alpha) Player Interaction (1) : Set up the basic of the player interaction– ill work on it more tmrw Lapsed (v0.3.1-alpha) Map Positioning (Ending) : Positioned the map so that the dead space is directly below the drop chute- and other fixes and tests Lapsed (v0.2.13-alpha) Bunker: More models & logics (7) : Improved model to include a turn and a drop, finally added more mechanics and animations. The bunker now dissapears if u look away. fixed some other logics Lapsed (v0.2.12-alpha) Bunker: Mechanics; Showing Maps (6) : When player enters the doors closes and then the original map dissapears, you keep walking forward and the secondary map is spawned. As u come out of the other side the tunnel leads you to the secondary map. Lapsed (v0.2.11-alpha) Bunker Prototype: Door Mechanics & Stairs (5) : made the door open and close animations actually happen with the players actions. Also added an AREA3D which allows the stair logic to kick in. Added the map thing but will animation and add the mechanics in the next update! Lapsed (v0.2.10-alpha) Bunker Prototype: Model & Animations (4) : experimented with another map and stuff. Modelled the top portion and added a simple animation for the doors Lapsed (v0.2.9-alpha) Bunker Prototype: Model (3) : completed the bunker modelling – mostly protype rn but yeah! Next up i think imma make the mechanism of the bunker mm Lapsed (v0.2.8-alpha) Weeping Silhouette: Animation (2) : Les goo i finally completed the weeping silhouette thing! Now it explodeds kinda when u go near it and leaves the player stranded they player has to navigate their way into the next parts! Lapsed (v0.2.7-alpha) Weeping Silhouette (1) : modelled the weeping silhouette and placed it where its supposed to- in the next update I’ll add the animations and stuff! Lapsed (v0.2.6-alpha) Bunker Prototype (1+2) : Well i tried making the bunker prototype but erm i didnt realise how tuff this is gonna be skull. I will try again cuz Im so sick to think straight- ill try to do some other thing toda Lapsed Next Step(s): Bunker prototype Ending Bench interaction Notes: Ive almost completed the FULL game sequence! like ik its using prototype things but the core fucntionality is almost done! super excited"}, {"post_id": 41473, "ts": "2026-08-05T18:12:00Z", "hours": 9.2175, "text": "(v0.2.5-alpha) Memory/Vestige Chains (Prototype) Changelog: (v0.2.5-alpha) Vestige Chain (4) : Les goo i completed the full chain of vestiges currently they are just cubes but i will def make models for them later! Lapsed (v0.2.4-alpha) Placement + Vestige Chain (3) : Ok i placed all of the vestiges and currently made the animation till the Vestige 4 – 4 moire to go (counting the watchtower). Idk i think i did some other stuff that i prolly forgot lmfao. Lapsed (v0.2.3-alpha) Particle Fix + Vestige Chain (2) : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! Lapsed (v0.2.2-alpha) Vestige Chain: Starting (1) : Yay so i started the next priority in the todo list! I started the vestige chain using only a cube lmao! i will model them later – this is the prototype phase Lapsed (v0.2.1-alpha) Vestiges brain storming : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! (v0.1.6.3-alpha) Todo Cleanup : Yep so the thing was that I was too disorganized and too overwhelmed. I sat down today and wrote down everything I think i have a clear picture of what I want to do now! (v0.1.6.2-alpha) Rename & Bunker Prototype + Optimization : I renamed everything. I think i said yesterday that The story is now one single cohesive storyline so I renamed everything to match the new thing. Also I made a hole in the ground (for the bunker) and added a mesh just to visualize it lol. Lapsed (v0.1.6.1-alpha) Story + Optimizations : Right so as i mentioned yesterday i had finalized the plot, in this commit/lapse I wrote it down! Oh also I did something that Ive kept in my todo for a long time lol – I optimized the flower and grass models Next Step(s): Rewriting the todos & story Prototype Vestige Chain Bunker prototype Notes: Wow im speeding up here! i actually finished the entire vestiges sequence Next up imma prototype the bunker"}, {"post_id": 39581, "ts": "2026-08-02T17:16:03Z", "hours": 6.3994, "text": "(v0.1.5-alpha) Better Movement, Stealth & Environment! Changelog: (v0.1.5-alpha) Environment Rework & Jitter Fix : Since i completed the lore/plot finally trust me (not written but thought of) I needed to change the environement a bit kjust to match the vibe i am going for now! it is now a whitish dusk and not pitch black. ALso i think i fixed the jitter thing. Lapsed (v0.1.4(J)-alpha) Player Movement Rework: Crouching (8) : I have completed reworking the player movement for now– next up ill actually focus ont he core gameplay. In this comit/lapse i have added a crouch functionaility and fixed some other logical stuff that im not going deep into Lapsed (v0.1.4(I)-alpha) Player Movement Rework: Area3D (7) : OKsy! so i and @seb figured out a way to fix the issue i talked about in the previous commit/lapse/. The fix was pretty neat! i added an area 3d on the stairs and the smoothing only work iin this area! i also turned off jumping here Lapsed (v0.1.4(H)-alpha) Player Movement Rework: Smoothness (6) : Fixed the erm “smoothing problem” Previously it was hella snappy and awful to look at - now I added a smoothing thing in the _process but uhhh another problem now – the jumping feels floaty and walk is smoothed out :/ Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Core Gameplay Rewriting the todos & story (final istg) Notes: Finally thought of a cohesive plot. I do not have much time or energy to make another chapter – so ive decided to merge everything into one gameplay – the prologue. So yeah! we’ll see how it turns out (i have high hopes tho)"}, {"post_id": 38338, "ts": "2026-07-31T17:47:47Z", "hours": 5.8597, "text": "(v0.1.4(G)-alpha) Moving & Jumping on the Stairs (Passed!) Changelog: (v0.1.4(G)-alpha) Player Movement Rework: Auto-jump (5) : Ok i kinda cheesed it ngl- I was literally being ragebaited because it was NOT working any how. I am using a not so beautiful method but hey it works and thats what counts – ill polish it later dw. Lapsed (v0.1.4(F)-alpha) Player Movement Rework: ?? (4) : wtf? what happened? what did i do? this is insane i really dont know………. soo erm climbing stairs doesnt work and there are some pretty bad bugs like being able to fly- lwk i might revert this session Lapsed (v0.1.4(E)-alpha) Player Movement Rework: Noclip (3) : added a pretty peak thing. Ok so added a noclip feature – this is like the spectator mode in minecraft lmfao. Ive been meant to do this for a long time but here i am! finally added this – this will help me a ton i js know it lol Lapsed (v0.1.4(D)-alpha) Player Movement Rework (2) : Yoo so added a bunch of new things such as air friction, acceleration deceleration and more. I am having one tiny bug tho – that is i cannot turn when jumping but dw ill figure out a way to fix it! Also if u forgot Im doing the player rework just to make the autojump thing Lapsed (v0.1.4(C)-alpha) Player Movement Rework (1) : Okay So i realised it wwill be extremely difficult for me to figure it out on my own, and even the big ones ( @seb ) had no freaking idea lmao. SO what i am doing bnow is following a player/fps controller tutorial where they add this autojump feature :3 Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs (Done but polishing left) Interior Design of the Watch Tower Core Gameplay Notes: These sessions were lwk ragebait – i will NOT talk about the 4th session cuz i have no freaking idea about it. I found a weird way and workaround to do the auto jump. Although it might not be the most beautiful but it works and thats what counts"}, {"post_id": 37110, "ts": "2026-07-29T16:22:46Z", "hours": 5.7036, "text": "(v0.1.4(B)-alpha) Walking on the Watch Tower (Failed) Changelog: (v0.1.4(B)-alpha) Walking on Stairs (2) : Lwk I just messed around for the whole time I literally do not know wht to do at this point I will revisit this tommorow (I dmed my fwend Seb lmao). I tried many methods but i couldnt seem to be able to make this work tho Lapsed (v0.1.4(A)-alpha) Walking on Stairs (1) : Yo gang I tried my to do the stairs walking thing but as you would expect I completely failed lmfAaooo. Uh I really dont know how to move next but ill try my best Lapsed (v0.1.3-alpha) Mountains Texture Fix : So erm as i completed the watch tower im moving on to other thigns– first i saw that this was in my todo for a while so fixed it lol Lapsed (v0.1.2(K)-alpha) Watch Tower Texturing (4.4) : Shalalala sha boinky! I actually finished the (skeleton) of the watch tower model! Omg i dont believe it! I am feeling a large weight off my shoulders lmfao! But hey its not done yet! I have so so so sos os so much more to do- next up ill fix the stair walking and oh a story redesign! Lapsed (v0.1.2(J)-alpha) Watch Tower Texturing (4.3) : Finally completed texturing the stairs – the railings and the beams are still remaining but ill try to do them soon enough 👍 Lapsed (v0.1.2(I)-alpha) Watch Tower Texturing (4.2) : oh my GOD BRO this is so painful i really hope i could do something else to speed this up but yeah idk- So nothing other than UV unwrap stuff NOT EVEN ONE mesh and i have 2 more to go- I am dying :D Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Interior Design of the Watch Tower Notes: Gang I tried my best I literally cannot seem to be able to be able to find a way to make the auto jump thing I need to call the big guns now! ( @seb ) Anyways, I obv completed the watch tower texturing"}, {"post_id": 35856, "ts": "2026-07-27T15:49:43Z", "hours": 7.2233, "text": "(v0.1.2(H)-alpha) Watch Tower Texturing (90%) Changelog: (v0.1.2(H)-alpha) Watch Tower Texturing (4.1) : Okay so nothing but I joined a hell lot of meshes and objects- i mean the stairs portion. And then unwrapped the UV this took me some time but i finished it! next imma fix the UV and then COMPLETE this FOR ONCE AND ALL! Lapsed (v0.1.2(G)-alpha) Watch Tower Texturing (3.4) : Ayy so i completed the Leg section of the watch tower! i agree most of the work is uv unwrapping because of the faces and all yk. But yeah! im making progress only the stairs section left ig!!!! Lapsed (v0.1.2(F)-alpha) Watch Tower Texturing (3.3) : Teeny tiny lapse! just combined and unwrapped the support beams- ill prolly texture it tommorw and then move on to the stairs section Lapsed (v0.1.2(E)-alpha) Watch Tower Texturing (3.1+3.2) : Holy smokes! What a productive day! got so so so much done today – So I completed the Legs, and support beams in this lapse so only the cross supports are left! Also blender crashed like 300 times today– i really need the macbook gng i got the signs already! Lapsed (v0.1.2(D)-alpha) Watch Tower Texturing (2) : Oh another milestone i suppose! I completed the UV unwrapping of the fence and also textured it! I dont have any more stuff to talk about gng im so tired and busy nowadays Lapsed —## Next Step(s): Watch Tower Model Watch Tower Texture (WIP GNG ALMOST) Notes:OK LISTEN! LISTEN I swore to @Keyboard that I wont devlog until I have completed the whole texturing BUT its getting too ridiculous not to- im alr at 7 hours and yeah. Also big ass devlog-"}, {"post_id": 33972, "ts": "2026-07-24T10:35:59Z", "hours": 4.6819, "text": "(v0.1.2(C)-alpha) Watch Tower Texturing (45%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.5) : Yay so i made the Floor section completely- the floor and the uhh supprts ig lol. THis was fun Ill work more tmrw Lapsed (v0.1.2(A)-alpha) Watch Tower Texturing (1.2 + 1.3 + 1.4) : 1. So nothing much to brag about here- I completed texturing the roof. It was pretty easy ngl - anyways I’ll do the UV unwrapping of the walls next ig. 2. So I unwrapped the UV layout of the walls and its Horrible! It will take so much time to manually fix everything lmao. I did like 50% of the unwrapping today NOT THE TEXTURNG BTW! so we will see tmrw! gn. 3. Completed the UV unwrapping of the walls and also the texturing of the walls! the room section of the texturing is done! moving on to the floor and stairs! Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Aww man i couldnt really focus on this project for the last few days i had so much work! had 2 assignments- submitted them today so i think i can focus in more today!!"}, {"post_id": 32257, "ts": "2026-07-21T09:49:57Z", "hours": 3.5792, "text": "(v0.1.2(A)-alpha) Watch Tower Texturing (2%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.1) : Yay so i moved on to the texturing part of the watch toweeeeerr. Just made the door for now but I will accelerate the work from tmrw trust Lapsed (v0.1.1(Q)-alpha) Watch Tower Modelling (11) : oh my gosh! im done with the modelling! well i mean i may add the window margins stuff later but yeah! i am now starting the texturing! i made the glass and experimented with some stuff Lapsed (v0.1.1(P)-alpha) Watch Tower Modelling (10.4) : ok i am being for REAL right now. and u HAVe to believe me when i say that i am FInALLY COMPLETE with the freaking fencing stuff i am NOT doing that again 💀 ok now the only thing left is the window panes and THEn i can finally move on to the texture- Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Yooooo so I finally completed the modelling of the watch tower and started texturing it recently. I have some work to do today so idk how long i can code- Ill try my best tho!"}, {"post_id": 31170, "ts": "2026-07-19T10:42:47Z", "hours": 3.8003, "text": "(v0.1.1(O)-alpha) Watch Tower Modelling (90%)! Changelog: (v0.1.1(O)-alpha) Watch Tower Modelling (10.3) : hell yeah! completed the guard rails– now uhh some more fences are remaining i promise it wil be done very soon im trying my bestttt Lapsed (v0.1.1(N)-alpha) Watch Tower Modelling (10.2) : Made another layer of guard rails beside the stairs - yeah just that 💀 i have no more words to write here Lapsed (v0.1.1(M)-alpha) Watch Tower Modelling (10.1) : I might work again later after coming back from art classes- but im not sure as i have some tuition work to do :( I also have some pending ssignments! yikes!!! anyways here’s what i did: Made the rails of the stairs with some bars - first and second stairs. did some desmos stuff- Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: ok i dont really know what to write hereeee nowwww- maybe the next time"}, {"post_id": 30545, "ts": "2026-07-18T06:28:52Z", "hours": 5.045, "text": "(v0.1.1(L)-alpha) Watch Tower Modelling (75%)! Changelog: (v0.1.1(L)-alpha) Watch Tower Modelling (9.3) : Joined a lot of meshes together for efficiency and ease of use. Oh also made the raining v1 for the first layer of the stairs. I have my prize distribution and investiture ceremony so yeah! see ya laterrrrr Lapsed (v0.1.1(K)-alpha) Watch Tower Modelling (9.1 + 9.2) : 1. omg omg omg! stairs in progressssss! Made two flights of stairs- what i mean is i made one flight of stairs and then copied it 💀 Anyways I’m almost done with the modelling i think- The stairs and the windows are the only things are left (oh maybe more optimization :p) 2. Added much More stairs and the topmost layer. I will make the integration of the stairs to the floor tommorow, ALSO i will add the railings and all tmrw I am sleepy as frick! Lapsed (v0.1.1(J)-alpha) Watch Tower Modelling (8) : Wow! what a productive session! Ok so a lot of thing was done. Here’s what i did in short: The legs of the watch tower was made before but in this session i added the supports and support beams! i again followed the model as an inspiration and made the supports! Looks prety cool! Lapsed — Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: um holy shit i am doing a 4? or 5 hour devlog 💀 this is unreal! Anyways this is draggin me sooo muchh but i think im super close to finishing this"}, {"post_id": 29396, "ts": "2026-07-16T10:12:50Z", "hours": 3.5758, "text": "(v0.1.1(I)-alpha) Watch Tower Modelling (60%)! Changelog: (v0.1.1(I)-alpha) Watch Tower Modelling (7) : Nothing much just edited the fences a bit and resized them in order to prevent overlapping. Oh also I made the roof – needs polishing ik but its a start lmao- i want to complete the modelling as soon as possible lwk- Lapsed (v0.1.1(H)-alpha) Watch Tower Modelling (6) : Yoo moving from vertices selection to something different felt awesome! anyways i made the fence? i think thats what its called- On all four sides. I am following a model for inspiration and im pretty happy on how it is turning out! Lapsed (v0.1.1(G)-alpha) Watch Tower Modelling (5.3) : FINALLY FINALLY! I have completed optimizing the walls of the watch tower. What i mean is I reduced the number of vertices and faces in the model. This will help me immensely while texturing the UV. I created another backup just in case lmao Lapsed (v0.1.1(F)-alpha) Watch Tower Modelling (5.1 + 5.2) : I tried cleaning up the Watch Tower model but idk how it all got messed up anyways I will try again ONE LAST TIME tommorow if it works it works otherwise i have to roll back to the backup and just forget about cleaning up- i messed up yeah Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: i NEED to finish modelling this ASAP gng 💀 wish me luck ill be lockin in today 🔥"}, {"post_id": 28297, "ts": "2026-07-14T13:43:26Z", "hours": 3.3656, "text": "(v0.1.1(E)-alpha) Watch Tower (40%)! Changelog: (v0.1.1(E)-alpha) Watch Tower Modelling (4) : erm so nothing productive just me fixing the HUMONGOUS number of vertices that have been created for god knows what. Lmfao i messed up at the end and i have to go back to the last backup Oh well i have tuitions now will do more stuff later Lapsed (v0.1.1(D)-alpha) Watch Tower Modelling (3) : Ah yes, guess why there is no lapse for this update- thats right! Lookout messed up and I cannot recover the lost footage and publish it in lapse. I lwk forgot what i did in this update 💀 You are gonna guess it (v0.1.1(B&C)-alpha) Watch Tower Modelling (1&2) : Guess who forgot to commit THATS RIGHT ITS ME- In this lapse I made the skeleton of the watch tower that is going to be the main attraction of the prologue. I do not have much time and hence i am ending this session prematurely! See you tmrw! More modelling of the watch tower, made the top thing the uhh room? ig tested the model size with the player size in godot and i found that it was a bit small so i fixed that! Made some windows for the watchtower so that everything is visible Lapsed Next Step(s): Watch Tower Model (WIP) Walking animation Story Redesign Improved Silhouette Mechanics — Notes: Ah yes I lost like 30 minutes of lapse yesterdat cuz lookout servers died oh welp! here i am again!"}, {"post_id": 27139, "ts": "2026-07-12T12:55:30Z", "hours": 3.9608, "text": "(v0.1.1(A)-alpha) Map Redesign and Improved mechanics! Changelog: (v0.1.1(A)-alpha) Improved Silhouette Mechanics : oh my! it looks so sick! il definitely play test this once more but heres what i did in brief: Previously there used to be different silhouttes but NOW theres only one that “teleports” when u reach it as if guiding you somewhere – to the watchtower :3 Lapsed (v0.0.10(E)-alpha) Map Redesigning (4) : I think i am done with the forest/map layout for now im pretty happy! plugged off some paths that i didnt want the player to go through- removed a ton of legacy code. Next up i think ill work on the silhouette mechanics which i cooked up in the new narrative! wish me luck! Lapsed (v0.0.10(D)-alpha) Story + Map Redesigning (3) : Again one of the shortest lapses i have made but its enough for me to get the 1 hour streak lmao- I promise Ill work honestly from tmrw, Exams finished just today and im exhausted asf- Please excuse me! Made updates to the story too Next Step(s): Watch Tower Model Walking animation Story Redesign Improved Silhouette Mechanics Notes: Holy moly! the silhouette (YES SINGULAR) works wonderfully now! its like its guiding you! im really happy with the result i think ill model the watch tower."}, {"post_id": 26446, "ts": "2026-07-11T07:48:49Z", "hours": 1.8575, "text": "(v0.0.10(C)-alpha) Story and Map Redesign Changelog: (v0.0.10(C)-alpha) Story + Map Redesigning (2) : So as i am changing the narrative i need to update the map accordingly, A very small update because my mouse stopped wrking but oh well i just changed some textures and added trees. Also making a story narrative in 2nd person ig? Lapsed (v0.0.10(B)-alpha) Story Redesign (1) : Brainstormed a lot of stuff- and rewrote the prologue storyline- the old one was pretty basic i like the new one more and I mostly changed it because i am thinking of the next chapter too and i want a seamless transition- just hang on with me ill cook something truly epic :3 Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign (WIP) Notes: OKay today ill lock tf in my exams just finished!"}, {"post_id": 25183, "ts": "2026-07-09T07:50:16Z", "hours": 2.7572, "text": "(v0.0.10(A)-alpha) Walk and Map Redesign Changelog: (v0.0.10(A)-alpha) Map Redesigning (1) : I think im going to go on a different direction with the prologue scene! i changed the pathways because i think it was too complex and looping- I am also thinking of turning the log cabin into an watch tower for more ominous feel! im working on the story hopefully i can figure it out! Lapsed (v0.0.9(F)-alpha) Walk Animation (Camera Shake) : Yoooo! holy smokes this look epic spent a good chunk figuring out how to make the walk animation turns out its easier to do it through code- thats why i ended the lapse prematurely and worked on it in Rider IDE! it look so cool rn it has head bobbing in all three dimensions! Lapsed Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign Notes: I had some different ideas about the story and im working on it- redesigned the map a bit! i think ill do more stuff"}, {"post_id": 24010, "ts": "2026-07-07T09:18:07Z", "hours": 3.4614, "text": "(v0.0.9(E)-alpha) More erm Animations! Changelog: (v0.0.9(E)-alpha) Silhouette Spawning, Flickering Animations (2) : Yay i finally made the silhouette spawning animation! it looks sick! the way it slowly comes into view- really cool i also did a bunch of things here and there that im not going into detail :3 Lapsed (v0.0.9(D)-alpha) Silhouette Spawning (1) : Erm uhh idk- i experimented with both script and animationplayer animations but i couldnt seem to get them to work - the script seemed to fail completely while the animation player got me some success but not enough- I will look in to this tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: yoo gng i had my regional language and physics exam today and i lwk think i did pretty well! Anyways i did some work and i think ill do more now!"}, {"post_id": 23334, "ts": "2026-07-06T07:01:47Z", "hours": 2.5928, "text": "(v0.0.9(B)-alpha) Animations! Changelog: (v0.0.9(B)-alpha) Waking up & Counter Animation : So added the waking up animation - this was a new thing for me that i think i leanrt! the animation player is a really cool feature! Also now the silhouette counter shows up only after the first silhouette is found Lapsed (v0.0.9(A)-alpha) Death Animation : Fixed a bug (ig? idk if u can call it that) that made it so whenever u looked away from the silhouette the animation would completely freeze. Turns out there was a VisibleOnScreenEnabler3D child which froze the process- Its fixed now! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: uhh i dont know what to say this time- my exams starts from tmrw so updates may be slow asf BUT i will try to do atleast 1 hour per day"}, {"post_id": 22782, "ts": "2026-07-05T11:19:46Z", "hours": 4.0697, "text": "(v0.0.8(G)-pre-alpha) More Optimization Changelog: (v0.0.8(G)-pre-alpha) Optimization (5) : Omg omg i think i actually did it! what i did was kinda brilliant ngl- So here we go: 1. Whenvever the trees/models are outside the players view they are removed! so like they are not rendered!! Saves cpu and gpu. 2. The snowfall thing is not static now it moves with the player so that only a small area is gettingg the snowfall and a lot less particles is rendered! Lapsed (v0.0.8(F)-pre-alpha) Optimization (4) : I dont even know at this point what i did but i think i increased the frame rates a bit? but i learnt that voxelGI was not performant for my use case so i removed that- also changed the visibility ranges a bit and more i forgo Lapsed (v0.0.8(E)-pre-alpha) Optimization (3) & FPS : A nice session where i sat down and did more optimization- ah yes optimization is the key to life and happiness, I am really shocked that i optimized it so hard that it runs smoothly in my poopc with good graphics! SubViewport and TextureRect for the win, also added fps counter Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Notes: HOLY SMOKES! (no pun intended) IM PUSHING 40 FPS!! when i compiled. Normally im getting like 36fps! thats a huge improvement from 9fps that i was getting initally! finally i can do some other stuff lmao"}, {"post_id": 22175, "ts": "2026-07-04T14:38:40Z", "hours": 4.7792, "text": "(v0.0.8(D)-pre-alpha) Particles (and) Optimization Changelog: (v0.0.8(D)-pre-alpha) Optimization (2) : Okay hol’up wait a min- I think i might have actually pulled it! The game is SOOO much optimized now! Not completed but its almost there. So i prebaked the lighting, reduced the scale of the screen cuz i was already doing it in the shader, decreased the shadow radius and more stuff that i may or may not have forgotten in the 3/4 hours that i worked CONTINUOUSLY- Lapsed (v0.0.8(C)-pre-alpha) Death Particles : Okay so for a long time ive been trying to do this but havent (silly me) but here we go- added particle effects for when the silhouettes are “found” they are yellowish and spread out i plan on making some sound effects. Also i did something for the macOS compilation lmao Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP! close to finishing ig) Notes: Thats so crazy! The game finally runs smoothly on my godforsaken pc. I had to do a LOT of stuff and research, but ngl ChatGPT also came in clutch!"}, {"post_id": 21500, "ts": "2026-07-03T14:21:19Z", "hours": 2.5083, "text": "(v0.0.8(B)-pre-alpha) Models and Optimization(?) Changelog: (v0.0.8(B)-pre-alpha) Particle Optimization (1) : wild stuff- so i wanted to optimize it but guess what i think i did the complete opposite oh well i did reduce the particle count by a ton- we’ll see what happens Lapsed (v0.0.8(A)-pre-alpha) Boulder, Grass, Flowers & Fireflies : Pretty productive session! separated the boulder, flower and grass models. but ngl the boulder gave me a hard ass time idk why 💀 Anyways i cooked up the fireflies scene which i am SUPER proud of (since i didnt use any external help- okay u got me just a bit tho) Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP) Notes: OKay yo- idk what but i did something 💀"}, {"post_id": 21337, "ts": "2026-07-03T07:02:01Z", "hours": 1.4731, "text": "(v0.0.7(I)-pre-alpha) Spooky Scary Silhouettes Changelog: (v0.0.7(I)-pre-alpha) Silhouette (4) - The Special One : So yesterday I couldnt seem to add the special silhouette in the game but oh well added it in this short session Lapsed (v0.0.7(H)-pre-alpha) Silhouette (3) - Placement : Did a lot of minor stuff (like fixing the material of the log cabin) but the major thing done was the silhouettes’ placement- there are 9 silhouettes, 8 in the wild and one in the cabin, ill make the one in the cabin “special” tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Scawy Scawy Silhouettes! Tiny devlog/journal lolz will work more today"}, {"post_id": 20742, "ts": "2026-07-02T13:07:31Z", "hours": 3.7628, "text": "(v0.0.7(G)-pre-alpha) Scary Silhouettes Changelog: (v0.0.7(G)-pre-alpha) Silhouette (2) - Functionality : OMG OMGO MGOMGOMGOpfjhnguiklhdstg- IDK HOW! but whatever i wanted to has been done! Im really shocked at this! but yeah i gotta thank chatgpt a ton but i got through each line of code and did NOT blindly copy them- I think next time i can do this by my own Lapsed (v0.0.7(F)-pre-alpha) Silhouette (1) - Modeling : I’ve been waiting to make this model for sooo sooo long and finally i made it! Def took some inspiration from the SCP 096 and the models by Seb for his game. Other than the model I also made the scene with a light and fog which seems crazy good ingame Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Holy lockin! i did like 4 hours today- i need to lock in like this moreeeeeeeeeee AAA- i may get burnt out but yeah only 60 more days to go"}, {"post_id": 20142, "ts": "2026-07-01T18:04:51Z", "hours": 0.9325, "text": "(0.0.7(E)-pre-alpha) Foggy fog Changelog: (v0.0.7(E)-pre-alpha) Volumetric Fog & Polishes : Added Volumetric Fog as per the request of Hridya! Also made numerous tiny polishes to the group texture, snowfall particle effects. I experimented with the snowfall thing with the player but it did NOT look good so i had to revert back to the normal thing :P Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: ahh i couldnt work on this yesterday because i was so swamped- hopefully i can work a lot tmrw!"}, {"post_id": 19345, "ts": "2026-06-30T16:57:13Z", "hours": 2.0328, "text": "(0.0.7(D)-pre-alpha) Snowfalllllllllllllll Changelog: (v0.0.7(D)-pre-alpha) Snowfall (1.2) : Finally managed to fix the issue that was causing the glitched snowfall rendering (again, ty seb) Edited the materials thingy and adjusted the settings in general made it so that it looks good! i really like it Lapsed (v0.0.7(C)-pre-alpha) Snowfall (1.1) : Added the snowfall particles (GPU) but it is kinda bugged right now. I am pushing premature scene because @seb will help me out on this :3 Lets hope we can troubleshoot and fix this together! Lapsed v0.0.7(B)-pre-alpha) Mountains (2) - Texture : I did the UV mapping and the texturing for the mountain model, Had to take a bit of help from my friend @seb for the UV wrapping settings but yeah! did all the stuff by myself! Lapsed Next Step(s): Wooden Torch model Mountains Silhouettes! Sounds Notes: Im so chopped rn- Barely keeping my eyes open… Will devlog properly tmrw"}, {"post_id": 18205, "ts": "2026-06-29T08:31:00Z", "hours": 3.5006, "text": "(0.0.7(A)-pre-alpha) High Mountains Changelog: (v0.0.7(A)-pre-alpha) Mountains (1) - Modelling : really really like the model i have cooked up here, though the texturing is left the base model is looking really cool. The spiky nature kinda symbolizes danger and overall i just think its perfect Lapsed (v0.0.6(I)-pre-alpha) Torches (Placement - 3) : got a lot of work done- the torches are now placed along the path! I’ve done something that i think is really cool. here we go! So i added more torches on the main path to subsconsciously provoke the players to follow the path, on the other hand the tributaries have less! Lapsed Next Step(s): Wooden Torch model Mountains IN PROGRESS!! Silhouettes! Sounds Blizzard (Storms!) Notes: Didnt go to school today cuz i was studying at home lol but got some great work done! ill make the textures next"}, {"post_id": 17570, "ts": "2026-06-28T12:36:02Z", "hours": 2.8669, "text": "(0.0.6(H)-pre-alpha) One stick and a Coal ore Changelog: (0.0.6(H)-pre-alpha) Toggle Shaders : Accidentally paused the shaders in the previous commit so here we go! Re enabling them (0.0.6(G)-pre-alpha) Torches (Placement - 2) : Added several torches in the scene BUT its not completed yet! I spent a good chunk of this time wondering why i was having some lag and low fps but i coudlnt seem to solve em so i left it as a problem for future me Lapsed (0.0.6(F)-pre-alpha) Torches (Model - 1) : I added the torch model! It has a smoke particle effet and a subtle yellowish lighting. The smoke part was truly trivial and i had to use a yt tutorial to make it. BUT the torch model is made all by myself and im pretty satisfied with it! Lapsed Next Step(s): Wooden Torch model Placements left More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I really love the torch model and texture and the lighting- ykw everything in general. I have some optimizations to worry about tho (particles n stuff)"}, {"post_id": 16785, "ts": "2026-06-27T07:54:27Z", "hours": 1.37, "text": "(0.0.6(E)-pre-alpha) Shader, Shader, and Shader! Changelog: (0.0.6(E)-pre-alpha) Shaders (3) : Finalized the shaders setting to make it look peak. hid the extreme blur effect, dither and noise. Made it look more pleasing and not annoying. (0.0.6(D)-pre-alpha) Shaders (2) : New shader now, the previous shader was eh so i found a new one and then modified it a lot! I love each and evey part of it EXCEPT the vignetting i feel like something is wrong. Ill fix it soon tm. also ngl i used chatgpt to understand how these stuff works so yeah :P but dw its not more than 30% ai Next Step(s): Wooden Torch model More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I wasnt happy with the previous shader because there were some irritating artifacts so i switched up the shader to one that i like!"}, {"post_id": 15124, "ts": "2026-06-24T16:05:08Z", "hours": 2.2731, "text": "(0.0.6(C)-pre-alpha) Nighttime & Shaders!! Changelog: (0.0.6(C)-pre-alpha) Shaders (1) : After a lot of trial and errors I finally added the Shader! The environment or the atmosphere ia really taking shape! Im telling u this is gonna be epic!! I am liking the development process a ton though it feels a bit overwhelming sometimes Lapsed (0.0.6(B)-pre-alpha) Nighttime & Fog : This is lowkey peak u cant argue with ts bruh. I know that the lighting and the fog isnt perfect but hey! im slowly learning everything! Today I made the game into a night scene with some fog! looks cool ngl Lapsed (0.0.6(A)-pre-alpha) Upgrade to Godot 4.7 : Nothing much, just upgraded Godot version to 4.7 - the latest one because: 1. I can 2. You cannot stop me 3. Yes Next Step(s): Add trees More models and stuff “3. Shaders Night Time Silhouettes! Sounds Blizzard (Storms!) Notes: I really really love how the game is turning into! THough i know the lore (kinda) and have an idea for the chapter 0 i.e. the prologue I am not sure how to progress it into chapter 1. Well i do have an idea but nly time will tell!"}, {"post_id": 13076, "ts": "2026-06-21T12:04:09Z", "hours": 1.5281, "text": "(v0.0.5(F)-pre-alpha) Forest Design (3) Changelog: (v0.0.5(F)-pre-alpha) Forest Design (Part-3) : Last and final lapse of the forest! The pine/taiga forest has been completed. Nowww- its time for me to add shaders, make it fog, making it night time, etc., This was extremely tiring :/ but was worth it :D Lapsed - Next Step(s): Add trees More models and stuff Shaders Night Time Notes: After so so long time I worked on Vestige again! Looking forward to making more devlogs soon!"}, {"post_id": 9159, "ts": "2026-06-15T10:40:23Z", "hours": 0.8175, "text": "(v0.0.5(E)-pre-alpha) Forest Design (2) Changelog: (v0.0.5(E)-pre-alpha) Forest Design (Part-2) : Did a bit more of the forest, slowly increases the forest cover! Since my school has opened im working a bit less :/. No worries ill slowly keep doing stuff. Added some TODOS Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: School started from today so less work :/"}, {"post_id": 8650, "ts": "2026-06-14T11:34:12Z", "hours": 1.6194, "text": "(v0.0.5(D)-pre-alpha) Forest Design && Polishing Changelog: (v0.0.5(D)-pre-alpha) Forest Design (Part-1) : After polishing and giving the finishing touches to the tree models and the chapter 0 map, I am now in the process of level design. Firstly ill make the forest and then go on to the cabin, other models, shaders and gameplay stuff. Its slowly coming together frfrfrfr. Lapsed (v0.0.5(C)-pre-alpha) Polishing (some) Models : hey woud you look at that! im back 🔥anyywayyssss in this lapse i polished the tree models such that the leaves are collision free and then I also changed the texture mode to seem more pixelated. Changed the map a bit to make the trails better. Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: Im coming back after soo soo long because of two main reasons: 1) I was skeptical of Lapse(it was bugging) ANDD 2) i was very bust these days. Welp my school starts tmrw"}, {"post_id": 6122, "ts": "2026-06-10T09:17:02Z", "hours": 3.6831, "text": "(v0.0.5(B)-pre-alpha) Log Cabin Changelog: (v0.0.5(B)-pre-alpha) Log Cabin : Very very happy with the log cabin model. But it took soooo sooo mucj time omg. I am too tired to write more. Sorry. Vestige: Log Cabin : holy moly, this is crazy! I LITERALLY SPENT 3 HOURS of my life making a log cabin… Wow. Hey it was kinda worth it! I imported this into godot but uhh its doing quirky things lets see if i can fix! Next Step(s): Add trees Shaders Log Cabin Model Notes: The UV on the log cabin was hell. omfg"}, {"post_id": 5410, "ts": "2026-06-09T05:07:59Z", "hours": 2.4636, "text": "(v0.0.5(A)-pre-alpha) PLaying the Map! Changelog: (v0.0.5(A)-pre-alpha) Map + Player : OKay we are stepping up to the big guns now! In this commit I have added a Map for chapter 0 AND also added the player model! I KNOW that the grass and trail textures are not the great and they look “not good” but I think ill polish it when the core game mechanics is done!z Vestige: Map & Player : Wow this is SO COOLL! I am really enjoying blender AND godot. So here I made the map for chapter 0 (prologue) and a player character! Definitely cooking Next Step(s): Add trees Shaders Log Cabin Model Notes: Okay! I am starting to learn blender! I am really enjoyying the process!"}, {"post_id": 4175, "ts": "2026-06-07T12:14:44Z", "hours": 2.5375, "text": "(v0.0.4-pre-alpha) Model & design Changelog: (v0.0.4-pre-alpha) Level Design + Bench Model : Designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game. And a bench model for chapter 0 Vestige: Chapter 0- Level Design : Just designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game Vestige: Bench Model : This is a bench model for chapter 0. I spent so much time making this. i think i gained experience and the next models will be faster Next Step(s): Start Modeling Make ground Make a player object and controller. Notes: OH MY GOD! I MODELED THAT? I really really dont believe it! It looks soooo good."}, {"post_id": 3428, "ts": "2026-06-06T11:18:54Z", "hours": 1.6908, "text": "(v0.0.3(A)-pre-alpha) Think, Write, Repeat. Changelog: (v0.0.3(B)-pre-alpha) Game Design: Chapter 0 : Oh my gawd! The prologue sequence is so so so cool! I just love it. Ive laid out a complete map of chapter 0! NOW i can finally start working on the first chaapter without procrastinating more lol. (v0.0.3(A)-pre-alpha) Story: Chapter 0 & 1 : Yoooo finally wrote the complete chapter 0 (the prologue) and polished chapter1 even more. Its really coming together. Now I will move on to the game design. Like each action and tiny details. After I’m done with Chapter 0 gamedesign ill start making it Next Step(s): Complete Storyline for Ch0 and Ch1 Create a Script for Chapter 0 Start modeling Notes: THis is SOOO time and energy consuming! Storyboarding is NOT easy lmao. Anyways i finished the story for Ch0 and Ch1 and script for Ch0. Now ill start modeling. frfr"}, {"post_id": 2834, "ts": "2026-06-05T17:46:32Z", "hours": 1.7725, "text": "(v0.0.3-pre-alpha) Modeling and Writing! Changelog: (v0.0.3-pre-alpha) Test Model: Nightstand : OKAY this my first time using blender and I used a tutorial to guide me through. THough it looks, well, “okay” im not satisfied. Ill make a better one. Just trust me on this (v0.0.2(B)-pre-alpha) Chapter 1: Story : Okay! I’ve polished and completed the chapter1 story line. Ive tweaked the backstory a bit to stay realistic. I really really like the direction im going for while keeping the scope uhh managable. Ive so many places where I can improve upon! ive kept it open ended because i have chapter 2 planned 🔥 Next Step(s): Complete Storyline for Ch1 Create a Script for Chapter 1 Start modeling Notes: OKayy i really liked modeling, i think im getting a hang of it! AALSOOOO im super proud of the story line im cooking rn"}, {"post_id": 898, "ts": "2026-06-02T16:57:43Z", "hours": 1.0978, "text": "(v0.0.2(A)-pre-alpha) Setup and Narrative! Changelog: (v0.0.2(A)-pre-alpha) Narrative (Lore) and Versioning : Okay so added a one line plot and brain stormed and wrote a mini story which is the internal plot which should NOT be read as the player. This only serves to streamline the development. Anyways the plot may be subject to change. (v0.0.1-pre-alpha) Godot Setup! : Nothing crazy just setup Godot (first time btw!) (v0.0.0-pre-alpha) Initial Commit : Initial commit- what else do u expect me to say?? (/s i love yall) Next Step(s): Complete Storyline Create a Script for Chapter 1 Start modelling Notes: To be absolutely honest with yall this is my first time making a game (by myself) and Im super excited! Cant wait to start modelling and making the game!"}]...
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Title: Vestige by @Rupnil | Stardance
Devlogs:
(v Title: Vestige by @Rupnil | Stardance
Devlogs:
(v0.0.2(A)-pre-alpha) Setup and Narrative! Changelog: (v0.0.2(A)-pre-alpha) Narrative (Lore) and Versioning : Okay so added a one line plot and brain stormed and wrote a mini story which is the internal plot which should NOT be read as the player. This only serves to streamline the development. Anyways the plot may be subject to change. (v0.0.1-pre-alpha) Godot Setup! : Nothing crazy just setup Godot (first time btw!) (v0.0.0-pre-alpha) Initial Commit : Initial commit- what else do u expect me to say?? (/s i love yall) Next Step(s): Complete Storyline Create a Script for Chapter 1 Start modelling Notes: To be absolutely honest with yall this is my first time making a game (by myself) and Im super excited! Cant wait to start modelling and making the game!
(v0.0.3-pre-alpha) Modeling and Writing! Changelog: (v0.0.3-pre-alpha) Test Model: Nightstand : OKAY this my first time using blender and I used a tutorial to guide me through. THough it looks, well, “okay” im not satisfied. Ill make a better one. Just trust me on this (v0.0.2(B)-pre-alpha) Chapter 1: Story : Okay! I’ve polished and completed the chapter1 story line. Ive tweaked the backstory a bit to stay realistic. I really really like the direction im going for while keeping the scope uhh managable. Ive so many places where I can improve upon! ive kept it open ended because i have chapter 2 planned 🔥 Next Step(s): Complete Storyline for Ch1 Create a Script for Chapter 1 Start modeling Notes: OKayy i really liked modeling, i think im getting a hang of it! AALSOOOO im super proud of the story line im cooking rn
(v0.0.3(A)-pre-alpha) Think, Write, Repeat. Changelog: (v0.0.3(B)-pre-alpha) Game Design: Chapter 0 : Oh my gawd! The prologue sequence is so so so cool! I just love it. Ive laid out a complete map of chapter 0! NOW i can finally start working on the first chaapter without procrastinating more lol. (v0.0.3(A)-pre-alpha) Story: Chapter 0 & 1 : Yoooo finally wrote the complete chapter 0 (the prologue) and polished chapter1 even more. Its really coming together. Now I will move on to the game design. Like each action and tiny details. After I’m done with Chapter 0 gamedesign ill start making it Next Step(s): Complete Storyline for Ch0 and Ch1 Create a Script for Chapter 0 Start modeling Notes: THis is SOOO time and energy consuming! Storyboarding is NOT easy lmao. Anyways i finished the story for Ch0 and Ch1 and script for Ch0. Now ill start modeling. frfr
(v0.0.4-pre-alpha) Model & design Changelog: (v0.0.4-pre-alpha) Level Design + Bench Model : Designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game. And a bench model for chapter 0 Vestige: Chapter 0- Level Design : Just designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game Vestige: Bench Model : This is a bench model for chapter 0. I spent so much time making this. i think i gained experience and the next models will be faster Next Step(s): Start Modeling Make ground Make a player object and controller. Notes: OH MY GOD! I MODELED THAT? I really really dont believe it! It looks soooo good.
(v0.0.5(A)-pre-alpha) PLaying the Map! Changelog: (v0.0.5(A)-pre-alpha) Map + Player : OKay we are stepping up to the big guns now! In this commit I have added a Map for chapter 0 AND also added the player model! I KNOW that the grass and trail textures are not the great and they look “not good” but I think ill polish it when the core game mechanics is done!z Vestige: Map & Player : Wow this is SO COOLL! I am really enjoying blender AND godot. So here I made the map for chapter 0 (prologue) and a player character! Definitely cooking Next Step(s): Add trees Shaders Log Cabin Model Notes: Okay! I am starting to learn blender! I am really enjoyying the process!
(v0.0.5(B)-pre-alpha) Log Cabin Changelog: (v0.0.5(B)-pre-alpha) Log Cabin : Very very happy with the log cabin model. But it took soooo sooo mucj time omg. I am too tired to write more. Sorry. Vestige: Log Cabin : holy moly, this is crazy! I LITERALLY SPENT 3 HOURS of my life making a log cabin… Wow. Hey it was kinda worth it! I imported this into godot but uhh its doing quirky things lets see if i can fix! Next Step(s): Add trees Shaders Log Cabin Model Notes: The UV on the log cabin was hell. omfg
(v0.0.5(D)-pre-alpha) Forest Design && Polishing Changelog: (v0.0.5(D)-pre-alpha) Forest Design (Part-1) : After polishing and giving the finishing touches to the tree models and the chapter 0 map, I am now in the process of level design. Firstly ill make the forest and then go on to the cabin, other models, shaders and gameplay stuff. Its slowly coming together frfrfrfr. Lapsed (v0.0.5(C)-pre-alpha) Polishing (some) Models : hey woud you look at that! im back 🔥anyywayyssss in this lapse i polished the tree models such that the leaves are collision free and then I also changed the texture mode to seem more pixelated. Changed the map a bit to make the trails better. Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: Im coming back after soo soo long because of two main reasons: 1) I was skeptical of Lapse(it was bugging) ANDD 2) i was very bust these days. Welp my school starts tmrw
(v0.0.5(E)-pre-alpha) Forest Design (2) Changelog: (v0.0.5(E)-pre-alpha) Forest Design (Part-2) : Did a bit more of the forest, slowly increases the forest cover! Since my school has opened im working a bit less :/. No worries ill slowly keep doing stuff. Added some TODOS Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: School started from today so less work :/
(v0.0.5(F)-pre-alpha) Forest Design (3) Changelog: (v0.0.5(F)-pre-alpha) Forest Design (Part-3) : Last and final lapse of the forest! The pine/taiga forest has been completed. Nowww- its time for me to add shaders, make it fog, making it night time, etc., This was extremely tiring :/ but was worth it :D Lapsed - Next Step(s): Add trees More models and stuff Shaders Night Time Notes: After so so long time I worked on Vestige again! Looking forward to making more devlogs soon!
(0.0.6(C)-pre-alpha) Nighttime & Shaders!! Changelog: (0.0.6(C)-pre-alpha) Shaders (1) : After a lot of trial and errors I finally added the Shader! The environment or the atmosphere ia really taking shape! Im telling u this is gonna be epic!! I am liking the development process a ton though it feels a bit overwhelming sometimes Lapsed (0.0.6(B)-pre-alpha) Nighttime & Fog : This is lowkey peak u cant argue with ts bruh. I know that the lighting and the fog isnt perfect but hey! im slowly learning everything! Today I made the game into a night scene with some fog! looks cool ngl Lapsed (0.0.6(A)-pre-alpha) Upgrade to Godot 4.7 : Nothing much, just upgraded Godot version to 4.7 - the latest one because: 1. I can 2. You cannot stop me 3. Yes Next Step(s): Add trees More models and stuff “3. Shaders Night Time Silhouettes! Sounds Blizzard (Storms!) Notes: I really really love how the game is turning into! THough i know the lore (kinda) and have an idea for the chapter 0 i.e. the prologue I am not sure how to progress it into chapter 1. Well i do have an idea but nly time will tell!
(0.0.6(E)-pre-alpha) Shader, Shader, and Shader! Changelog: (0.0.6(E)-pre-alpha) Shaders (3) : Finalized the shaders setting to make it look peak. hid the extreme blur effect, dither and noise. Made it look more pleasing and not annoying. (0.0.6(D)-pre-alpha) Shaders (2) : New shader now, the previous shader was eh so i found a new one and then modified it a lot! I love each and evey part of it EXCEPT the vignetting i feel like something is wrong. Ill fix it soon tm. also ngl i used chatgpt to understand how these stuff works so yeah :P but dw its not more than 30% ai Next Step(s): Wooden Torch model More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I wasnt happy with the previous shader because there were some irritating artifacts so i switched up the shader to one that i like!
(0.0.6(H)-pre-alpha) One stick and a Coal ore Changelog: (0.0.6(H)-pre-alpha) Toggle Shaders : Accidentally paused the shaders in the previous commit so here we go! Re enabling them (0.0.6(G)-pre-alpha) Torches (Placement - 2) : Added several torches in the scene BUT its not completed yet! I spent a good chunk of this time wondering why i was having some lag and low fps but i coudlnt seem to solve em so i left it as a problem for future me Lapsed (0.0.6(F)-pre-alpha) Torches (Model - 1) : I added the torch model! It has a smoke particle effet and a subtle yellowish lighting. The smoke part was truly trivial and i had to use a yt tutorial to make it. BUT the torch model is made all by myself and im pretty satisfied with it! Lapsed Next Step(s): Wooden Torch model Placements left More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I really love the torch model and texture and the lighting- ykw everything in general. I have some optimizations to worry about tho (particles n stuff)
(0.0.7(A)-pre-alpha) High Mountains Changelog: (v0.0.7(A)-pre-alpha) Mountains (1) - Modelling : really really like the model i have cooked up here, though the texturing is left the base model is looking really cool. The spiky nature kinda symbolizes danger and overall i just think its perfect Lapsed (v0.0.6(I)-pre-alpha) Torches (Placement - 3) : got a lot of work done- the torches are now placed along the path! I’ve done something that i think is really cool. here we go! So i added more torches on the main path to subsconsciously provoke the players to follow the path, on the other hand the tributaries have less! Lapsed Next Step(s): Wooden Torch model Mountains IN PROGRESS!! Silhouettes! Sounds Blizzard (Storms!) Notes: Didnt go to school today cuz i was studying at home lol but got some great work done! ill make the textures next
(0.0.7(D)-pre-alpha) Snowfalllllllllllllll Changelog: (v0.0.7(D)-pre-alpha) Snowfall (1.2) : Finally managed to fix the issue that was causing the glitched snowfall rendering (again, ty seb) Edited the materials thingy and adjusted the settings in general made it so that it looks good! i really like it Lapsed (v0.0.7(C)-pre-alpha) Snowfall (1.1) : Added the snowfall particles (GPU) but it is kinda bugged right now. I am pushing premature scene because @seb will help me out on this :3 Lets hope we can troubleshoot and fix this together! Lapsed v0.0.7(B)-pre-alpha) Mountains (2) - Texture : I did the UV mapping and the texturing for the mountain model, Had to take a bit of help from my friend @seb for the UV wrapping settings but yeah! did all the stuff by myself! Lapsed Next Step(s): Wooden Torch model Mountains Silhouettes! Sounds Notes: Im so chopped rn- Barely keeping my eyes open… Will devlog properly tmrw
(0.0.7(E)-pre-alpha) Foggy fog Changelog: (v0.0.7(E)-pre-alpha) Volumetric Fog & Polishes : Added Volumetric Fog as per the request of Hridya! Also made numerous tiny polishes to the group texture, snowfall particle effects. I experimented with the snowfall thing with the player but it did NOT look good so i had to revert back to the normal thing :P Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: ahh i couldnt work on this yesterday because i was so swamped- hopefully i can work a lot tmrw!
(v0.0.7(G)-pre-alpha) Scary Silhouettes Changelog: (v0.0.7(G)-pre-alpha) Silhouette (2) - Functionality : OMG OMGO MGOMGOMGOpfjhnguiklhdstg- IDK HOW! but whatever i wanted to has been done! Im really shocked at this! but yeah i gotta thank chatgpt a ton but i got through each line of code and did NOT blindly copy them- I think next time i can do this by my own Lapsed (v0.0.7(F)-pre-alpha) Silhouette (1) - Modeling : I’ve been waiting to make this model for sooo sooo long and finally i made it! Def took some inspiration from the SCP 096 and the models by Seb for his game. Other than the model I also made the scene with a light and fog which seems crazy good ingame Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Holy lockin! i did like 4 hours today- i need to lock in like this moreeeeeeeeeee AAA- i may get burnt out but yeah only 60 more days to go
(v0.0.7(I)-pre-alpha) Spooky Scary Silhouettes Changelog: (v0.0.7(I)-pre-alpha) Silhouette (4) - The Special One : So yesterday I couldnt seem to add the special silhouette in the game but oh well added it in this short session Lapsed (v0.0.7(H)-pre-alpha) Silhouette (3) - Placement : Did a lot of minor stuff (like fixing the material of the log cabin) but the major thing done was the silhouettes’ placement- there are 9 silhouettes, 8 in the wild and one in the cabin, ill make the one in the cabin “special” tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Scawy Scawy Silhouettes! Tiny devlog/journal lolz will work more today
(v0.0.8(B)-pre-alpha) Models and Optimization(?) Changelog: (v0.0.8(B)-pre-alpha) Particle Optimization (1) : wild stuff- so i wanted to optimize it but guess what i think i did the complete opposite oh well i did reduce the particle count by a ton- we’ll see what happens Lapsed (v0.0.8(A)-pre-alpha) Boulder, Grass, Flowers & Fireflies : Pretty productive session! separated the boulder, flower and grass models. but ngl the boulder gave me a hard ass time idk why 💀 Anyways i cooked up the fireflies scene which i am SUPER proud of (since i didnt use any external help- okay u got me just a bit tho) Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP) Notes: OKay yo- idk what but i did something 💀
(v0.0.8(D)-pre-alpha) Particles (and) Optimization Changelog: (v0.0.8(D)-pre-alpha) Optimization (2) : Okay hol’up wait a min- I think i might have actually pulled it! The game is SOOO much optimized now! Not completed but its almost there. So i prebaked the lighting, reduced the scale of the screen cuz i was already doing it in the shader, decreased the shadow radius and more stuff that i may or may not have forgotten in the 3/4 hours that i worked CONTINUOUSLY- Lapsed (v0.0.8(C)-pre-alpha) Death Particles : Okay so for a long time ive been trying to do this but havent (silly me) but here we go- added particle effects for when the silhouettes are “found” they are yellowish and spread out i plan on making some sound effects. Also i did something for the macOS compilation lmao Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP! close to finishing ig) Notes: Thats so crazy! The game finally runs smoothly on my godforsaken pc. I had to do a LOT of stuff and research, but ngl ChatGPT also came in clutch!
(v0.0.8(G)-pre-alpha) More Optimization Changelog: (v0.0.8(G)-pre-alpha) Optimization (5) : Omg omg i think i actually did it! what i did was kinda brilliant ngl- So here we go: 1. Whenvever the trees/models are outside the players view they are removed! so like they are not rendered!! Saves cpu and gpu. 2. The snowfall thing is not static now it moves with the player so that only a small area is gettingg the snowfall and a lot less particles is rendered! Lapsed (v0.0.8(F)-pre-alpha) Optimization (4) : I dont even know at this point what i did but i think i increased the frame rates a bit? but i learnt that voxelGI was not performant for my use case so i removed that- also changed the visibility ranges a bit and more i forgo Lapsed (v0.0.8(E)-pre-alpha) Optimization (3) & FPS : A nice session where i sat down and did more optimization- ah yes optimization is the key to life and happiness, I am really shocked that i optimized it so hard that it runs smoothly in my poopc with good graphics! SubViewport and TextureRect for the win, also added fps counter Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Notes: HOLY SMOKES! (no pun intended) IM PUSHING 40 FPS!! when i compiled. Normally im getting like 36fps! thats a huge improvement from 9fps that i was getting initally! finally i can do some other stuff lmao
(v0.0.9(B)-alpha) Animations! Changelog: (v0.0.9(B)-alpha) Waking up & Counter Animation : So added the waking up animation - this was a new thing for me that i think i leanrt! the animation player is a really cool feature! Also now the silhouette counter shows up only after the first silhouette is found Lapsed (v0.0.9(A)-alpha) Death Animation : Fixed a bug (ig? idk if u can call it that) that made it so whenever u looked away from the silhouette the animation would completely freeze. Turns out there was a VisibleOnScreenEnabler3D child which froze the process- Its fixed now! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: uhh i dont know what to say this time- my exams starts from tmrw so updates may be slow asf BUT i will try to do atleast 1 hour per day
(v0.0.9(E)-alpha) More erm Animations! Changelog: (v0.0.9(E)-alpha) Silhouette Spawning, Flickering Animations (2) : Yay i finally made the silhouette spawning animation! it looks sick! the way it slowly comes into view- really cool i also did a bunch of things here and there that im not going into detail :3 Lapsed (v0.0.9(D)-alpha) Silhouette Spawning (1) : Erm uhh idk- i experimented with both script and animationplayer animations but i couldnt seem to get them to work - the script seemed to fail completely while the animation player got me some success but not enough- I will look in to this tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: yoo gng i had my regional language and physics exam today and i lwk think i did pretty well! Anyways i did some work and i think ill do more now!
(v0.0.10(A)-alpha) Walk and Map Redesign Changelog: (v0.0.10(A)-alpha) Map Redesigning (1) : I think im going to go on a different direction with the prologue scene! i changed the pathways because i think it was too complex and looping- I am also thinking of turning the log cabin into an watch tower for more ominous feel! im working on the story hopefully i can figure it out! Lapsed (v0.0.9(F)-alpha) Walk Animation (Camera Shake) : Yoooo! holy smokes this look epic spent a good chunk figuring out how to make the walk animation turns out its easier to do it through code- thats why i ended the lapse prematurely and worked on it in Rider IDE! it look so cool rn it has head bobbing in all three dimensions! Lapsed Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign Notes: I had some different ideas about the story and im working on it- redesigned the map a bit! i think ill do more stuff
(v0.0.10(C)-alpha) Story and Map Redesign Changelog: (v0.0.10(C)-alpha) Story + Map Redesigning (2) : So as i am changing the narrative i need to update the map accordingly, A very small update because my mouse stopped wrking but oh well i just changed some textures and added trees. Also making a story narrative in 2nd person ig? Lapsed (v0.0.10(B)-alpha) Story Redesign (1) : Brainstormed a lot of stuff- and rewrote the prologue storyline- the old one was pretty basic i like the new one more and I mostly changed it because i am thinking of the next chapter too and i want a seamless transition- just hang on with me ill cook something truly epic :3 Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign (WIP) Notes: OKay today ill lock tf in my exams just finished!
(v0.1.1(A)-alpha) Map Redesign and Improved mechanics! Changelog: (v0.1.1(A)-alpha) Improved Silhouette Mechanics : oh my! it looks so sick! il definitely play test this once more but heres what i did in brief: Previously there used to be different silhouttes but NOW theres only one that “teleports” when u reach it as if guiding you somewhere – to the watchtower :3 Lapsed (v0.0.10(E)-alpha) Map Redesigning (4) : I think i am done with the forest/map layout for now im pretty happy! plugged off some paths that i didnt want the player to go through- removed a ton of legacy code. Next up i think ill work on the silhouette mechanics which i cooked up in the new narrative! wish me luck! Lapsed (v0.0.10(D)-alpha) Story + Map Redesigning (3) : Again one of the shortest lapses i have made but its enough for me to get the 1 hour streak lmao- I promise Ill work honestly from tmrw, Exams finished just today and im exhausted asf- Please excuse me! Made updates to the story too Next Step(s): Watch Tower Model Walking animation Story Redesign Improved Silhouette Mechanics Notes: Holy moly! the silhouette (YES SINGULAR) works wonderfully now! its like its guiding you! im really happy with the result i think ill model the watch tower.
(v0.1.1(E)-alpha) Watch Tower (40%)! Changelog: (v0.1.1(E)-alpha) Watch Tower Modelling (4) : erm so nothing productive just me fixing the HUMONGOUS number of vertices that have been created for god knows what. Lmfao i messed up at the end and i have to go back to the last backup Oh well i have tuitions now will do more stuff later Lapsed (v0.1.1(D)-alpha) Watch Tower Modelling (3) : Ah yes, guess why there is no lapse for this update- thats right! Lookout messed up and I cannot recover the lost footage and publish it in lapse. I lwk forgot what i did in this update 💀 You are gonna guess it (v0.1.1(B&C)-alpha) Watch Tower Modelling (1&2) : Guess who forgot to commit THATS RIGHT ITS ME- In this lapse I made the skeleton of the watch tower that is going to be the main attraction of the prologue. I do not have much time and hence i am ending this session prematurely! See you tmrw! More modelling of the watch tower, made the top thing the uhh room? ig tested the model size with the player size in godot and i found that it was a bit small so i fixed that! Made some windows for the watchtower so that everything is visible Lapsed Next Step(s): Watch Tower Model (WIP) Walking animation Story Redesign Improved Silhouette Mechanics — Notes: Ah yes I lost like 30 minutes of lapse yesterdat cuz lookout servers died oh welp! here i am again!
(v0.1.1(I)-alpha) Watch Tower Modelling (60%)! Changelog: (v0.1.1(I)-alpha) Watch Tower Modelling (7) : Nothing much just edited the fences a bit and resized them in order to prevent overlapping. Oh also I made the roof – needs polishing ik but its a start lmao- i want to complete the modelling as soon as possible lwk- Lapsed (v0.1.1(H)-alpha) Watch Tower Modelling (6) : Yoo moving from vertices selection to something different felt awesome! anyways i made the fence? i think thats what its called- On all four sides. I am following a model for inspiration and im pretty happy on how it is turning out! Lapsed (v0.1.1(G)-alpha) Watch Tower Modelling (5.3) : FINALLY FINALLY! I have completed optimizing the walls of the watch tower. What i mean is I reduced the number of vertices and faces in the model. This will help me immensely while texturing the UV. I created another backup just in case lmao Lapsed (v0.1.1(F)-alpha) Watch Tower Modelling (5.1 + 5.2) : I tried cleaning up the Watch Tower model but idk how it all got messed up anyways I will try again ONE LAST TIME tommorow if it works it works otherwise i have to roll back to the backup and just forget about cleaning up- i messed up yeah Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: i NEED to finish modelling this ASAP gng 💀 wish me luck ill be lockin in today 🔥
(v0.1.1(L)-alpha) Watch Tower Modelling (75%)! Changelog: (v0.1.1(L)-alpha) Watch Tower Modelling (9.3) : Joined a lot of meshes together for efficiency and ease of use. Oh also made the raining v1 for the first layer of the stairs. I have my prize distribution and investiture ceremony so yeah! see ya laterrrrr Lapsed (v0.1.1(K)-alpha) Watch Tower Modelling (9.1 + 9.2) : 1. omg omg omg! stairs in progressssss! Made two flights of stairs- what i mean is i made one flight of stairs and then copied it 💀 Anyways I’m almost done with the modelling i think- The stairs and the windows are the only things are left (oh maybe more optimization :p) 2. Added much More stairs and the topmost layer. I will make the integration of the stairs to the floor tommorow, ALSO i will add the railings and all tmrw I am sleepy as frick! Lapsed (v0.1.1(J)-alpha) Watch Tower Modelling (8) : Wow! what a productive session! Ok so a lot of thing was done. Here’s what i did in short: The legs of the watch tower was made before but in this session i added the supports and support beams! i again followed the model as an inspiration and made the supports! Looks prety cool! Lapsed — Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: um holy shit i am doing a 4? or 5 hour devlog 💀 this is unreal! Anyways this is draggin me sooo muchh but i think im super close to finishing this
(v0.1.1(O)-alpha) Watch Tower Modelling (90%)! Changelog: (v0.1.1(O)-alpha) Watch Tower Modelling (10.3) : hell yeah! completed the guard rails– now uhh some more fences are remaining i promise it wil be done very soon im trying my bestttt Lapsed (v0.1.1(N)-alpha) Watch Tower Modelling (10.2) : Made another layer of guard rails beside the stairs - yeah just that 💀 i have no more words to write here Lapsed (v0.1.1(M)-alpha) Watch Tower Modelling (10.1) : I might work again later after coming back from art classes- but im not sure as i have some tuition work to do :( I also have some pending ssignments! yikes!!! anyways here’s what i did: Made the rails of the stairs with some bars - first and second stairs. did some desmos stuff- Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: ok i dont really know what to write hereeee nowwww- maybe the next time
(v0.1.2(A)-alpha) Watch Tower Texturing (2%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.1) : Yay so i moved on to the texturing part of the watch toweeeeerr. Just made the door for now but I will accelerate the work from tmrw trust Lapsed (v0.1.1(Q)-alpha) Watch Tower Modelling (11) : oh my gosh! im done with the modelling! well i mean i may add the window margins stuff later but yeah! i am now starting the texturing! i made the glass and experimented with some stuff Lapsed (v0.1.1(P)-alpha) Watch Tower Modelling (10.4) : ok i am being for REAL right now. and u HAVe to believe me when i say that i am FInALLY COMPLETE with the freaking fencing stuff i am NOT doing that again 💀 ok now the only thing left is the window panes and THEn i can finally move on to the texture- Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Yooooo so I finally completed the modelling of the watch tower and started texturing it recently. I have some work to do today so idk how long i can code- Ill try my best tho!
(v0.1.2(C)-alpha) Watch Tower Texturing (45%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.5) : Yay so i made the Floor section completely- the floor and the uhh supprts ig lol. THis was fun Ill work more tmrw Lapsed (v0.1.2(A)-alpha) Watch Tower Texturing (1.2 + 1.3 + 1.4) : 1. So nothing much to brag about here- I completed texturing the roof. It was pretty easy ngl - anyways I’ll do the UV unwrapping of the walls next ig. 2. So I unwrapped the UV layout of the walls and its Horrible! It will take so much time to manually fix everything lmao. I did like 50% of the unwrapping today NOT THE TEXTURNG BTW! so we will see tmrw! gn. 3. Completed the UV unwrapping of the walls and also the texturing of the walls! the room section of the texturing is done! moving on to the floor and stairs! Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Aww man i couldnt really focus on this project for the last few days i had so much work! had 2 assignments- submitted them today so i think i can focus in more today!!
(v0.1.2(H)-alpha) Watch Tower Texturing (90%) Changelog: (v0.1.2(H)-alpha) Watch Tower Texturing (4.1) : Okay so nothing but I joined a hell lot of meshes and objects- i mean the stairs portion. And then unwrapped the UV this took me some time but i finished it! next imma fix the UV and then COMPLETE this FOR ONCE AND ALL! Lapsed (v0.1.2(G)-alpha) Watch Tower Texturing (3.4) : Ayy so i completed the Leg section of the watch tower! i agree most of the work is uv unwrapping because of the faces and all yk. But yeah! im making progress only the stairs section left ig!!!! Lapsed (v0.1.2(F)-alpha) Watch Tower Texturing (3.3) : Teeny tiny lapse! just combined and unwrapped the support beams- ill prolly texture it tommorw and then move on to the stairs section Lapsed (v0.1.2(E)-alpha) Watch Tower Texturing (3.1+3.2) : Holy smokes! What a productive day! got so so so much done today – So I completed the Legs, and support beams in this lapse so only the cross supports are left! Also blender crashed like 300 times today– i really need the macbook gng i got the signs already! Lapsed (v0.1.2(D)-alpha) Watch Tower Texturing (2) : Oh another milestone i suppose! I completed the UV unwrapping of the fence and also textured it! I dont have any more stuff to talk about gng im so tired and busy nowadays Lapsed —## Next Step(s): Watch Tower Model Watch Tower Texture (WIP GNG ALMOST) Notes:OK LISTEN! LISTEN I swore to @Keyboard that I wont devlog until I have completed the whole texturing BUT its getting too ridiculous not to- im alr at 7 hours and yeah. Also big ass devlog-
(v0.1.4(B)-alpha) Walking on the Watch Tower (Failed) Changelog: (v0.1.4(B)-alpha) Walking on Stairs (2) : Lwk I just messed around for the whole time I literally do not know wht to do at this point I will revisit this tommorow (I dmed my fwend Seb lmao). I tried many methods but i couldnt seem to be able to make this work tho Lapsed (v0.1.4(A)-alpha) Walking on Stairs (1) : Yo gang I tried my to do the stairs walking thing but as you would expect I completely failed lmfAaooo. Uh I really dont know how to move next but ill try my best Lapsed (v0.1.3-alpha) Mountains Texture Fix : So erm as i completed the watch tower im moving on to other thigns– first i saw that this was in my todo for a while so fixed it lol Lapsed (v0.1.2(K)-alpha) Watch Tower Texturing (4.4) : Shalalala sha boinky! I actually finished the (skeleton) of the watch tower model! Omg i dont believe it! I am feeling a large weight off my shoulders lmfao! But hey its not done yet! I have so so so sos os so much more to do- next up ill fix the stair walking and oh a story redesign! Lapsed (v0.1.2(J)-alpha) Watch Tower Texturing (4.3) : Finally completed texturing the stairs – the railings and the beams are still remaining but ill try to do them soon enough 👍 Lapsed (v0.1.2(I)-alpha) Watch Tower Texturing (4.2) : oh my GOD BRO this is so painful i really hope i could do something else to speed this up but yeah idk- So nothing other than UV unwrap stuff NOT EVEN ONE mesh and i have 2 more to go- I am dying :D Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Interior Design of the Watch Tower Notes: Gang I tried my best I literally cannot seem to be able to be able to find a way to make the auto jump thing I need to call the big guns now! ( @seb ) Anyways, I obv completed the watch tower texturing
(v0.1.4(G)-alpha) Moving & Jumping on the Stairs (Passed!) Changelog: (v0.1.4(G)-alpha) Player Movement Rework: Auto-jump (5) : Ok i kinda cheesed it ngl- I was literally being ragebaited because it was NOT working any how. I am using a not so beautiful method but hey it works and thats what counts – ill polish it later dw. Lapsed (v0.1.4(F)-alpha) Player Movement Rework: ?? (4) : wtf? what happened? what did i do? this is insane i really dont know………. soo erm climbing stairs doesnt work and there are some pretty bad bugs like being able to fly- lwk i might revert this session Lapsed (v0.1.4(E)-alpha) Player Movement Rework: Noclip (3) : added a pretty peak thing. Ok so added a noclip feature – this is like the spectator mode in minecraft lmfao. Ive been meant to do this for a long time but here i am! finally added this – this will help me a ton i js know it lol Lapsed (v0.1.4(D)-alpha) Player Movement Rework (2) : Yoo so added a bunch of new things such as air friction, acceleration deceleration and more. I am having one tiny bug tho – that is i cannot turn when jumping but dw ill figure out a way to fix it! Also if u forgot Im doing the player rework just to make the autojump thing Lapsed (v0.1.4(C)-alpha) Player Movement Rework (1) : Okay So i realised it wwill be extremely difficult for me to figure it out on my own, and even the big ones ( @seb ) had no freaking idea lmao. SO what i am doing bnow is following a player/fps controller tutorial where they add this autojump feature :3 Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs (Done but polishing left) Interior Design of the Watch Tower Core Gameplay Notes: These sessions were lwk ragebait – i will NOT talk about the 4th session cuz i have no freaking idea about it. I found a weird way and workaround to do the auto jump. Although it might not be the most beautiful but it works and thats what counts
(v0.1.5-alpha) Better Movement, Stealth & Environment! Changelog: (v0.1.5-alpha) Environment Rework & Jitter Fix : Since i completed the lore/plot finally trust me (not written but thought of) I needed to change the environement a bit kjust to match the vibe i am going for now! it is now a whitish dusk and not pitch black. ALso i think i fixed the jitter thing. Lapsed (v0.1.4(J)-alpha) Player Movement Rework: Crouching (8) : I have completed reworking the player movement for now– next up ill actually focus ont he core gameplay. In this comit/lapse i have added a crouch functionaility and fixed some other logical stuff that im not going deep into Lapsed (v0.1.4(I)-alpha) Player Movement Rework: Area3D (7) : OKsy! so i and @seb figured out a way to fix the issue i talked about in the previous commit/lapse/. The fix was pretty neat! i added an area 3d on the stairs and the smoothing only work iin this area! i also turned off jumping here Lapsed (v0.1.4(H)-alpha) Player Movement Rework: Smoothness (6) : Fixed the erm “smoothing problem” Previously it was hella snappy and awful to look at - now I added a smoothing thing in the _process but uhhh another problem now – the jumping feels floaty and walk is smoothed out :/ Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Core Gameplay Rewriting the todos & story (final istg) Notes: Finally thought of a cohesive plot. I do not have much time or energy to make another chapter – so ive decided to merge everything into one gameplay – the prologue. So yeah! we’ll see how it turns out (i have high hopes tho)
(v0.2.5-alpha) Memory/Vestige Chains (Prototype) Changelog: (v0.2.5-alpha) Vestige Chain (4) : Les goo i completed the full chain of vestiges currently they are just cubes but i will def make models for them later! Lapsed (v0.2.4-alpha) Placement + Vestige Chain (3) : Ok i placed all of the vestiges and currently made the animation till the Vestige 4 – 4 moire to go (counting the watchtower). Idk i think i did some other stuff that i prolly forgot lmfao. Lapsed (v0.2.3-alpha) Particle Fix + Vestige Chain (2) : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! Lapsed (v0.2.2-alpha) Vestige Chain: Starting (1) : Yay so i started the next priority in the todo list! I started the vestige chain using only a cube lmao! i will model them later – this is the prototype phase Lapsed (v0.2.1-alpha) Vestiges brain storming : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! (v0.1.6.3-alpha) Todo Cleanup : Yep so the thing was that I was too disorganized and too overwhelmed. I sat down today and wrote down everything I think i have a clear picture of what I want to do now! (v0.1.6.2-alpha) Rename & Bunker Prototype + Optimization : I renamed everything. I think i said yesterday that The story is now one single cohesive storyline so I renamed everything to match the new thing. Also I made a hole in the ground (for the bunker) and added a mesh just to visualize it lol. Lapsed (v0.1.6.1-alpha) Story + Optimizations : Right so as i mentioned yesterday i had finalized the plot, in this commit/lapse I wrote it down! Oh also I did something that Ive kept in my todo for a long time lol – I optimized the flower and grass models Next Step(s): Rewriting the todos & story Prototype Vestige Chain Bunker prototype Notes: Wow im speeding up here! i actually finished the entire vestiges sequence Next up imma prototype the bunker
(v0.3.3-alpha) Bunker & Interaction Changelog: (v0.3.3-alpha) Player Interaction (2) : Me add raycast to the face of player, poke poke thing, thing cry, raycat know what it did, raycast say name, i hear, i do something; In a nutshell the raycast detects the collider and if its the bench it enables the e to interact thing Lapsed (v0.3.2-alpha) Player Interaction (1) : Set up the basic of the player interaction– ill work on it more tmrw Lapsed (v0.3.1-alpha) Map Positioning (Ending) : Positioned the map so that the dead space is directly below the drop chute- and other fixes and tests Lapsed (v0.2.13-alpha) Bunker: More models & logics (7) : Improved model to include a turn and a drop, finally added more mechanics and animations. The bunker now dissapears if u look away. fixed some other logics Lapsed (v0.2.12-alpha) Bunker: Mechanics; Showing Maps (6) : When player enters the doors closes and then the original map dissapears, you keep walking forward and the secondary map is spawned. As u come out of the other side the tunnel leads you to the secondary map. Lapsed (v0.2.11-alpha) Bunker Prototype: Door Mechanics & Stairs (5) : made the door open and close animations actually happen with the players actions. Also added an AREA3D which allows the stair logic to kick in. Added the map thing but will animation and add the mechanics in the next update! Lapsed (v0.2.10-alpha) Bunker Prototype: Model & Animations (4) : experimented with another map and stuff. Modelled the top portion and added a simple animation for the doors Lapsed (v0.2.9-alpha) Bunker Prototype: Model (3) : completed the bunker modelling – mostly protype rn but yeah! Next up i think imma make the mechanism of the bunker mm Lapsed (v0.2.8-alpha) Weeping Silhouette: Animation (2) : Les goo i finally completed the weeping silhouette thing! Now it explodeds kinda when u go near it and leaves the player stranded they player has to navigate their way into the next parts! Lapsed (v0.2.7-alpha) Weeping Silhouette (1) : modelled the weeping silhouette and placed it where its supposed to- in the next update I’ll add the animations and stuff! Lapsed (v0.2.6-alpha) Bunker Prototype (1+2) : Well i tried making the bunker prototype but erm i didnt realise how tuff this is gonna be skull. I will try again cuz Im so sick to think straight- ill try to do some other thing toda Lapsed Next Step(s): Bunker prototype Ending Bench interaction Notes: Ive almost completed the FULL game sequence! like ik its using prototype things but the core fucntionality is almost done! super excited
(v0.4.1-beta) Ending, Credits n Modeling Changelog: (v0.4.1-beta) Bunker/Tunnel Model & Texturing) : Oh finally! I am finished with the alpha versions and i moved on to the beta stage! In this session I completed modelling and texturing the bunker as well as the tunnel models! Lapsed (v0.3.9-alpha) Placement, Playtesting & Exporting : Oh my! I am really finished with alpha versions! I will be now moving on to the beta stage. In this session I placed trees, playtested and exported for the alpha release. Lapsed (v0.3.8-alpha) Credits (3) : Yippie i completed the credit scene although the “press anmything to conitnue” doesnt work as of now– but ill add it on my todo for later! Lapsed (v0.3.7-alpha) Credits (2) : THe second lapse/commit of me workin on the credits! I am ALMOSt complete i js need one more session to finalize some stuff Lapsed (v0.3.6-alpha) Bug Fixes & Credits (1) : Fixed an annoying bug where the top of the watch tower was affected by the stair aread3d. Now an invisible wall prevents jumping. Also Added the basic Credits scene. Lapsed (v0.3.5-alpha) Bench Camera Animation, Interaction (2,3) : Aha! I think i am really done with the ending animations! Now the E to interact only works when u are looking directly at the bench. I think i might change the blinking animation tho- Lapsed (v0.3.4-alpha) Bench Camera Animation (1) : Right now I’m Adding the animation and controls for the bench interaction and the cut scene. Added some blinking thing and location changes and movement- Will make the cutscene next! Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Notes: Yesterday I released the alpha version! the 0.3.9, for win, mac as well as linux! I completed my first priority things and i have moved on to the beta!
(v0.4.11-beta) Lantern, & VESTIGESSS Changelog: (v0.4.11-beta) Vestige 7 Model) : FINALLY FIALTLTJkdas I completed all the vestiges! The final one was the mirror and the chair. Im so tried cya Lapsed (v0.4.10-beta) Vestige 6 Model : Made another model– the wheel chair i am trying to complete this first so ill add the more niche things like umbrellas later Lapsed (v0.4.9-beta) Vestige 5 Model : Okay fifth one down! TWO MOREW i repeat 2 MORE- i wanna complete them asap but lets see! This was a pretty challenging one dawg- the piano was insane BUT it looks so good now Lapsed (v0.4.8-beta) Vestige 4 Model : Made the fourth model– the table, chair, cups and the candles! next up is the musical item- idk how i will make the piano but oh well lets see! Lapsed (v0.4.7-beta) Vestige 3 Model (1) : Erm this is the 3rd model that im doing- ik the uv will be fked uop but oh well. Made the tent, wooden logs and the camfire Lapsed (v0.4.6-beta) Vestige 2 Model : Oh god it is so late but yet im pushing it- I did like 30 more minutes im going to eep now- Anyways in this session i made the swing! Only model tho Lapsed (v0.4.5-beta) Vestige 1 Modelling : In this session I just modelled the crib and the teddy as fast as i could- I need to ramp up my speed here- I dont got much time Lapsed (v0.4.4-beta) Hanging Lanterns & Placement : Modelled the hanging lantern and placed it around the map especially the bunker porttions Lapsed (v0.4.3-beta) Lantern Model : In about 2-ish hours i cooked up this absolutely BEAUTIFUL and awesome lantern model. I just have no words– its just perfect! also added some particle effects and yeah! looks pretty cool Lapsed (v0.4.2-beta) Vestige: Pointer : A point at the center of the screen. yes Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Vestiges animations Notes: Im so so so close to completing this! so I need pick up the pace here! Completed all the vestiges here
(v0.5.4-beta) VESTIGES ARE ALIVE! Changelog: (v0.5.4-beta) Vestige 7 Animation : Les goo! another task checked off from the todo list! Completed all the animations of the vestiges that forms the backbone of the game- This was the final one (on the path). Next lwk i think ill do sound design maybe Lapsed (v0.5.3-beta) Vestige 6 Animation : I got stuck in this session cuz of a simple bug :skul what happened was that the animation player in the wheelchair scene was changing the position of the root and so it messed everything up- Took me a while to solve it lol. Added some movement and wheel rotation. Lapsed (v0.5.2-beta) Vestiges 3,4,5 Animation : I thought i would complete making the animations today but clearly I failed- Oh well I fixed a LOT of things and FULY completete the third forth and fifth vestiges Lapsed (v0.5.1-beta) Vestiges 1,2,3 Animation : Since I completed modelling and texturing the vestiges the only logical next step is to incorporate them into the game, and thats what ive been doing! Integrated the first 3 vestiges and added some simple animations associated w em Lapsed (v0.4.14-beta) Vestige 4,5,6,7 Texturing : Oh my god- Finished all ALL the texturing- I really wanted thisto be finished faster lol. Anyways in the next session I would make the animations and placements of the vestiges! Lapsed (v0.4.13-beta) Vestige 1,2,3 Texturing : Completed texturing vestiges 1, 2 and 3- i.e. the crib the swing and the tent. Were a lot of fun to see the white models come to life lol. I really like how they are turning out Lapsed (v0.4.12-beta) Models Finalizing : Last day I completed modelling all the vestiges and now only the texturing is left. In this session I finalized the models and meshes and next ill texture them! Lapsed Next Step(s): Vestiges Vestiges animations Watch Tower Furniture Sound Effects Notes: Yippie I completed all the vestiges progression and their associated animations! Idk what ill work on next but maybe sound design? idrk tho...
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1792760023.0626469
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1793364823.0626469
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56
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Pokemon Code by @Charmunk2 | Stardance
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Charmunk2
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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: Pokemon Code by @Charmunk2 | Stardance
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1792626642.929165
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1793231442.929165
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57
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Galaxy Keeper by @Rupnil | Stardance
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Rupnil
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0
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4.11
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0
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[]
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[{"post_id": 11433, "ts": "202 [{"post_id": 11433, "ts": "2026-06-18T18:19:25Z", "hours": 2.4736, "text": "Devlog 3 Changelog: feat: Bot sends new reviews : The Bot now sends actually good messages in the two channels! the staff/review button is a bit cooked but lets see if it works in prod. i marked it broken just in case. add example env : Nothing much just changed the example.env Next Step(s): Fix the staff link Other stuff like; return, reject and approve Notes: Its all coming together! it works as of now (partially)"}, {"post_id": 704, "ts": "2026-06-02T08:47:27Z", "hours": 0.9381, "text": "Devlog 2 ## Changelog: 9f57c37 : Okay! I finally made the bot say stuff natively from the website. this was not too bad. I was having a hard time seeding the db BUT guess what?!? Chatgpt and Copilot (i think thats the one in vscode) came in clutch. I figured out the seeding stuff and made it so that whenever a ship gets approved it sends a message to the channel (logs) Next Step(s): Wait for the stardance team ( @AVD and @Dhamari ) to complete the dashboard Notes: Honestly this was easier than I thought BUT setting up the env was the most painful and difficult stuff ive ever done"}, {"post_id": 94, "ts": "2026-05-31T18:05:08Z", "hours": 0.6978, "text": "Devlog 1 Changelog: df2c982 : First ever commit so nothing crazy. Most of my time went into setting up the dev instance of Stardance which was more difficult than i expected! The first codespace was nuked so i made another codespace in which it worked like a charm!! Anyways in this commit I’ve only initialized the slack bot client– Getting ready for real action! Next Step(s): Figure out where and how to send messages from the app itself. Notes: I’m super excited for Stardance! this is my first ever devlog so idk if the formatting will be good or not- welp YOLO!"}]...
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Title: Galaxy Keeper by @Rupnil | Stardance
Devlo Title: Galaxy Keeper by @Rupnil | Stardance
Devlogs:
Devlog 1 Changelog: df2c982 : First ever commit so nothing crazy. Most of my time went into setting up the dev instance of Stardance which was more difficult than i expected! The first codespace was nuked so i made another codespace in which it worked like a charm!! Anyways in this commit I’ve only initialized the slack bot client– Getting ready for real action! Next Step(s): Figure out where and how to send messages from the app itself. Notes: I’m super excited for Stardance! this is my first ever devlog so idk if the formatting will be good or not- welp YOLO!
Devlog 2 ## Changelog: 9f57c37 : Okay! I finally made the bot say stuff natively from the website. this was not too bad. I was having a hard time seeding the db BUT guess what?!? Chatgpt and Copilot (i think thats the one in vscode) came in clutch. I figured out the seeding stuff and made it so that whenever a ship gets approved it sends a message to the channel (logs) Next Step(s): Wait for the stardance team ( @AVD and @Dhamari ) to complete the dashboard Notes: Honestly this was easier than I thought BUT setting up the env was the most painful and difficult stuff ive ever done
Devlog 3 Changelog: feat: Bot sends new reviews : The Bot now sends actually good messages in the two channels! the staff/review button is a bit cooked but lets see if it works in prod. i marked it broken just in case. add example env : Nothing much just changed the example.env Next Step(s): Fix the staff link Other stuff like; return, reject and approve Notes: Its all coming together! it works as of now (partially)...
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1792688035.9691596
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1793292835.9691596
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58
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BLAHAJ 2 by @Willgob | Stardance
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Willgob
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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: BLAHAJ 2 by @Willgob | Stardance
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1792533310.8005798
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1793138110.8005798
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59
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2d game in unity by @blunt | Stardance
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blunt
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0
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11.58
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0
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[]
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[{"post_id": 8188, "ts": "2026 [{"post_id": 8188, "ts": "2026-06-13T17:13:04Z", "hours": 11.5842, "text": "I am currently working on a unity project. It is a learning phase which will help me to get a good grip on it for later games. I am so happy how it turned out so far. Learnt a lot. I will continue developing this game. Still around 10hrs to complete the basics and i will add my own fever dreams in it."}]...
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Title: 2d game in unity by @blunt | Stardance
Dev Title: 2d game in unity by @blunt | Stardance
Devlogs:
I am currently working on a unity project. It is a learning phase which will help me to get a good grip on it for later games. I am so happy how it turned out so far. Learnt a lot. I will continue developing this game. Still around 10hrs to complete the basics and i will add my own fever dreams in it....
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1792706074.3898997
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1793310874.3898997
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60
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Stardance Mobile! by @abtheinnovator | Stardance
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abtheinnovator
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0
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7.09
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0
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[]
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[{"post_id": 2217, "ts": "2026 [{"post_id": 2217, "ts": "2026-06-04T16:28:29Z", "hours": 1.1047, "text": "Profile page and made all the pages scrollable. So now all the sample pages are done.. now I just need to wait for the api"}, {"post_id": 1504, "ts": "2026-06-03T15:59:30Z", "hours": 0.5231, "text": "Made the resources page!"}, {"post_id": 1408, "ts": "2026-06-03T13:01:16Z", "hours": 1.3303, "text": "Made the missions page and the base shops pahe"}, {"post_id": 837, "ts": "2026-06-02T15:04:34Z", "hours": 1.1381, "text": "Made the missions page and a bit of the dedicated page"}, {"post_id": 338, "ts": "2026-06-01T17:16:12Z", "hours": 1.1383, "text": "I made all the routes with just bas text and made the home page with the sample ui!"}, {"post_id": 288, "ts": "2026-06-01T15:05:35Z", "hours": 1.8531, "text": "I setup the file structure:) (I had to redo it 😭) I actually setup the pages that i0 will copy over to this"}]...
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Title: Stardance Mobile! by @abtheinnovator | Star Title: Stardance Mobile! by @abtheinnovator | Stardance
Devlogs:
I setup the file structure:) (I had to redo it 😭) I actually setup the pages that i0 will copy over to this
I made all the routes with just bas text and made the home page with the sample ui!
Made the missions page and a bit of the dedicated page
Made the missions page and the base shops pahe
Made the resources page!
Profile page and made all the pages scrollable. So now all the sample pages are done.. now I just need to wait for the api...
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1792731304.8202043
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1793336104.8202043
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61
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Dawn of Space by @Rupnil | Stardance
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Rupnil
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0
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1.36
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0
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[]
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[{"post_id": 1362, "ts": "2026 [{"post_id": 1362, "ts": "2026-06-03T10:53:42Z", "hours": 1.3564, "text": "Devlog 1: Lore (Half) Changelog: Fix: Image Size x2 : OKAY it worked the previous time, just tweaking the value a bit because i think it was too smalll fix: Image size : Uhh idk why the sizing isnt working, lets try again fix: Image not showing : ah the image in the lore markdown wasnt showing up i fixed it! (hopefully?) feat: Lore Progression : The whole game is going to be a lore based survival game about space exploration and a specific planet. Yall do NOT need to know much about the story because thats why the game exists lol. The lore is half cooked at this point but im working :3. The actual game dev will begin after I complete the story! Next Step(s): Complete Storyline Create a Script for Prologue, Chapter 1 Notes: I dont really have much to say honestly– But fyi this is a group project being made by 4 YES 4 people! so its def gonna be huge! After i complete writing the story we will start developing the game!"}]...
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Title: Dawn of Space by @Rupnil | Stardance
Devlo Title: Dawn of Space by @Rupnil | Stardance
Devlogs:
Devlog 1: Lore (Half) Changelog: Fix: Image Size x2 : OKAY it worked the previous time, just tweaking the value a bit because i think it was too smalll fix: Image size : Uhh idk why the sizing isnt working, lets try again fix: Image not showing : ah the image in the lore markdown wasnt showing up i fixed it! (hopefully?) feat: Lore Progression : The whole game is going to be a lore based survival game about space exploration and a specific planet. Yall do NOT need to know much about the story because thats why the game exists lol. The lore is half cooked at this point but im working :3. The actual game dev will begin after I complete the story! Next Step(s): Complete Storyline Create a Script for Prologue, Chapter 1 Notes: I dont really have much to say honestly– But fyi this is a group project being made by 4 YES 4 people! so its def gonna be huge! After i complete writing the story we will start developing the game!...
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1792644700.562863
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1793249500.562863
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62
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Horizons crux badges by @Taran_the_Idiot | Stardan Horizons crux badges by @Taran_the_Idiot | Stardance...
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Taran_the_Idiot
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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: Horizons crux badges by @Taran_the_Idiot | Title: Horizons crux badges by @Taran_the_Idiot | Stardance...
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1792738479.7890754
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1793343279.7890754
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63
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My first slack bot! by @Fantamomo | Stardance
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Fantamomo
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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 first slack bot! by @Fantamomo | Stardan Title: My first slack bot! by @Fantamomo | Stardance...
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1792500681.9959714
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1793105481.9959714
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64
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Test by @inw | Stardance
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inw
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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: Test by @inw | Stardance
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1791823974.4658298
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1792687974.4658298
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65
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Frictionless by @Floppy | Stardance
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Floppy
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @Floppy | Stardance
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1792745483.3108866
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1793350283.3108866
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66
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kura by @kuratus | Stardance
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kuratus
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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: kura by @kuratus | Stardance
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1792727723.3097453
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1793332523.3097453
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67
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idk, that's proj ID 67 by @stefdp | Stardance
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stefdp
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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: idk, that's proj ID 67 by @stefdp | Sta Title: idk, that's proj ID 67 by @stefdp | Stardance...
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1792687801.29735
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1793292601.29735
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68
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Chaira by @YouSafe | Stardance
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YouSafe
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1
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95.0
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967
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T17:40:42Z", "hours": 95.0, "multiplier": 15.62, "payout": 967, "blessing": "neutral", "text": "project is done :D i hope yall enjoy it, the ui is better than last time and the backend is faster than it was :3 but its running in a twinkpad so ig its not going to be a big factor", "repo": "https://github.com/Y0usaf3/chaira/tree/ui-design", "demo": "https://chaira.y0usaf3.top/dashboard"}]...
|
[{"post_id": 30227, "ts": "202 [{"post_id": 30227, "ts": "2026-07-17T17:16:53Z", "hours": 7.99, "text": "boom, worked on a user page, the table component got polished af and now the project is shippable enought i feel like i write very short devlogs for some reason"}, {"post_id": 27217, "ts": "2026-07-12T16:18:21Z", "hours": 6.4719, "text": "added some context menu :p and also fixed a few issues when updating the cell and now im close to finishing this"}, {"post_id": 22431, "ts": "2026-07-04T21:57:16Z", "hours": 28.9733, "text": "yippee finally made the table component, now you can add fields and add records, and edit stuff, well there is still dropdowns to do extra stuff with fields but its already gud trust!"}, {"post_id": 12497, "ts": "2026-06-20T12:31:38Z", "hours": 20.5597, "text": "ah yes, sorry for not posting devlogs, got a bit too busy, so here it is, the base page, and also fixed the deployement which prob took most of the time, i also worked on the dashboard, still too simple rn but it looks pretty good so far, i will make a simple table page now , not using websocket as supposed to do in my plan but for the sake of shipping now lol"}, {"post_id": 8118, "ts": "2026-06-13T15:31:48Z", "hours": 11.3353, "text": "finally finished most of the backend, now i started making the ui and overall design, im going to deploy this somewhere so ppl can see the updates and try it out :3"}, {"post_id": 3609, "ts": "2026-06-06T16:42:49Z", "hours": 7.9256, "text": "finally added convertion code between all those types, that was hell, but now we can totally rely on the core to handle the type convertion for us ;3"}, {"post_id": 1709, "ts": "2026-06-03T21:25:58Z", "hours": 1.5189, "text": "so i was coding the convertion strategy for SingleLine and LongText, but i was going to accidentally invoke a demon"}, {"post_id": 1068, "ts": "2026-06-02T21:39:25Z", "hours": 5.7936, "text": "was redesigning the Record/field system since it was poorly made, i made a trait for ValueTypes and a macro to easly write convertion code for each type (also hackatime wouldnt track all da time i spent writing on my note book 3:<)"}, {"post_id": 431, "ts": "2026-06-01T20:42:12Z", "hours": 3.8186, "text": "was working on the cache, but it wasnt fast enough so instead we store the sessions in memory in the server directly for a short amount of time, and we refresh from redis, just gonna make sure it actually saves the data :p oh and the speed seems to be very unstable for some reason XD"}, {"post_id": 96, "ts": "2026-05-31T18:13:31Z", "hours": 0.4222, "text": "working on the caching part using redis, its mostly working for the session logic, and will soon use it for other tasks"}]...
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Title: Chaira by @YouSafe | Stardance
Devlogs:
wo Title: Chaira by @YouSafe | Stardance
Devlogs:
working on the caching part using redis, its mostly working for the session logic, and will soon use it for other tasks
was working on the cache, but it wasnt fast enough so instead we store the sessions in memory in the server directly for a short amount of time, and we refresh from redis, just gonna make sure it actually saves the data :p oh and the speed seems to be very unstable for some reason XD
was redesigning the Record/field system since it was poorly made, i made a trait for ValueTypes and a macro to easly write convertion code for each type (also hackatime wouldnt track all da time i spent writing on my note book 3:<)
so i was coding the convertion strategy for SingleLine and LongText, but i was going to accidentally invoke a demon
finally added convertion code between all those types, that was hell, but now we can totally rely on the core to handle the type convertion for us ;3
finally finished most of the backend, now i started making the ui and overall design, im going to deploy this somewhere so ppl can see the updates and try it out :3
ah yes, sorry for not posting devlogs, got a bit too busy, so here it is, the base page, and also fixed the deployement which prob took most of the time, i also worked on the dashboard, still too simple rn but it looks pretty good so far, i will make a simple table page now , not using websocket as supposed to do in my plan but for the sake of shipping now lol
yippee finally made the table component, now you can add fields and add records, and edit stuff, well there is still dropdowns to do extra stuff with fields but its already gud trust!
added some context menu :p and also fixed a few issues when updating the cell and now im close to finishing this
boom, worked on a user page, the table component got polished af and now the project is shippable enought i feel like i write very short devlogs for some reason
Ships:
project is done :D i hope yall enjoy it, the ui is better than last time and the backend is faster than it was :3 but its running in a twinkpad so ig its not going to be a big factor...
|
1792838979.9089808
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1792925379.9089808
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69
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Devboard by @Naytik | Stardance
|
Naytik
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T12:30:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an Simple RP2040 powered devboard which I designed myself! I messed the wiring in KiCAD by using 2 almost identical but very different 3.3v nets and did not spot it until I fabricated my board. I fixed it by using a bodge wire to wire the 3.3v pin from the voltage regulator to one of the 3.3v pins on the decoupling capacitors. In the end I think I fried the voltage regulators on both my boards as they were only outputting 1.3v, I ended up hijacking the 3.3v pins on my arduino uno to provide my board with the power is required!", "repo": "https://github.com/NoIwantyourcode/Devboard", "demo": ""}]...
|
[{"post_id": 11241, "ts": "202 [{"post_id": 11241, "ts": "2026-06-18T11:59:58Z", "hours": 2.3636, "text": "I troubleshooted, assembled and tested the devboard. When I got my devboard, I realised that it didn’t work because there were 2 3.3v nets and they were not being connected, after linking the 2 3.3v nets together using a bodge wire I realised that the devboard still wasn’t getting enough power as the 3.3v voltage regulator was only outputting 1.3v, I ended up using an Arduno Uno’s 3.3v pins + some jumper cables to provide power to the board. In the end I was able to make the board work just fine without too many problems!! here is a picture of the board in the end"}]...
|
Title: Devboard by @Naytik | Stardance
Devlogs:
I Title: Devboard by @Naytik | Stardance
Devlogs:
I troubleshooted, assembled and tested the devboard. When I got my devboard, I realised that it didn’t work because there were 2 3.3v nets and they were not being connected, after linking the 2 3.3v nets together using a bodge wire I realised that the devboard still wasn’t getting enough power as the 3.3v voltage regulator was only outputting 1.3v, I ended up using an Arduno Uno’s 3.3v pins + some jumper cables to provide power to the board. In the end I was able to make the board work just fine without too many problems!! here is a picture of the board in the end
Ships:
This is an Simple RP2040 powered devboard which I designed myself! I messed the wiring in KiCAD by using 2 almost identical but very different 3.3v nets and did not spot it until I fabricated my board. I fixed it by using a bodge wire to wire the 3.3v pin from the voltage regulator to one of the 3.3v pins on the decoupling capacitors. In the end I think I fried the voltage regulators on both my boards as they were only outputting 1.3v, I ended up hijacking the 3.3v pins on my arduino uno to provide my board with the power is required!...
|
1792824554.3333418
|
1792910954.3333418
|
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70
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Frictionless by @Floppy | Stardance
|
Floppy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Floppy | Stardance
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1792619407.802791
|
1793224207.802791
|
|
71
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Frictionless by @Floppy | Stardance
|
Floppy
|
0
|
0.0
|
0
|
[]
|
[]
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Title: Frictionless by @Floppy | Stardance
|
1792810085.8029766
|
1793414885.8029766
|
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72
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UWB indoor positioning by @jacques_s | Stardance
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jacques_s
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0
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0.0
|
0
|
[]
|
[]
|
Title: UWB indoor positioning by @jacques_s | Star Title: UWB indoor positioning by @jacques_s | Stardance...
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1792723724.0843794
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1793328524.0843794
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73
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Haj4ever by @Rupnil | Stardance
|
Rupnil
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0
|
5.14
|
0
|
[]
|
[{"post_id": 15584, "ts": "202 [{"post_id": 15584, "ts": "2026-06-25T10:48:59Z", "hours": 0.8722, "text": "Devlog 4 Changelog: 66f6c0a fix: Footer image: The image in the footer was acting wierd fixed it with some css a2bc5ff feat: User feedbacks & performence: Added A LOT of animations to the elements and reduced the filesize of the blahaj cluster (cdn) cd17002 feat: Wording and hover effects: Theres no theme now! also on hover the sharks in the section 2 swells up iykwim ayt bywee b936425 feat: Footer revamp!: Footer is now better with new images (sent by jenin!) and more credits to our sponsers :3 <3 8960f25 feat: Section 2 revamp: Changed the wording n all 9e88c73 bug: Fix bg image: Uhm so i dont hink adding the public/ was a good idea- reverting that 39ec5d6 feat: Landing Revamped: Thank you flux for making the base website! I modified and fixed some stuff so that it looks good, Revamped the landing and a bit fo the section 2 will work on it more now! Next steps: Logo Notes: LAUNCHING SOON! MAYBE TODAYYYYYY"}, {"post_id": 13028, "ts": "2026-06-21T09:33:26Z", "hours": 0.8942, "text": "Devlog 3 Changelog: Haj4ever: Design (p5) : Omg so we actually did it! A complete website design- NOW we have to hope that our sponsers like it :P personally i think this site has a lot of character and funsies. Im especially proud of the footer- GAWDDAYYUM i cooked with this. (believe it or not) Next Steps: Website Making Notes: Welp now ill work on my other project - vestige"}, {"post_id": 12959, "ts": "2026-06-21T06:40:19Z", "hours": 2.2058, "text": "Devlog 2 Changelog: Haj4ever: Design (p4) : so i scratched all the previous versions and remade everything (except the bg) from scratch, the current version has been approved by the sponsers! yayyy. Will work tmrw Haj4ever: Design (p3) : Designed some of the new site: Polised it a bit too! I think its coming togetger. The website is being made by flux and currently im doing the design. I just copy pasted stuff from the ceiling stuff lmao Next Steps: Rest of the web design (yes again) Notes: OKAY they liked this version! will work on this soon"}, {"post_id": 11858, "ts": "2026-06-19T09:32:32Z", "hours": 1.1681, "text": "Devlog 1 Changelog: Haj4ever: Designing (p1) : nothing much just designed a prototype for the haj4ever ysws Haj4ever: Design (p2) : GUESS WHO FORGOT TO RECORD THE LAPSE- HINT: ITS ME. BRO idk i spent like 30 mins and then went to lapse to pause it and i saw that i didnt even start it 💀 Anywasy this is next version (sponsers didnt like the first one) Next Steps: Rest of the web design Notes: yeah idk but ill work on this soon"}]...
|
Title: Haj4ever by @Rupnil | Stardance
Devlogs:
D Title: Haj4ever by @Rupnil | Stardance
Devlogs:
Devlog 1 Changelog: Haj4ever: Designing (p1) : nothing much just designed a prototype for the haj4ever ysws Haj4ever: Design (p2) : GUESS WHO FORGOT TO RECORD THE LAPSE- HINT: ITS ME. BRO idk i spent like 30 mins and then went to lapse to pause it and i saw that i didnt even start it 💀 Anywasy this is next version (sponsers didnt like the first one) Next Steps: Rest of the web design Notes: yeah idk but ill work on this soon
Devlog 2 Changelog: Haj4ever: Design (p4) : so i scratched all the previous versions and remade everything (except the bg) from scratch, the current version has been approved by the sponsers! yayyy. Will work tmrw Haj4ever: Design (p3) : Designed some of the new site: Polised it a bit too! I think its coming togetger. The website is being made by flux and currently im doing the design. I just copy pasted stuff from the ceiling stuff lmao Next Steps: Rest of the web design (yes again) Notes: OKAY they liked this version! will work on this soon
Devlog 3 Changelog: Haj4ever: Design (p5) : Omg so we actually did it! A complete website design- NOW we have to hope that our sponsers like it :P personally i think this site has a lot of character and funsies. Im especially proud of the footer- GAWDDAYYUM i cooked with this. (believe it or not) Next Steps: Website Making Notes: Welp now ill work on my other project - vestige
Devlog 4 Changelog: 66f6c0a fix: Footer image: The image in the footer was acting wierd fixed it with some css a2bc5ff feat: User feedbacks & performence: Added A LOT of animations to the elements and reduced the filesize of the blahaj cluster (cdn) cd17002 feat: Wording and hover effects: Theres no theme now! also on hover the sharks in the section 2 swells up iykwim ayt bywee b936425 feat: Footer revamp!: Footer is now better with new images (sent by jenin!) and more credits to our sponsers :3 <3 8960f25 feat: Section 2 revamp: Changed the wording n all 9e88c73 bug: Fix bg image: Uhm so i dont hink adding the public/ was a good idea- reverting that 39ec5d6 feat: Landing Revamped: Thank you flux for making the base website! I modified and fixed some stuff so that it looks good, Revamped the landing and a bit fo the section 2 will work on it more now! Next steps: Logo Notes: LAUNCHING SOON! MAYBE TODAYYYYYY...
|
1792749272.5990188
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1793354072.5990188
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74
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amongus by @iamalive | Stardance
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iamalive
|
0
|
6.16
|
0
|
[]
|
[{"post_id": 606, "ts": "2026- [{"post_id": 606, "ts": "2026-06-02T03:20:24Z", "hours": 6.1603, "text": "tesint"}]...
|
Title: amongus by @iamalive | Stardance
Devlogs:
Title: amongus by @iamalive | Stardance
Devlogs:
tesint...
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1792785174.2880247
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1793389974.2880247
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75
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WarioWare Game by @Floppy | Stardance
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Floppy
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0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Floppy | Stardance
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1792529370.4084952
|
1793134170.4084952
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76
|
YAHRI - Hardware Review Interface by @Anson | Star YAHRI - Hardware Review Interface by @Anson | Stardance...
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Anson
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0
|
2.69
|
0
|
[]
|
[{"post_id": 29178, "ts": "202 [{"post_id": 29178, "ts": "2026-07-15T22:04:52Z", "hours": 2.6853, "text": "Wrote the plan for it and started creating the component! Also enjoy this cool tab thing i made for it :D"}]...
|
Title: YAHRI - Hardware Review Interface by @Anson Title: YAHRI - Hardware Review Interface by @Anson | Stardance
Devlogs:
Wrote the plan for it and started creating the component! Also enjoy this cool tab thing i made for it :D...
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1792702198.0058668
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1793306998.0058668
|
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77
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Frictionless by @bowl | Stardance
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bowl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @bowl | Stardance
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1792550945.2226374
|
1793155745.2226374
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78
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Untitled project by @Floppy | Stardance
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Floppy
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Floppy | Stardance
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1792547233.8495557
|
1793152033.8495557
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79
|
Exterstellar by @Flux3tor | Stardance
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Flux3tor
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0
|
0.92
|
0
|
[]
|
[{"post_id": 2636, "ts": "2026 [{"post_id": 2636, "ts": "2026-06-05T08:44:14Z", "hours": 0.915, "text": "Exterstellar Introducing your underrated browser extension for Stardance : Exterstellar by Flux3tor ( that’s me! ) & @Sabio . Features Toggleable Plugins ( which are basically features the extension adds!) A lot (and i mean a LOT …) of configurations available for all plugins (plugin configs!) Can be used to support MANY mini-extensions with our easy-to-use plugin development tool and documentation. Join #Exterstellar now! I was working on the website (which will showcase ALL of our plugins so that you can have a look at them before using!) Link: https://exterstellar.space"}]...
|
Title: Exterstellar by @Flux3tor | Stardance
Devl Title: Exterstellar by @Flux3tor | Stardance
Devlogs:
Exterstellar Introducing your underrated browser extension for Stardance : Exterstellar by Flux3tor ( that’s me! ) & @Sabio . Features Toggleable Plugins ( which are basically features the extension adds!) A lot (and i mean a LOT …) of configurations available for all plugins (plugin configs!) Can be used to support MANY mini-extensions with our easy-to-use plugin development tool and documentation. Join #Exterstellar now! I was working on the website (which will showcase ALL of our plugins so that you can have a look at them before using!) Link: https://exterstellar.space...
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1792478922.5003088
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1793342922.5003088
|
|
80
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Untitled project by @Floppy | Stardance
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Floppy
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Floppy | Stardance
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1792500631.29691
|
1793105431.29691
|
|
81
|
e by @iamalive | Stardance
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iamalive
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: e by @iamalive | Stardance
|
1792594524.7998555
|
1793199324.7998555
|
|
82
|
WarioWare Game by @aer | Stardance
|
aer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @aer | Stardance
|
1792612239.8881552
|
1793217039.8881552
|
|
83
|
Hackamon by @Charmunk | Stardance
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Charmunk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hackamon by @Charmunk | Stardance
|
1792730863.6504853
|
1793335663.6504853
|
|
84
|
a by @Carlson | Stardance
|
Carlson
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: a by @Carlson | Stardance
|
1792702276.9805489
|
1793307076.9805489
|
|
85
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3DP by @RS | Stardance
|
RS
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3DP by @RS | Stardance
|
1792702304.1972895
|
1793307104.1972895
|
|
86
|
Arduboy clone by @Naytik | Stardance
|
Naytik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Arduboy clone by @Naytik | Stardance
|
1792551002.9048486
|
1793155802.9048486
|
|
87
|
Pterodactyl Panel (Android App) by @stefdp | Stard Pterodactyl Panel (Android App) by @stefdp | Stardance...
|
stefdp
|
1
|
157.29
|
1608
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T14:34:43Z", "hours": 106.0, "multiplier": 15.23, "payout": 1608, "blessing": "neutral", "text": "For rating & testing the project, please first read all of the text in the release. I made an Android app to manage your self-hosted Pterodactyl Panel instance (Currently only the client side, later I’ll also add the admin side). For who doesn’t know, Pterodactyl Panel is a panel usually used to manage game servers, but it can run anything, each server is just a docker container. The most challenging part was prob downloading files, and it still confuses me tbh because on the Android Studio emulator it works fine, but when if I try it on my actual phone (Samsung A55 5G) it randomly stops after a few seconds and I can’t seem to understand why", "repo": "https://git.stefdp.com/Stef/Pterodactyl-Panel-Android-App", "demo": "https://git.stefdp.com/Stef/Pterodactyl-Panel-Android-App/releases/latest"}]...
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[{"post_id": 55643, "ts": "202 [{"post_id": 55643, "ts": "2026-08-27T16:32:55Z", "hours": 2.5833, "text": "Added updated checking For F-Droid flavor it doesn’t do anything For APK flavor it checks my git repo For Play Store flavor it uses play store com.google.android.play:app-update library Updated the app site, available at https://ptero.stefdp.com Updated the changelog & app images in the fastlane folder Added an animation when switching between loading states with circular loading"}, {"post_id": 55485, "ts": "2026-08-27T11:17:55Z", "hours": 1.5147, "text": "Added optional biometric authentication so people can lock their app behind phone code or biometric verification (like fingerprint etc.)"}, {"post_id": 54826, "ts": "2026-08-25T23:53:13Z", "hours": 3.245, "text": "Created nests, nest & nest egg screens For nest egg screen, created 3 tabs: Configuration Variables Install Script it was pretty easy and quick to create those cuz they’re read-only as there’s no API endpoint to edit/delete them Added a back handler in the tabbed screens so that back button now goes to the previous tab instead of the entire previous screen In the client servers screen added a switch to see others’ server (admin only) Fixed capitalization in the getNestEgg function ( eggid -> eggId )"}, {"post_id": 54513, "ts": "2026-08-25T15:20:42Z", "hours": 2.9808, "text": "Created users & user screen Updated the AGP (Android Gradle Plugin) Table headers now properly support multi line text (previously if one text was multiline while everything else wasn’t, all the divider would have a gap on the bottom except for the multiline one) In the client server screen, settings tab the UUID is now aligned to the right Improved screen change when deleting a server/node/user/location (instead of navController.popBackStack() (which basically acts as the back button) i specifically navigate to generic screen (eg. “user” -> “users”) and remove current screen from the back history so in the case that there is no screen to back into (eg if the app is opened via a deep link or stuff like that) it will go to the generic tab anyway) Added pull to refresh in the location screen"}, {"post_id": 53949, "ts": "2026-08-24T17:33:07Z", "hours": 1.9753, "text": "Created server manage tab (only reinstall & suspend/unsuspend cuz there seem to be no API endpoint to toggle install status & transfer) Created server delete tab Added 2 new button types, SUCCESS (green) and WARNING (yellow) In the admin server screen now most tabs are hidden whent he server is installing"}, {"post_id": 53378, "ts": "2026-08-23T22:08:42Z", "hours": 1.3206, "text": "Created the admin server databases tab (it only supports resetting the password and deleting the databases because for creating a database i need the hosts IDs, which there seem to be no API endpoint to get them) Added a modifier param to the Container component In the client server screen added a param to directly switch to the databases tab (this is used when the user goes from the admin server screen to the client server screen) Fixed “Missing Server ID” notification when client server is opened with databases tab as first tab"}, {"post_id": 52489, "ts": "2026-08-22T17:05:09Z", "hours": 1.9144, "text": "Created the server startup tab Changed the way Container components are spaced in the Build Configuration tab and create server popup In the create server popup disabled the docker image select when only 1 image is available"}, {"post_id": 52173, "ts": "2026-08-22T08:15:57Z", "hours": 4.4989, "text": "Created server screen with its: About tab Details tab Build Configuration tab Fixed pull to reload, it was updating the refreshIndex variable before the main resource actually refreshed and this caused the tabs not to refresh unless the user pulled to refresh twice CodeText component now uses default text style & font weight instead of pre-defined ones (for some reasons with pre-defined ones, in the ScrollableTabRow component it adds like a margin on the bottom of the blue active indicator) Updated UpdateServerDetailsBody to mark required fields as non-nullable In the server owner select, fixed the selected user disappearing if it was not in the search results In the allocation selects: Made the UI use alias:port when an alias is available, otherwise will default to ip:port Moved the ip:port text to a variable to avoid writing the same thing twice"}, {"post_id": 50274, "ts": "2026-08-19T13:03:15Z", "hours": 2.3186, "text": "Added server creation Added a searchable property in the Select component that adds a text input to filter the options Created a regex to check node & server names"}, {"post_id": 49934, "ts": "2026-08-18T22:04:46Z", "hours": 1.0625, "text": "All *Include enums are now chainable so doing ListNodesQueryInclude.SERVERS + ListServersQueryInclude.USER returns servers.user Also now instead of <enum>.toQueryString(...) (like ListServersQueryInclude.toQueryString(...) ) i do listOf(...).toQueryString() Used the new include enum chaining in 2 places: node servers tab: it now makes way less HTTP requests since the user, nest & egg are directly returned with the server, saving me from making multiple HTTP requests to fetch all users, nests & eggs (which would’ve taken a long time on a large server that for example has thousands of users, since it was fetching at a rate of 50 users per HTTP request, and it being a mobile app, internet might not be fast too) servers screen, now it fetches the egg variable together with the nest instead of having to fetch the egg’s data Moved ApiErrorResponse in a models folder for better organization this is a code only change so ig i’ll show pics of the code"}, {"post_id": 49856, "ts": "2026-08-18T20:07:04Z", "hours": 5.0992, "text": "Created the servers screen (WIP, inputs are untested and creating servers is not implemented yet) Created node servers tab Added pagination to the list nests HTTP request response Removed useless reset of the allocations in the node allocations tab In the created node popup, switched some inputs description from \"quoted\" test to actual inline code blocks CodeText component now uses CharSequence instead of String so it also supports annotated strings Switched main components from Text to CodeText Application server status is now an enum Updated list nests query to include eggs variables too (i just found out i can do this so i’m gonna prob do in in all the other ones in the next devlog too)"}, {"post_id": 48195, "ts": "2026-08-16T14:20:45Z", "hours": 4.3858, "text": "Created the node allocations tab The servers screen now shows the server description when available The 2FA check now considers 2FA as enabled even if the status code is 400 other than checking the error message (ptero got no way of knowing if 2FA is enabled other than that ) Update the TextInput component to allow showing optional suggestions (used in the assign new allocations popup, IP Address input) The Checkbox component now is more transparent when disabled (from 0.5 to 0.2 alpha) Changed how padding works in the Pager component Updated the Table component to add a param to disable lazy loading (for some reason it was laggier) Updated the libs"}, {"post_id": 47489, "ts": "2026-08-15T13:07:23Z", "hours": 2.2333, "text": "Created the node configuration tab Renamed the CodeText component to CodeBlockText and added params to highlight the content with a specific language Created the CodeText component to have both normal text and inline code text (kinda like markdown when you do this )"}, {"post_id": 47046, "ts": "2026-08-14T17:23:43Z", "hours": 1.6747, "text": "Create the settings tab in the node screen Added enabled state to all the inputs & switches in the create node popup Updated the updateNode function’s body & params since some required params were marked as nullable"}, {"post_id": 46843, "ts": "2026-08-14T11:23:01Z", "hours": 2.9253, "text": "Created the node screen & its about tab Moved node specific endpoints to their own ApiService instead of having them in the ApplicationApiService and added 2 endpoints to respectively fetch system data in v1 and v2 Made it so create new node button is disabled until all locations are fetched"}, {"post_id": 45978, "ts": "2026-08-12T20:16:10Z", "hours": 2.9544, "text": "Created the popup to create a node When fetching the node lists, now it also fetches all the locations (needed for a select in the create popup) Added fastlane metadata (will be used for F-Droid in the future) The Popup component now has a scrollbar Updated the scrollbar so now it only shows up when the container has enough contents to be scrollable Added an arrangement property in the Table ’s headers & row cells so that i can center certain things Updated TextInput and Switch components to make their description text color customizable Updated the workflow to automatically push the .aab file to play store after it’s built and made the release (hopefully, i didn’t test it) Fixed create location popup not clearing the inputs upon closing"}, {"post_id": 45461, "ts": "2026-08-11T23:00:38Z", "hours": 0.5592, "text": "Fixed admins not being able to manage servers subusers’ permissions Fixed not being aple to open sub-directories in the file browser Fixed create location popup not closing after creating the location"}, {"post_id": 45335, "ts": "2026-08-11T18:39:18Z", "hours": 1.6944, "text": "Created nodes screen (missing the popup to create a node for now) App name is now dynamically generated in the build.gradle.kts file (so debug build get the (Debug) suffix) Added an HTTP endpoint to check a node status"}, {"post_id": 45109, "ts": "2026-08-11T11:53:58Z", "hours": 0.4881, "text": "Created a CodeText component to display text as code (kinda like this ) and applied it in all the places where I previously just copy pasted same code Creating an API key now copies the key to the clipboard"}, {"post_id": 45061, "ts": "2026-08-11T10:17:04Z", "hours": 5.8633, "text": "Created the locations screen Created the location screen Took and modified to adapt to this app the Table component, originally from my Zipline app Fixed the pull to refresh, when calling onRefresh it didn’t actually set isRefreshing to true so the spinner would immediately disappear instead of swithcing to the spinner state till it finished loading Removed the page property from functions since the page is already stored in the viewModel so it made no sense to retrieve it from the viewModel just to send it to a function in the viewModel Fixed the formatDate function, it was crashing the app on older Android versions (<= 13) because the date time parser couldn’t understand the timezone (it expected a date like 2026-08-08-T15:43:30Z instead of 2026-08-08-T15:43:30+02:00 ) Added a new primary color variant that looks good enough on light bgs Fixed some multi-line TextInput s being marked as singleLine"}, {"post_id": 42647, "ts": "2026-08-07T14:13:23Z", "hours": 0.4458, "text": "Fixed the pull to refresh box having incorrect padding, so the circle was being hidden by the header and by the time it was out, it was already fully pulled and so it would refresh Updated the README also did some tests with downloading but i failed so i just undid them without committing or anything"}, {"post_id": 42285, "ts": "2026-08-06T22:21:15Z", "hours": 2.0292, "text": "Created a website for the app & a privacy policy (that was needed for the play store app), it’s available at https://ptero.stefdp.com Added a prompt to request the notification permission in the login screen and a button in the settings in case you want to enable notification in a second moment Improved the eventDescription variable in the ActivityDisplay component (i didn’t even know that was possible, i found it out cuz i made a _count variable and android studio suggested me to put it directly in the when , lmao) Updated versioning to follow SemVer ( 1.0 -> 1.0.0 )"}, {"post_id": 41895, "ts": "2026-08-06T12:09:27Z", "hours": 3.0606, "text": "in the account settings screen added a tab for the app settings Fixed some activity log event having incorrect names and causing the app to crash Added an action to build the app when the commit is prefixed with [build] or [release] Moved the *Scrollbar modifiers above any padding modifier so they look better Switch ScrollableTabRow to a normal Row instead of LazyRow since it’ll never have enough items to cause any lag Updated the README Removed the admin input in the login screen since it’s currently not available"}, {"post_id": 41497, "ts": "2026-08-05T19:00:04Z", "hours": 1.0289, "text": "In the account settings screen created the activity tab (i think i finished all the client side of the app , now i just gotta finish the small importance TODOs like removing the padding to the scrollbar in most scrollable views & stuff like that) Moved ActivityDisplay in the general components as it’s used in the accoutn activity too Updated ActivityDisplay to include the user agent button when available"}, {"post_id": 41417, "ts": "2026-08-05T16:42:56Z", "hours": 0.65, "text": "In the account settings screen added the SSH Keys tab (basically a almost full copy paste of the API Credentials for the frontend) Fixed capitalization of a variable & function in the api key tab"}, {"post_id": 41037, "ts": "2026-08-04T23:29:22Z", "hours": 2.9483, "text": "In the account settings screen created the API credentials tab Update the server screen so each tabs remembers its own data after switching to another tab (previously it would reset when the user switched to another tab). Also tabs now only fetch data on first render, then they use the previously fetched data instead of re-fetching, unless the user manually refreshes via the “pull to refresh” action (the thing where you swipe from top to down and it shows the refresh circle, idk it’s “professional” name ) Applied same changes as above to the account settings screen Updated the formatDate function to include a param to toggle the year in the date"}, {"post_id": 40669, "ts": "2026-08-04T11:04:30Z", "hours": 5.4211, "text": "Added the account settings screen and its account tab (now missing “API Credentials”, “SSH Keys” and “Activity” tabs, then the app is done ) in the server screen’s files tab file names are now limited to one line and if they overflow, they get cut off and “…” is added Now each warning popup in the server screen has its own icon instead of all using the suspended icon in all places, replaced refreshIndex += 1 with refreshIndex++ The app now no longer shows “Missing Server ID” toast as soon as you open a server Fixed disable 2FA endpoint (i forgot to add /disable at the end and i was wondering why 2FA wasn’t getting disabled even tho the request succeeded (without /disable it acts as enable endpoint)) Fixed get qr code response as it was different from what the API docs listed In the get qr code function added a secondary response to tell that 2FA is already enabled (used to check 2FA status so i know whether to show enable or disable button in the 2FA cuz the user object doesn’t tell me if the user has 2FA on … shitty API fr) Added a simple regex to parse emails (so the change email button is enabled only if this regex passes) Servers screen now uses a normal Column instead of a LazyColumn as lazily loading the server was causing more lag than loading all at once (after all it’s just 10 servers per page) Same as above for the server screen activity tab (jusy 25 logs per page) Fixed the pagination system in servers screen and server screen activity tab (for total amount of pages it was using the total amount of items in the current pages ( .total ) instead of the total number of pages ( .totalPages ), idk how i missed that ) Moved the file picker stuff outside of the LazyColumn & put the permissions in a remember to hopefully try to decrease lag I wanted to make a screen rec but i was too lazy to then go and censor my 2FA secret"}, {"post_id": 39547, "ts": "2026-08-02T15:55:34Z", "hours": 5.2503, "text": "Created the activity tab (finally finished all server tabs :D) along with a function to parse the variables in the logs’ description Improved loading for schedules, backup and databases tabs Fixed JSON text highlighting not highlighting strings inside of arrays Added padding for the Waterfall Cutout (aka screens with rounded edges) in the Header and ScrollableTabRow components In the settings tab added a popup to confirm the reinstallation of the server Added the endpoint to get the server activity (idk how i had skipped that one) and its function to call it Renamed AccountActivity to ActivityLog as it’s used in server activity too Installed a lib to generate avatars thta look like “Boring Avatars” one (cuz boring avatars API is paid ) add .trim() to all user inputs Now tabs refresh only when the server ID changes instead of anything in the server object"}, {"post_id": 39101, "ts": "2026-08-01T20:10:32Z", "hours": 4.3317, "text": "Create a custom PullToRefreshBox component that just uses Material3 PullToRefreshBox under the hood, i just made a component so i can easily style it as it’s in 1 single place Added the pull to refresh gesture to servers list & server details screens Added a warning for when the server is suspended, installing, transferring, restoring from a backup or its node is under maintenance (all warnings for now use same icons, i gotta change that) In the servers list servers now are disable and show a pill when they are suspended, installing, transferring, restoring from a backup or their node is under maintenance (basically when the warning is displayed, the server is also disabled aka you can’t access its data like console, files etc.) The app now properly handles padding for devices that have a “waterfall inset” (aka those kind of phones with curved screen at the edge) The top bar in the server list now properly shows a loading state instead of just disappearing and appearing when the user permissions are fetched Created a function hasPermission to check if an user has a certain permission instead of repeating the same code like 20 times Moved StartupContainer to a more general Container Moved ServerStatus enum to Server.Status Removed navController from all tabs as it was unused"}, {"post_id": 38795, "ts": "2026-08-01T11:14:01Z", "hours": 2.0736, "text": "Created the startup tab Made startup variable description nullable as it’s an optional property"}, {"post_id": 38468, "ts": "2026-07-31T21:10:19Z", "hours": 0.7469, "text": "Network tab now just disables all the buttons when loading instead of switching to skeleton loading for any small change like updating an allocation’s notes Doubled hamburger menu icon left padding to match the avatar padding on the right Doubled the gaps between the cards in the backups & network tabs Halved the gaps between the cards in the schedules tab I also tried to make the TextInput label not squared for a while but failed 😭 , for some reasons even if i clip my highest component to rounded corners, it still has the squared bg in the back"}, {"post_id": 38370, "ts": "2026-07-31T18:28:20Z", "hours": 1.9514, "text": "Added the network tab to manage server allocations Added a “Tertiary” button type (just cuz secondary was almost invisible on the allocation bg 🥀) Fixed allocation endpoints using String instead of Long Moved backup popups outside of the padded Column Updated my github username in the readme"}, {"post_id": 36009, "ts": "2026-07-27T20:28:50Z", "hours": 0.4436, "text": "After i tested more the additions of the last devlog i found some issues so here i fixed them Fixed backups downloading as .gz instead of .tar.gz Fixed “Create Backup” not showing up when the current backup count was 0 (making it impossible to create backups at all) Disabled inputs in the restore & create popups when respectively restoring and creating Removed the enabled param in the BackupDisplay as it was basically useless"}, {"post_id": 35992, "ts": "2026-07-27T19:54:26Z", "hours": 4.4839, "text": "Finished the users tab Made the backups tab Made all popup’s horizontal padding equal When editing or creating a new subuser, the permissins that the current user doesn’t have are disabled in the permissions list Disabled the “Create Database” button when at the limit Renamed File to FileDisplay for consistency with other components Fixed edit & create user body still using String instead of ServerSubuser.Permission Fixed the deleteServerBackup function which was marked as GET instead of DELETE Made the truncate param required in the restoreServerBackup function as it’s required in the API"}, {"post_id": 34673, "ts": "2026-07-25T16:12:15Z", "hours": 5.4628, "text": "Started making the users tab but it’s really WIP, none of the buttons except create new user works) Handled subuser permissions for all current tabs Added a LabeledCheckbox component Removed some function params that were pointless to have Installed the Gravatar SDK for the subusers’ avatar I legit think Android Studio is ragebaiting me, as soon as i start the rec the app starts to lag, when i stop the rec it’s fine"}, {"post_id": 34147, "ts": "2026-07-24T17:24:53Z", "hours": 3.77, "text": "Finished handling buttons in the schedules tab & created all the popups for schedule & tasks management In all screens & tab now all the inputs, switches, selects etc. are disabled when loading or making a HTTP request (like delete schedule, update file name etc.) Added a function to convert ISO date strings in human-readable strings Added a missing endpoint to execute a schedule Added a missing only_when_online property in the ServerSchedule data class Fixed schedule & tasks endpoint types (was using String instead of Long for the IDs) Fixed ScrollableTabRow not using all the horizontal space when in landscape mode"}, {"post_id": 33800, "ts": "2026-07-24T00:56:20Z", "hours": 2.5242, "text": "Finished the UI side of the schedule details popup (still WIP for backend like button handling) Moved each popup into its own folder & file to avoid having many long Popup calls at the top of screen/tab files Changed task action from a normal screen to an enum Took the formatDate function from my Zipline app"}, {"post_id": 33067, "ts": "2026-07-22T17:17:14Z", "hours": 4.2242, "text": "Created the schedules tab for the server screen (still WIP, for now only works for displaying & creating schedules, gotta add edit, deletion and task management) Moved each tab to its own ViewModel for better ordering instead of putting everything is a generic one Improved code layout by using return s in some places instead of many if else blocks Fixed ScrollableTabRow component improperly placing icons when there was no text Moved ‘linked’ data class es inside each other so i can do Server.Attributes.Limits instead of having a class with a long name like ApplicationServerAttributesLimits"}, {"post_id": 32681, "ts": "2026-07-22T00:08:40Z", "hours": 5.6317, "text": "Updated the file edit screen to use VSCode’s Dark+ theme colors for highlighting and added Java and CASM/Crawssembly by @The_Craw Added the databases tab with handling for creation, deletion and rotation of the password Fixed rotateServerDatabasePassword and deleteServerDatabase , they were using the wrong endpoint ( /server instead of /servers ) Made each tab independently scrollable instead of making the parent component scrollable Took the IconButton component from my Zipline app and slightly modified it (the MoreActionsButton component now uses that) Changed the Notification object component’s background color"}, {"post_id": 31859, "ts": "2026-07-20T16:06:12Z", "hours": 2.1247, "text": "FInished file handling (handled edit & save files & create new file) Added file highlighting for .env files Fixed writeServerFile having a wrong Content-Type (it had application/json instead of text/plain since the input is a raw string) Fixed HTML syntax highlighting, it wasn’t highlighting the > part of the tag"}, {"post_id": 31721, "ts": "2026-07-20T10:47:03Z", "hours": 2.645, "text": "Added a screen for code editing with simple syntax highlighting (via a newly installed library) and a warning if you try to leave without saving (that’s still WIP, saving isn’t implemented yet and neither reading the content of the selected file) Updated the TextInput component to have a fontFamily property so that in the core editor i can set the text to be monospace On the login screen i disabled the application api key input till the admin side is actually done"}, {"post_id": 31407, "ts": "2026-07-19T19:00:46Z", "hours": 4.4347, "text": "(Sorry for the slightly laggy video, not sure if it’s cuz it’s via a emulator or cuz i compressed the video from 136 MiB down to 36 MB) In the server screen added the handling for download, upload, delete, copy, create folder, rename/move, change permissions, archive & unarchive Filled the File component’s “more actions” menu (before it was empty) Updated uploadServerFiles to be able to upload multiple files at once Added a function to convert linux string permissions (like drwxr-xr-x ) to int/octal (like 755 ) Added a regex for the linux int/octal permission Took the Popup component and Storage object form my Zipline app Updated the SecureStorage class to add the file download folder variable"}, {"post_id": 30962, "ts": "2026-07-18T23:42:06Z", "hours": 2.1631, "text": "Created the Files tab in the server screen (still WIP, most of the buttons do nothing rn) Created a File component to avoid repeating same code Added a new color surfaceContainer used in notifications Took the “More Actions” component from my Zipline app Took the “Checkbox” component from my Zipline app and modified it to be toggleable In server screen disable global scroll on certain tabs as they’d cause the app to crash for infinite scroll moved the WebSocket connection to the Console tab instead of the general server screen, this way it auto reconnects when the user switches back to the console tab (since it disconnects when the user moves to another tab to save resources)"}, {"post_id": 30840, "ts": "2026-07-18T19:40:14Z", "hours": 3.5069, "text": "Added charts to the console tab of the server screen Added a top scrollbar like ptero’s to the server screen and moved the console stuff to its own file for better sorting Created a component for the chart container & top scrollbar to avoid repetition Added AI declaration in the readme cuz i only found out now that it’s required Removed a double new line the Button component"}, {"post_id": 29863, "ts": "2026-07-17T00:51:22Z", "hours": 3.43, "text": "Created the server screen and right now i only made the console section out of all the ones i gotta do (console, files, databases, schedules, users, backups, network, startup, settings & activity) The server screen itself is WIP as it’s missing the buttons to switch between the sections The console tab is also WIP as i haven’t done the line charts for CPU, RAM & Network I/O) (devlogging with this stuff half-made cuz it’s almost 3AM so i gotta sleep ) Took the formatMs function from my zipline app to convert ms to human readable time like “1h 30m 20s” for the server uptime In the WebSocketManager class renamed the setPowerState function to sendPowerSignal as it makes more sense On the console screen i wanted the console to follow its actual colors but only lib i found to do that doesn’t support jetpack compose that well so i had to rely on the XML’s TextView (but in compose thanks to the AndroidView component)"}, {"post_id": 29055, "ts": "2026-07-15T18:23:36Z", "hours": 2.9633, "text": "Fixed websocket not working (apparently it 403’s unless you put the panel URL as Origin header) Added pagination to the servers screen and also made the server load lazily and get unrendered when out of the display Also suspended servers’ names now are grayed out Installed a ANSI parser library to correctly color console output (hopefully it works however they already said it won’t work for outline 😭) Took the scrollbar modifiers from my Zipline app and put a scrollbar in the servers list Created a object to easily access the WebSocketManager from a ViewModel class Currently working on the specific server page, right now it’s empty but i got websocket working, i’ll push it once it’s finished"}, {"post_id": 28568, "ts": "2026-07-14T21:58:36Z", "hours": 3.9736, "text": "Added the UI for the client servers list screen (still gotta finish it tho, just have to add pagination and will only shows 10 servers per page to avoid getting ratelimited as i have to make a separate HTTP request for each server to get their resources usage) Added pterodactyl panel colors to be used in the server status (red, green and yellow) Fixed listServers not working cuz of wrong path (i didn’t know how to tell retrofit to use just the baseUrl , then after it threw an error i googled it and realized i just had to put . ) Updated getServerResources response class, now the server state uses a enum instead of a generic string Updated Server class to better fix some typed and add 1 missing key Added the uploadServerFile HTTP method (i didn’t do i it initially cuz the docs were confusing and i couldn’t understand how to select the upload directory, turns out i was setting the directory query on the request to get the signed url instead of the signed url itself 😭 Improved login process to handle the case when the user logged with just an application api key and not a client one Added application API key validation for the same reason as the login Took shimmerable modifier from my Zipline app to make skeleton loading Added definitions & placeholders for all screens until i make them"}, {"post_id": 28257, "ts": "2026-07-14T12:33:25Z", "hours": 2.8692, "text": "Created Loading and Login Screen After making a HTTP request the app crashed and only then i realized that i didn’t make the HTTP request suspend functions so i fixed it Took the Notification object from my Zipline app, tho i gotta fix it a bit cuz the color is kinda ugly and i still don’t know which one in the palette to use cuz imo none of them fits, maybe i’ll just use a separate color out of the palette for it Updated the TextInput component to add a optional required field which when set to true adds a red * next to the label, might do this with switches too I took some common regex (domain, IPv4, number and decimal) since i might need them later and some of them (domain & IPv4) are also aready used in the login"}, {"post_id": 27777, "ts": "2026-07-13T17:06:27Z", "hours": 2.8914, "text": "Finished creating the methods to call the client API (same as application ones, copy pasted same code and changed method & function vars) (except for the download* ones, i took those from my other app Zipline) I also took the Transfer Service from my Zipline app Updated all the libraries Set target SDK to 37 (Android 17) now i gotta do the frontend part"}, {"post_id": 27272, "ts": "2026-07-12T18:21:50Z", "hours": 0.7419, "text": "Finished creating the methods to call the application API (basically just copy pasted same code and changed the method & the fuction vars) Now i gotta make the same thing for the client API"}, {"post_id": 27163, "ts": "2026-07-12T14:07:41Z", "hours": 1.4042, "text": "Started creating methods to call the API endpoints easily Took the Header component from one of my other apps"}, {"post_id": 26528, "ts": "2026-07-11T12:05:14Z", "hours": 0.8058, "text": "Set up color scheme (right now both light and dark color are the same, idk what colors to use to differ but make it still look like the official app) Added some util modules that i also use in my other apps Created an empty login screen"}, {"post_id": 26500, "ts": "2026-07-11T10:27:23Z", "hours": 0.9733, "text": "I had forgotten to add the client API HTTP endpoint to get the console websocket token & URL so i added it now Added the WebSocket handling (untested) Updated the proguard rules so that HTTP request/response classes are not shrunk or minified by R6"}, {"post_id": 26100, "ts": "2026-07-10T18:05:31Z", "hours": 0.6336, "text": "Finished adding the application API HTTP requests (added application/servers/{serverId}/databases , application/nests and application/nests/{nestId}/eggs ) Also fixed some classes having wrong data cuz i realized that i copy pasted them without actually changing their name in some places 😭 you can see them in the commit here even tho i’m kinda confused cuz in the docs i didn’t see any endpoint to create or manage nests, eggs and database hosts"}, {"post_id": 26051, "ts": "2026-07-10T17:14:07Z", "hours": 2.1628, "text": "Added more application API HTTP requests (all the application/nodes/{nodeId}/allocations , application/locations and application/servers endpoints) you can see them in the commit here"}, {"post_id": 21431, "ts": "2026-07-03T11:41:26Z", "hours": 2.1569, "text": "Added more application API HTTP requests (all the /application/user and /application/nodes endpoints) you can see them in the commit here"}, {"post_id": 7486, "ts": "2026-06-12T14:24:53Z", "hours": 1.1056, "text": "Split the API in 2 types: application and client (as pterodactyl handles those differently with 2 diff api keys) Fixed some wrong or missing types Finished adding the HTTP requests for the client API Started adding the HTTP requests for the application API"}, {"post_id": 7451, "ts": "2026-06-12T12:46:34Z", "hours": 1.6653, "text": "Added more HTTP requests (ngl am too lazy to list them all, just watch them in the commit here )"}, {"post_id": 4342, "ts": "2026-06-07T16:58:23Z", "hours": 4.2092, "text": "Added even more HTTP requests, tho could be not 100% accurate cuz ptero API is shit 😭, the official one is AI generated and has hallucinations…. anyway i added: GET /api/client/account/activity GET /api/client/account/ssh-keys POST /api/client/account/ssh-keys POST /api/client/account/ssh-keys/remove GET /api/client/servers/{identifier} GET /api/client/servers/{identifier}/resources POST /api/client/servers/{identifier}/command POST /api/client/servers/{identifier}/power GET /api/client/servers/{identifier}/databases POST /api/client/servers/{identifier}/databases POST /api/client/server/{serverIdentifier}/databases/{databaseIdentifier)/rotate-password DELETE /api/client/server/{serverIdentifier}/databases/{databaseIdentifier} GET /api/client/servers/{identifier}/files/list GET /api/client/servers/{identifier}/files/contents GET /api/client/servers/{identifier}/files/download POST /api/client/servers/{identifier}/files/write POST /api/client/servers/{identifier}/files/create-folder POST /api/client/servers/{identifier}/files/copy PUT /api/client/servers/{identifier}/files/rename POST /api/client/servers/{identifier}/files/compress POST /api/client/servers/{identifier}/files/decompress POST /api/client/servers/{identifier}/files/delete GET /api/client/servers/{identifier}/files/upload POST /api/client/servers/{identifier}/files/chmod GET /api/client/servers/{identifier}/schedules GET /api/client/servers/{identifier}/schedules/{scheduleIdentifier} POST /api/client/servers/{identifier}/schedules POST /api/client/servers/{identifier}/schedules/{scheduleIdentifier} DELETE /api/client/servers/{identifier}/schedules/{scheduleIdentifier} POST /api/client/servers/{serverIdentifier}/schedules/{scheduleIdentifier}/tasks POST /api/client/servers/{serverIdentifier}/schedules/{scheduleIdentifier}/tasks/{taskIdentifier} DELETE /api/client/servers/{serverIdentifier}/schedules/{scheduleIdentifier}/tasks/{taskIdentifier} Writing all these took alot of time"}, {"post_id": 3759, "ts": "2026-06-06T20:13:46Z", "hours": 1.5667, "text": "Started adding some HTTP requests typedef, still missing alot tho for now i added: GET /api/client GET /api/client/permissions GET /api/client/account GET /api/client/account/two-factor POST /api/client/account/two-factor (enable) POST /api/client/account/two-factor (disable) PUT /api/client/account/email PUT /api/client/account/password GET /api/client/account/api-keys DELETE /api/client/account/api-keys/{identifier} POST /api/client/account/api-keys no frontend yet, i’m doing the backend first"}, {"post_id": 3611, "ts": "2026-06-06T16:44:59Z", "hours": 0.7236, "text": "Just created the app skeleton based on the other 2 apps i’ve already made (with alot of TODOs for now) now working on writing the code for HTTP requests to the pterodactyl API and their response types"}]...
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Title: Pterodactyl Panel (Android App) by @stefdp Title: Pterodactyl Panel (Android App) by @stefdp | Stardance
Devlogs:
Just created the app skeleton based on the other 2 apps i’ve already made (with alot of TODOs for now) now working on writing the code for HTTP requests to the pterodactyl API and their response types
Started adding some HTTP requests typedef, still missing alot tho for now i added: GET /api/client GET /api/client/permissions GET /api/client/account GET /api/client/account/two-factor POST /api/client/account/two-factor (enable) POST /api/client/account/two-factor (disable) PUT /api/client/account/email PUT /api/client/account/password GET /api/client/account/api-keys DELETE /api/client/account/api-keys/{identifier} POST /api/client/account/api-keys no frontend yet, i’m doing the backend first
Added even more HTTP requests, tho could be not 100% accurate cuz ptero API is shit 😭, the official one is AI generated and has hallucinations…. anyway i added: GET /api/client/account/activity GET /api/client/account/ssh-keys POST /api/client/account/ssh-keys POST /api/client/account/ssh-keys/remove GET /api/client/servers/{identifier} GET /api/client/servers/{identifier}/resources POST /api/client/servers/{identifier}/command POST /api/client/servers/{identifier}/power GET /api/client/servers/{identifier}/databases POST /api/client/servers/{identifier}/databases POST /api/client/server/{serverIdentifier}/databases/{databaseIdentifier)/rotate-password DELETE /api/client/server/{serverIdentifier}/databases/{databaseIdentifier} GET /api/client/servers/{identifier}/files/list GET /api/client/servers/{identifier}/files/contents GET /api/client/servers/{identifier}/files/download POST /api/client/servers/{identifier}/files/write POST /api/client/servers/{identifier}/files/create-folder POST /api/client/servers/{identifier}/files/copy PUT /api/client/servers/{identifier}/files/rename POST /api/client/servers/{identifier}/files/compress POST /api/client/servers/{identifier}/files/decompress POST /api/client/servers/{identifier}/files/delete GET /api/client/servers/{identifier}/files/upload POST /api/client/servers/{identifier}/files/chmod GET /api/client/servers/{identifier}/schedules GET /api/client/servers/{identifier}/schedules/{scheduleIdentifier} POST /api/client/servers/{identifier}/schedules POST /api/client/servers/{identifier}/schedules/{scheduleIdentifier} DELETE /api/client/servers/{identifier}/schedules/{scheduleIdentifier} POST /api/client/servers/{serverIdentifier}/schedules/{scheduleIdentifier}/tasks POST /api/client/servers/{serverIdentifier}/schedules/{scheduleIdentifier}/tasks/{taskIdentifier} DELETE /api/client/servers/{serverIdentifier}/schedules/{scheduleIdentifier}/tasks/{taskIdentifier} Writing all these took alot of time
Added more HTTP requests (ngl am too lazy to list them all, just watch them in the commit here )
Split the API in 2 types: application and client (as pterodactyl handles those differently with 2 diff api keys) Fixed some wrong or missing types Finished adding the HTTP requests for the client API Started adding the HTTP requests for the application API
Added more application API HTTP requests (all the /application/user and /application/nodes endpoints) you can see them in the commit here
Added more application API HTTP requests (all the application/nodes/{nodeId}/allocations , application/locations and application/servers endpoints) you can see them in the commit here
Finished adding the application API HTTP requests (added application/servers/{serverId}/databases , application/nests and application/nests/{nestId}/eggs ) Also fixed some classes having wrong data cuz i realized that i copy pasted them without actually changing their name in some places 😭 you can see them in the commit here even tho i’m kinda confused cuz in the docs i didn’t see any endpoint to create or manage nests, eggs and database hosts
I had forgotten to add the client API HTTP endpoint to get the console websocket token & URL so i added it now Added the WebSocket handling (untested) Updated the proguard rules so that HTTP request/response classes are not shrunk or minified by R6
Set up color scheme (right now both light and dark color are the same, idk what colors to use to differ but make it still look like the official app) Added some util modules that i also use in my other apps Created an empty login screen
Started creating methods to call the API endpoints easily Took the Header component from one of my other apps
Finished creating the methods to call the application API (basically just copy pasted same code and changed the method & the fuction vars) Now i gotta make the same thing for the client API
Finished creating the methods to call the client API (same as application ones, copy pasted same code and changed method & function vars) (except for the download* ones, i took those from my other app Zipline) I also took the Transfer Service from my Zipline app Updated all the libraries Set target SDK to 37 (Android 17) now i gotta do the frontend part
Created Loading and Login Screen After making a HTTP request the app crashed and only then i realized that i didn’t make the HTTP request suspend functions so i fixed it Took the Notification object from my Zipline app, tho i gotta fix it a bit cuz the color is kinda ugly and i still don’t know which one in the palette to use cuz imo none of them fits, maybe i’ll just use a separate color out of the palette for it Updated the TextInput component to add a optional required field which when set to true adds a red * next to the label, might do this with switches too I took some common regex (domain, IPv4, number and decimal) since i might need them later and some of them (domain & IPv4) are also aready used in the login
Added the UI for the client servers list screen (still gotta finish it tho, just have to add pagination and will only shows 10 servers per page to avoid getting ratelimited as i have to make a separate HTTP request for each server to get their resources usage) Added pterodactyl panel colors to be used in the server status (red, green and yellow) Fixed listServers not working cuz of wrong path (i didn’t know how to tell retrofit to use just the baseUrl , then after it threw an error i googled it and realized i just had to put . ) Updated getServerResources response class, now the server state uses a enum instead of a generic string Updated Server class to better fix some typed and add 1 missing key Added the uploadServerFile HTTP method (i didn’t do i it initially cuz the docs were confusing and i couldn’t understand how to select the upload directory, turns out i was setting the directory query on the request to get the signed url instead of the signed url itself 😭 Improved login process to handle the case when the user logged with just an application api key and not a client one Added application API key validation for the same reason as the login Took shimmerable modifier from my Zipline app to make skeleton loading Added definitions & placeholders for all screens until i make them
Fixed websocket not working (apparently it 403’s unless you put the panel URL as Origin header) Added pagination to the servers screen and also made the server load lazily and get unrendered when out of the display Also suspended servers’ names now are grayed out Installed a ANSI parser library to correctly color console output (hopefully it works however they already said it won’t work for outline 😭) Took the scrollbar modifiers from my Zipline app and put a scrollbar in the servers list Created a object to easily access the WebSocketManager from a ViewModel class Currently working on the specific server page, right now it’s empty but i got websocket working, i’ll push it once it’s finished
Created the server screen and right now i only made the console section out of all the ones i gotta do (console, files, databases, schedules, users, backups, network, startup, settings & activity) The server screen itself is WIP as it’s missing the buttons to switch between the sections The console tab is also WIP as i haven’t done the line charts for CPU, RAM & Network I/O) (devlogging with this stuff half-made cuz it’s almost 3AM so i gotta sleep ) Took the formatMs function from my zipline app to convert ms to human readable time like “1h 30m 20s” for the server uptime In the WebSocketManager class renamed the setPowerState function to sendPowerSignal as it makes more sense On the console screen i wanted the console to follow its actual colors but only lib i found to do that doesn’t support jetpack compose that well so i had to rely on the XML’s TextView (but in compose thanks to the AndroidView component)
Added charts to the console tab of the server screen Added a top scrollbar like ptero’s to the server screen and moved the console stuff to its own file for better sorting Created a component for the chart container & top scrollbar to avoid repetition Added AI declaration in the readme cuz i only found out now that it’s required Removed a double new line the Button component
Created the Files tab in the server screen (still WIP, most of the buttons do nothing rn) Created a File component to avoid repeating same code Added a new color surfaceContainer used in notifications Took the “More Actions” component from my Zipline app Took the “Checkbox” component from my Zipline app and modified it to be toggleable In server screen disable global scroll on certain tabs as they’d cause the app to crash for infinite scroll moved the WebSocket connection to the Console tab instead of the general server screen, this way it auto reconnects when the user switches back to the console tab (since it disconnects when the user moves to another tab to save resources)
(Sorry for the slightly laggy video, not sure if it’s cuz it’s via a emulator or cuz i compressed the video from 136 MiB down to 36 MB) In the server screen added the handling for download, upload, delete, copy, create folder, rename/move, change permissions, archive & unarchive Filled the File component’s “more actions” menu (before it was empty) Updated uploadServerFiles to be able to upload multiple files at once Added a function to convert linux string permissions (like drwxr-xr-x ) to int/octal (like 755 ) Added a regex for the linux int/octal permission Took the Popup component and Storage object form my Zipline app Updated the SecureStorage class to add the file download folder variable
Added a screen for code editing with simple syntax highlighting (via a newly installed library) and a warning if you try to leave without saving (that’s still WIP, saving isn’t implemented yet and neither reading the content of the selected file) Updated the TextInput component to have a fontFamily property so that in the core editor i can set the text to be monospace On the login screen i disabled the application api key input till the admin side is actually done
FInished file handling (handled edit & save files & create new file) Added file highlighting for .env files Fixed writeServerFile having a wrong Content-Type (it had application/json instead of text/plain since the input is a raw string) Fixed HTML syntax highlighting, it wasn’t highlighting the > part of the tag
Updated the file edit screen to use VSCode’s Dark+ theme colors for highlighting and added Java and CASM/Crawssembly by @The_Craw Added the databases tab with handling for creation, deletion and rotation of the password Fixed rotateServerDatabasePassword and deleteServerDatabase , they were using the wrong endpoint ( /server instead of /servers ) Made each tab independently scrollable instead of making the parent component scrollable Took the IconButton component from my Zipline app and slightly modified it (the MoreActionsButton component now uses that) Changed the Notification object component’s background color
Created the schedules tab for the server screen (still WIP, for now only works for displaying & creating schedules, gotta add edit, deletion and task management) Moved each tab to its own ViewModel for better ordering instead of putting everything is a generic one Improved code layout by using return s in some places instead of many if else blocks Fixed ScrollableTabRow component improperly placing icons when there was no text Moved ‘linked’ data class es inside each other so i can do Server.Attributes.Limits instead of having a class with a long name like ApplicationServerAttributesLimits
Finished the UI side of the schedule details popup (still WIP for backend like button handling) Moved each popup into its own folder & file to avoid having many long Popup calls at the top of screen/tab files Changed task action from a normal screen to an enum Took the formatDate function from my Zipline app
Finished handling buttons in the schedules tab & created all the popups for schedule & tasks management In all screens & tab now all the inputs, switches, selects etc. are disabled when loading or making a HTTP request (like delete schedule, update file name etc.) Added a function to convert ISO date strings in human-readable strings Added a missing endpoint to execute a schedule Added a missing only_when_online property in the ServerSchedule data class Fixed schedule & tasks endpoint types (was using String instead of Long for the IDs) Fixed ScrollableTabRow not using all the horizontal space when in landscape mode
Started making the users tab but it’s really WIP, none of the buttons except create new user works) Handled subuser permissions for all current tabs Added a LabeledCheckbox component Removed some function params that were pointless to have Installed the Gravatar SDK for the subusers’ avatar I legit think Android Studio is ragebaiting me, as soon as i start the rec the app starts to lag, when i stop the rec it’s fine
Finished the users tab Made the backups tab Made all popup’s horizontal padding equal When editing or creating a new subuser, the permissins that the current user doesn’t have are disabled in the permissions list Disabled the “Create Database” button when at the limit Renamed File to FileDisplay for consistency with other components Fixed edit & create user body still using String instead of ServerSubuser.Permission Fixed the deleteServerBackup function which was marked as GET instead of DELETE Made the truncate param required in the restoreServerBackup function as it’s required in the API
After i tested more the additions of the last devlog i found some issues so here i fixed them Fixed backups downloading as .gz instead of .tar.gz Fixed “Create Backup” not showing up when the current backup count was 0 (making it impossible to create backups at all) Disabled inputs in the restore & create popups when respectively restoring and creating Removed the enabled param in the BackupDisplay as it was basically useless
Added the network tab to manage server allocations Added a “Tertiary” button type (just cuz secondary was almost invisible on the allocation bg 🥀) Fixed allocation endpoints using String instead of Long Moved backup popups outside of the padded Column Updated my github username in the readme
Network tab now just disables all the buttons when loading instead of switching to skeleton loading for any small change like updating an allocation’s notes Doubled hamburger menu icon left padding to match the avatar padding on the right Doubled the gaps between the cards in the backups & network tabs Halved the gaps between the cards in the schedules tab I also tried to make the TextInput label not squared for a while but failed 😭 , for some reasons even if i clip my highest component to rounded corners, it still has the squared bg in the back
Created the startup tab Made startup variable description nullable as it’s an optional property
Create a custom PullToRefreshBox component that just uses Material3 PullToRefreshBox under the hood, i just made a component so i can easily style it as it’s in 1 single place Added the pull to refresh gesture to servers list & server details screens Added a warning for when the server is suspended, installing, transferring, restoring from a backup or its node is under maintenance (all warnings for now use same icons, i gotta change that) In the servers list servers now are disable and show a pill when they are suspended, installing, transferring, restoring from a backup or their node is under maintenance (basically when the warning is displayed, the server is also disabled aka you can’t access its data like console, files etc.) The app now properly handles padding for devices that have a “waterfall inset” (aka those kind of phones with curved screen at the edge) The top bar in the server list now properly shows a loading state instead of just disappearing and appearing when the user permissions are fetched Created a function hasPermission to check if an user has a certain permission instead of repeating the same code like 20 times Moved StartupContainer to a more general Container Moved ServerStatus enum to Server.Status Removed navController from all tabs as it was unused
Created the activity tab (finally finished all server tabs :D) along with a function to parse the variables in the logs’ description Improved loading for schedules, backup and databases tabs Fixed JSON text highlighting not highlighting strings inside of arrays Added padding for the Waterfall Cutout (aka screens with rounded edges) in the Header and ScrollableTabRow components In the settings tab added a popup to confirm the reinstallation of the server Added the endpoint to get the server activity (idk how i had skipped that one) and its function to call it Renamed AccountActivity to ActivityLog as it’s used in server activity too Installed a lib to generate avatars thta look like “Boring Avatars” one (cuz boring avatars API is paid ) add .trim() to all user inputs Now tabs refresh only when the server ID changes instead of anything in the server object
Added the account settings screen and its account tab (now missing “API Credentials”, “SSH Keys” and “Activity” tabs, then the app is done ) in the server screen’s files tab file names are now limited to one line and if they overflow, they get cut off and “…” is added Now each warning popup in the server screen has its own icon instead of all using the suspended icon in all places, replaced refreshIndex += 1 with refreshIndex++ The app now no longer shows “Missing Server ID” toast as soon as you open a server Fixed disable 2FA endpoint (i forgot to add /disable at the end and i was wondering why 2FA wasn’t getting disabled even tho the request succeeded (without /disable it acts as enable endpoint)) Fixed get qr code response as it was different from what the API docs listed In the get qr code function added a secondary response to tell that 2FA is already enabled (used to check 2FA status so i know whether to show enable or disable button in the 2FA cuz the user object doesn’t tell me if the user has 2FA on … shitty API fr) Added a simple regex to parse emails (so the change email button is enabled only if this regex passes) Servers screen now uses a normal Column instead of a LazyColumn as lazily loading the server was causing more lag than loading all at once (after all it’s just 10 servers per page) Same as above for the server screen activity tab (jusy 25 logs per page) Fixed the pagination system in servers screen and server screen activity tab (for total amount of pages it was using the total amount of items in the current pages ( .total ) instead of the total number of pages ( .totalPages ), idk how i missed that ) Moved the file picker stuff outside of the LazyColumn & put the permissions in a remember to hopefully try to decrease lag I wanted to make a screen rec but i was too lazy to then go and censor my 2FA secret
In the account settings screen created the API credentials tab Update the server screen so each tabs remembers its own data after switching to another tab (previously it would reset when the user switched to another tab). Also tabs now only fetch data on first render, then they use the previously fetched data instead of re-fetching, unless the user manually refreshes via the “pull to refresh” action (the thing where you swipe from top to down and it shows the refresh circle, idk it’s “professional” name ) Applied same changes as above to the account settings screen Updated the formatDate function to include a param to toggle the year in the date
In the account settings screen added the SSH Keys tab (basically a almost full copy paste of the API Credentials for the frontend) Fixed capitalization of a variable & function in the api key tab
In the account settings screen created the activity tab (i think i finished all the client side of the app , now i just gotta finish the small importance TODOs like removing the padding to the scrollbar in most scrollable views & stuff like that) Moved ActivityDisplay in the general components as it’s used in the accoutn activity too Updated ActivityDisplay to include the user agent button when available
in the account settings screen added a tab for the app settings Fixed some activity log event having incorrect names and causing the app to crash Added an action to build the app when the commit is prefixed with [build] or [release] Moved the *Scrollbar modifiers above any padding modifier so they look better Switch ScrollableTabRow to a normal Row instead of LazyRow since it’ll never have enough items to cause any lag Updated the README Removed the admin input in the login screen since it’s currently not available
Created a website for the app & a privacy policy (that was needed for the play store app), it’s available at https://ptero.stefdp.com Added a prompt to request the notification permission in the login screen and a button in the settings in case you want to enable notification in a second moment Improved the eventDescription variable in the ActivityDisplay component (i didn’t even know that was possible, i found it out cuz i made a _count variable and android studio suggested me to put it directly in the when , lmao) Updated versioning to follow SemVer ( 1.0 -> 1.0.0 )
Fixed the pull to refresh box having incorrect padding, so the circle was being hidden by the header and by the time it was out, it was already fully pulled and so it would refresh Updated the README also did some tests with downloading but i failed so i just undid them without committing or anything
Created the locations screen Created the location screen Took and modified to adapt to this app the Table component, originally from my Zipline app Fixed the pull to refresh, when calling onRefresh it didn’t actually set isRefreshing to true so the spinner would immediately disappear instead of swithcing to the spinner state till it finished loading Removed the page property from functions since the page is already stored in the viewModel so it made no sense to retrieve it from the viewModel just to send it to a function in the viewModel Fixed the formatDate function, it was crashing the app on older Android versions (<= 13) because the date time parser couldn’t understand the timezone (it expected a date like 2026-08-08-T15:43:30Z instead of 2026-08-08-T15:43:30+02:00 ) Added a new primary color variant that looks good enough on light bgs Fixed some multi-line TextInput s being marked as singleLine
Created a CodeText component to display text as code (kinda like this ) and applied it in all the places where I previously just copy pasted same code Creating an API key now copies the key to the clipboard
Created nodes screen (missing the popup to create a node for now) App name is now dynamically generated in the build.gradle.kts file (so debug build get the (Debug) suffix) Added an HTTP endpoint to check a node status
Fixed admins not being able to manage servers subusers’ permissions Fixed not being aple to open sub-directories in the file browser Fixed create location popup not closing after creating the location
Created the popup to create a node When fetching the node lists, now it also fetches all the locations (needed for a select in the create popup) Added fastlane metadata (will be used for F-Droid in the future) The Popup component now has a scrollbar Updated the scrollbar so now it only shows up when the container has enough contents to be scrollable Added an arrangement property in the Table ’s headers & row cells so that i can center certain things Updated TextInput and Switch components to make their description text color customizable Updated the workflow to automatically push the .aab file to play store after it’s built and made the release (hopefully, i didn’t test it) Fixed create location popup not clearing the inputs upon closing
Created the node screen & its about tab Moved node specific endpoints to their own ApiService instead of having them in the ApplicationApiService and added 2 endpoints to respectively fetch system data in v1 and v2 Made it so create new node button is disabled until all locations are fetched
Create the settings tab in the node screen Added enabled state to all the inputs & switches in the create node popup Updated the updateNode function’s body & params since some required params were marked as nullable
Created the node configuration tab Renamed the CodeText component to CodeBlockText and added params to highlight the content with a specific language Created the CodeText component to have both normal text and inline code text (kinda like markdown when you do this )
Created the node allocations tab The servers screen now shows the server description when available The 2FA check now considers 2FA as enabled even if the status code is 400 other than checking the error message (ptero got no way of knowing if 2FA is enabled other than that ) Update the TextInput component to allow showing optional suggestions (used in the assign new allocations popup, IP Address input) The Checkbox component now is more transparent when disabled (from 0.5 to 0.2 alpha) Changed how padding works in the Pager component Updated the Table component to add a param to disable lazy loading (for some reason it was laggier) Updated the libs
Created the servers screen (WIP, inputs are untested and creating servers is not implemented yet) Created node servers tab Added pagination to the list nests HTTP request response Removed useless reset of the allocations in the node allocations tab In the created node popup, switched some inputs description from "quoted" test to actual inline code blocks CodeText component now uses CharSequence instead of String so it also supports annotated strings Switched main components from Text to CodeText Application server status is now an enum Updated list nests query to include eggs variables too (i just found out i can do this so i’m gonna prob do in in all the other ones in the next devlog too)
All *Include enums are now chainable so doing ListNodesQueryInclude.SERVERS + ListServersQueryInclude.USER returns servers.user Also now instead of <enum>.toQueryString(...) (like ListServersQueryInclude.toQueryString(...) ) i do listOf(...).toQueryString() Used the new include enum chaining in 2 places: node servers tab: it now makes way less HTTP requests since the user, nest & egg are directly returned with the server, saving me from making multiple HTTP requests to fetch all users, nests & eggs (which would’ve taken a long time on a large server that for example has thousands of users, since it was fetching at a rate of 50 users per HTTP request, and it being a mobile app, internet might not be fast too) servers screen, now it fetches the egg variable together with the nest instead of having to fetch the egg’s data Moved ApiErrorResponse in a models folder for better organization this is a code only change so ig i’ll show pics of the code
Added server creation Added a searchable property in the Select component that adds a text input to filter the options Created a regex to check node & server names
Created server screen with its: About tab Details tab Build Configuration tab Fixed pull to reload, it was updating the refreshIndex variable before the main resource actually refreshed and this caused the tabs not to refresh unless the user pulled to refresh twice CodeText component now uses default text style & font weight instead of pre-defined ones (for some reasons with pre-defined ones, in the ScrollableTabRow component it adds like a margin on the bottom of the blue active indicator) Updated UpdateServerDetailsBody to mark required fields as non-nullable In the server owner select, fixed the selected user disappearing if it was not in the search results In the allocation selects: Made the UI use alias:port when an alias is available, otherwise will default to ip:port Moved the ip:port text to a variable to avoid writing the same thing twice
Created the server startup tab Changed the way Container components are spaced in the Build Configuration tab and create server popup In the create server popup disabled the docker image select when only 1 image is available
Created the admin server databases tab (it only supports resetting the password and deleting the databases because for creating a database i need the hosts IDs, which there seem to be no API endpoint to get them) Added a modifier param to the Container component In the client server screen added a param to directly switch to the databases tab (this is used when the user goes from the admin server screen to the client server screen) Fixed “Missing Server ID” notification when client server is opened with databases tab as first tab
Created server manage tab (only reinstall & suspend/unsuspend cuz there seem to be no API endpoint to toggle install status & transfer) Created server delete tab Added 2 new button types, SUCCESS (green) and WARNING (yellow) In the admin server screen now most tabs are hidden whent he server is installing
Created users & user screen Updated the AGP (Android Gradle Plugin) Table headers now properly support multi line text (previously if one text was multiline while everything else wasn’t, all the divider would have a gap on the bottom except for the multiline one) In the client server screen, settings tab the UUID is now aligned to the right Improved screen change when deleting a server/node/user/location (instead of navController.popBackStack() (which basically acts as the back button) i specifically navigate to generic screen (eg. “user” -> “users”) and remove current screen from the back history so in the case that there is no screen to back into (eg if the app is opened via a deep link or stuff like that) it will go to the generic tab anyway) Added pull to refresh in the location screen
Created nests, nest & nest egg screens For nest egg screen, created 3 tabs: Configuration Variables Install Script it was pretty easy and quick to create those cuz they’re read-only as there’s no API endpoint to edit/delete them Added a back handler in the tabbed screens so that back button now goes to the previous tab instead of the entire previous screen In the client servers screen added a switch to see others’ server (admin only) Fixed capitalization in the getNestEgg function ( eggid -> eggId )
Added optional biometric authentication so people can lock their app behind phone code or biometric verification (like fingerprint etc.)
Added updated checking For F-Droid flavor it doesn’t do anything For APK flavor it checks my git repo For Play Store flavor it uses play store com.google.android.play:app-update library Updated the app site, available at https://ptero.stefdp.com Updated the changelog & app images in the fastlane folder Added an animation when switching between loading states with circular loading
Ships:
For rating & testing the project, please first read all of the text in the release. I made an Android app to manage your self-hosted Pterodactyl Panel instance (Currently only the client side, later I’ll also add the admin side). For who doesn’t know, Pterodactyl Panel is a panel usually used to manage game servers, but it can run anything, each server is just a docker container. The most challenging part was prob downloading files, and it still confuses me tbh because on the Android Studio emulator it works fine, but when if I try it on my actual phone (Samsung A55 5G) it randomly stops after a few seconds and I can’t seem to understand why...
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1792810420.882077
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1792896820.882077
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88
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Study Flow by @paula_g_jantunen | Stardance
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paula_g_jantunen
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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: Study Flow by @paula_g_jantunen | Stardance
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1791826998.4212153
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1792690998.4212153
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89
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Frictionless by @flamex | Stardance
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flamex
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0
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1.07
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0
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[]
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[{"post_id": 281, "ts": "2026- [{"post_id": 281, "ts": "2026-06-01T14:51:26Z", "hours": 1.0711, "text": "i am making a game that runs on your terminal . Im making this project to learn more about"}]...
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Title: Frictionless by @flamex | Stardance
Devlog Title: Frictionless by @flamex | Stardance
Devlogs:
i am making a game that runs on your terminal . Im making this project to learn more about...
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1792612258.9861045
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1793217058.9861045
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90
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My first slack bot! by @cybdo | Stardance
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cybdo
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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 first slack bot! by @cybdo | Stardance
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1792687692.6287994
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1793292492.6287994
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91
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Frictionless by @fpolak14 | Stardance
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fpolak14
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @fpolak14 | Stardance
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1792659129.0123167
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1793263929.0123167
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92
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project by @flamex | Stardance
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flamex
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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: project by @flamex | Stardance
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1792738306.395955
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1793343106.395955
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93
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FolderHarbor by @Nova | Stardance
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Nova
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0
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3.3
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0
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[]
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[{"post_id": 9176, "ts": "2026 [{"post_id": 9176, "ts": "2026-06-15T11:56:50Z", "hours": 1.6044, "text": "Web - Finished SDK Migration More of what I was doing in my last devlog! I updated to @folderharbor/ [email protected] , and implemented it across the rest of the panel. Specifically, in this time, I added it to: all admin routes (users, roles, acls, permissions, config, logs) user settings Web - Consolidation I also removed all of the web panel’s types that overlapped with the SDK’s ones, such as getting rid of the ClientConfig type and using FHClientConfig from the SDK instead. Notes I’m just about to merge this code into the main branch! :3"}, {"post_id": 9131, "ts": "2026-06-15T08:47:30Z", "hours": 1.6997, "text": "Web - SDK Migration I recently made an SDK for FolderHarbor (as a different project)! I’m now rewriting parts of the web panel to use it instead of direct API calls, as the SDK provides better type-safety. This isn’t done yet, but I’ve gotten the migration done in a few places. I’m doing this on a branch since it’s very breaking (most pages are broken on the branch during this rewrite, but the main branch’s version is still operational with the old code). Server - Fixes I fixed some things with the server, namely: Making a locked account return an error in checkPath() calls (this is to stop in-progress transfers on lock). Fixing the PNPM configuration, making it work properly with PNPM v11 (including on the CI/CD)."}]...
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Title: FolderHarbor by @Nova | Stardance
Devlogs: Title: FolderHarbor by @Nova | Stardance
Devlogs:
Web - SDK Migration I recently made an SDK for FolderHarbor (as a different project)! I’m now rewriting parts of the web panel to use it instead of direct API calls, as the SDK provides better type-safety. This isn’t done yet, but I’ve gotten the migration done in a few places. I’m doing this on a branch since it’s very breaking (most pages are broken on the branch during this rewrite, but the main branch’s version is still operational with the old code). Server - Fixes I fixed some things with the server, namely: Making a locked account return an error in checkPath() calls (this is to stop in-progress transfers on lock). Fixing the PNPM configuration, making it work properly with PNPM v11 (including on the CI/CD).
Web - Finished SDK Migration More of what I was doing in my last devlog! I updated to @folderharbor/ [email protected] , and implemented it across the rest of the panel. Specifically, in this time, I added it to: all admin routes (users, roles, acls, permissions, config, logs) user settings Web - Consolidation I also removed all of the web panel’s types that overlapped with the SDK’s ones, such as getting rid of the ClientConfig type and using FHClientConfig from the SDK instead. Notes I’m just about to merge this code into the main branch! :3...
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1792547283.113734
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1793152083.113734
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94
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Untitled project by @cybdo | Stardance
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cybdo
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @cybdo | Stardance
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1792583564.8094823
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1793188364.8094823
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95
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My Hanger by @rabieulawal_h | Stardance
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rabieulawal_h
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0
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0.84
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0
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[]
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[{"post_id": 1335, "ts": "2026 [{"post_id": 1335, "ts": "2026-06-03T08:47:45Z", "hours": 0.8433, "text": "made the basic site"}]...
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Title: My Hanger by @rabieulawal_h | Stardance
De Title: My Hanger by @rabieulawal_h | Stardance
Devlogs:
made the basic site...
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1792562098.7475228
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1793166898.7475228
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96
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ESP32 powered Drone Sware by @Naytik | Stardance
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Naytik
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0
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2.21
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0
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[]
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[{"post_id": 12463, "ts": "202 [{"post_id": 12463, "ts": "2026-06-20T10:55:41Z", "hours": 0.8808, "text": "Today, The FCUs finally arrived, once I took them out of the box, I plugged them into my computer to make sure that they worked well and it turns out that they did. both the FCUs worked perfectly first try and sensors on there, The MPU6500 and QMC5883P sensors worked perfectly with no issue what so ever. I also received the case and I am very excited to make the drones and then make them work together to form a drone swarm!"}, {"post_id": 4032, "ts": "2026-06-07T06:35:46Z", "hours": 1.3272, "text": "I completed most of the schematics for the slave drones including the IMU and Magnetometer, the only thing remaining to wire up are the motor contacts, added and wired up the ESP32"}]...
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Title: ESP32 powered Drone Sware by @Naytik | Star Title: ESP32 powered Drone Sware by @Naytik | Stardance
Devlogs:
I completed most of the schematics for the slave drones including the IMU and Magnetometer, the only thing remaining to wire up are the motor contacts, added and wired up the ESP32
Today, The FCUs finally arrived, once I took them out of the box, I plugged them into my computer to make sure that they worked well and it turns out that they did. both the FCUs worked perfectly first try and sensors on there, The MPU6500 and QMC5883P sensors worked perfectly with no issue what so ever. I also received the case and I am very excited to make the drones and then make them work together to form a drone swarm!...
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1792644656.8260713
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1793249456.8260713
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97
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Slack.fm by @xvcf | Stardance
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xvcf
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0
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0.48
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0
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[]
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[{"post_id": 375, "ts": "2026- [{"post_id": 375, "ts": "2026-06-01T18:42:23Z", "hours": 0.4814, "text": "Hey there! This is the first devlog for Slack.fm, so I’ll give you a broad explanation first! The bot simply uses the last.fm API to fetch data about users. The goal is it to send last.fm data directly into Slack channels, so users can share what they are listening to! This project is inspired by .fmbot on Discord! What did I do in this devlog though? Well, I first setup the bot with the “Make a Slack Bot” mission from Stardance! I used this to create the ping command, but quickly decided to instead create a full command handler. I really like my projects organized, so that’s the best choice! Now, I can put my commands into different files in src/commands, such as src/commands/fm.ts! The commandManager searches for these command files and imports them. My next goal is it to set up some more stuff and request an API key from last.fm!"}]...
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Title: Slack.fm by @xvcf | Stardance
Devlogs:
Hey Title: Slack.fm by @xvcf | Stardance
Devlogs:
Hey there! This is the first devlog for Slack.fm, so I’ll give you a broad explanation first! The bot simply uses the last.fm API to fetch data about users. The goal is it to send last.fm data directly into Slack channels, so users can share what they are listening to! This project is inspired by .fmbot on Discord! What did I do in this devlog though? Well, I first setup the bot with the “Make a Slack Bot” mission from Stardance! I used this to create the ping command, but quickly decided to instead create a full command handler. I really like my projects organized, so that’s the best choice! Now, I can put my commands into different files in src/commands, such as src/commands/fm.ts! The commandManager searches for these command files and imports them. My next goal is it to set up some more stuff and request an API key from last.fm!...
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1792666363.1755776
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1793271163.1755776
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98
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Untitled by @Fantamomo | Stardance
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Fantamomo
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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 @Fantamomo | Stardance
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1792795971.7599013
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1793400771.7599013
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99
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TrigTok by @alaninnovates | Stardance
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alaninnovates
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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: TrigTok by @alaninnovates | Stardance
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1792756295.6600814
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1793361095.6600814
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100
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Untitled by @RS | Stardance
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RS
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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 @RS | Stardance
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1792547476.8790448
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1793152276.8790448
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