|
11082
|
My first slack bot! by @sagarkushwah153 | Stardanc My first slack bot! by @sagarkushwah153 | Stardance...
|
sagarkushwah153
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sagarkushwah153 | S Title: My first slack bot! by @sagarkushwah153 | Stardance...
|
1793270883.1267402
|
1793875683.1267402
|
|
5275
|
Neocities blog by @divy | Stardance
|
divy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Neocities blog by @divy | Stardance
|
1793270885.144652
|
1793875685.144652
|
|
34100
|
Untitled by @fernsreinol | Stardance
|
fernsreinol
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @fernsreinol | Stardance
|
1793270886.0216846
|
1793875686.0216846
|
|
35255
|
off road autonomous rc car by @mateomatt360 | Star off road autonomous rc car by @mateomatt360 | Stardance...
|
mateomatt360
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: off road autonomous rc car by @mateomatt360 Title: off road autonomous rc car by @mateomatt360 | Stardance...
|
1793270886.9000666
|
1793875686.9000666
|
|
13779
|
DevQuest by @Sai-K | Stardance
|
Sai-K
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DevQuest by @Sai-K | Stardance
|
1793270888.9723537
|
1793875688.9723537
|
|
7961
|
Chess engine by @Wlad | Stardance
|
Wlad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Chess engine by @Wlad | Stardance
|
1793270889.8617516
|
1793875689.8617516
|
|
21790
|
Frictionless by @paarsi_goel | Stardance
|
paarsi_goel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @paarsi_goel | Stardance
|
1793270890.731892
|
1793875690.731892
|
|
31114
|
My awesome macropad! by @DaNerd67 | Stardance
|
DaNerd67
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @DaNerd67 | Stardan Title: My awesome macropad! by @DaNerd67 | Stardance...
|
1793270891.620834
|
1793875691.620834
|
|
7815
|
Untitled project by @sw4gz | Stardance
|
sw4gz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sw4gz | Stardance
|
1793270892.5210407
|
1793875692.5210407
|
|
3350
|
My awesome macropad! by @Niya | Stardance
|
Niya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Niya | Stardance
|
1793270893.3765032
|
1793875693.3765032
|
|
29807
|
Cool Lock by @Ayubi | Stardance
|
Ayubi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cool Lock by @Ayubi | Stardance
|
1793270895.9631345
|
1793875695.9631345
|
|
26133
|
Untitled by @nia- | Stardance
|
nia-
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @nia- | Stardance
|
1793270897.7208781
|
1793875697.7208781
|
|
8174
|
Java-NitroSense by @robothaver109 | Stardance
|
robothaver109
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Java-NitroSense by @robothaver109 | Stardan Title: Java-NitroSense by @robothaver109 | Stardance...
|
1793270900.1772146
|
1793875700.1772146
|
|
16989
|
My awesome macropad! by @ameenomar6627 | Stardance
|
ameenomar6627
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ameenomar6627 | St Title: My awesome macropad! by @ameenomar6627 | Stardance...
|
1793270901.057791
|
1793875701.057791
|
|
28150
|
WarioWare Game by @errorlenny | Stardance
|
errorlenny
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @errorlenny | Stardance
|
1793270901.9503589
|
1793875701.9503589
|
|
27728
|
Game on soccor/football by @Darshu | Stardance
|
Darshu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Game on soccor/football by @Darshu | Starda Title: Game on soccor/football by @Darshu | Stardance...
|
1793270903.709493
|
1793875703.709493
|
|
8792
|
paino macropad by @adwitya | Stardance
|
adwitya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: paino macropad by @adwitya | Stardance
|
1793270905.4686277
|
1793875705.4686277
|
|
10514
|
My awesome macropad! by @someone_you_know | Starda My awesome macropad! by @someone_you_know | Stardance...
|
someone_you_know
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @someone_you_know | Title: My awesome macropad! by @someone_you_know | Stardance...
|
1793270907.2394557
|
1793875707.2394557
|
|
29178
|
My first slack bot! by @mollybeth | Stardance
|
mollybeth
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @mollybeth | Stardan Title: My first slack bot! by @mollybeth | Stardance...
|
1793270908.128668
|
1793875708.128668
|
|
569
|
Lore by @gameminder | Stardance
|
gameminder
|
0
|
2.48
|
0
|
[]
|
[{"post_id": 718, "ts": "2026- [{"post_id": 718, "ts": "2026-06-02T09:36:40Z", "hours": 2.4764, "text": "currently building a memory layer for ai agents that is context aware using knowledge graphs with entity relations. any more ides on this?"}]...
|
Title: Lore by @gameminder | Stardance
Devlogs:
c Title: Lore by @gameminder | Stardance
Devlogs:
currently building a memory layer for ai agents that is context aware using knowledge graphs with entity relations. any more ides on this?...
|
1793270909.9118383
|
1793875709.9118383
|
|
9462
|
CSES in C++ by @joelynx | Stardance
|
joelynx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CSES in C++ by @joelynx | Stardance
|
1793270914.3563554
|
1793875714.3563554
|
|
10682
|
Movement Shooter by @balu | Stardance
|
balu
|
0
|
73.89
|
0
|
[]
|
[{"post_id": 16878, "ts": "202 [{"post_id": 16878, "ts": "2026-06-27T12:13:45Z", "hours": 7.3047, "text": "Implemented proper client-side interpolation, made everything tickrate independent so you can host servers with 30hz, 64hz and even 128hz tickrate. Also changed the adaptive buffers to handle the worse internet connections, you can barely notice the rubberbanding now on a bad 4G connection for example. Here’s a test of peeker’s advantage on LAN, I measured about 15-20ms of latency for a player’s actions showing up to all other players on a stable 0ms connection"}, {"post_id": 15421, "ts": "2026-06-25T01:57:52Z", "hours": 4.8883, "text": "MASSIVE NETCODE IMPROVEMENTS I made changes to how the client adjusts its input clock, instead of targeting discrete ticks, it targets time now so we can get even less latency and allows to provide a better experience for both players with a stable and poor internet connection!! This is the same system that CS2 uses"}, {"post_id": 12655, "ts": "2026-06-20T17:56:38Z", "hours": 2.5706, "text": "Movement fixes and new weapon sway system I had to fix so much of issues with the movement script that I ended up turning hackatime off for a day so it doesn’t look like fraud I swear to god this took so much time"}, {"post_id": 11599, "ts": "2026-06-18T21:47:21Z", "hours": 11.5161, "text": "I was so lost in the old movement code because I didn’t full understand it and the janky workarounds have started to limit the customizability of the whole thing Sooo I spent 12 hours rewriting the entire thing so that I have it entirely like I want it to be: Source style air-strafing, Titanfall 2-like wallrunning, Apex-like slides etc Will be interesting to build maps around this"}, {"post_id": 10629, "ts": "2026-06-17T14:11:50Z", "hours": 4.5156, "text": "Did some refactoring and code cleanup Lag compensation visualization: Blue capsule: client hitbox, Red capsule: server hitbox"}, {"post_id": 10282, "ts": "2026-06-16T22:27:50Z", "hours": 3.0403, "text": "Lag compensation test with friend Works So far I have optimized netcode with: server authoritative model, remote entity interpolation, lag compensation It’s already a solid base for a tactial first person shooter"}, {"post_id": 10080, "ts": "2026-06-16T17:38:02Z", "hours": 6.2219, "text": "Weapon test, sway and bob didn’t learn how to design and model weapons yet so I used the Phantom from VALORANT as a test"}, {"post_id": 9477, "ts": "2026-06-15T20:37:37Z", "hours": 10.6408, "text": "I’m done with client side prediction and reconciliation, input buffers etc. I think I got it to work really well, on localhost you get about 3 frames of peeker’s advantage with 120fps clients which is around ~25ms, which is close to what CS2 gets - with 64 tick rate servers, you can’t really get lower than this I’m moving onto implementing lag compensation Here’s a video showing the peeker’s advantage"}, {"post_id": 8072, "ts": "2026-06-13T14:08:30Z", "hours": 12.0517, "text": "so uh turns out netcode is hard it took me a lot of time to get the movement working on poor network conditions i also reworked the movement the game can withstand ping jitter and packet loss i tested with 100ms ping, 30ms jitter and 10% packet loss, it functions amazingly"}, {"post_id": 5752, "ts": "2026-06-09T17:31:12Z", "hours": 7.7203, "text": "finally implemented client side prediction and reconciliation i first tried doing this 3 years ago with no success now the server doesnt trust clients blindly with their position, the client first predicts its position, sends its input to the server, the server performs the same inputs, sends back the position that it thinks the player is at, client checks if its at the same position, if not, it corrects itself this was very hard in the video the red capsule shows the latest position the client has received from the server. once i enable 50ms simulated ping (100ms rtt) you can see that the server position falls behind while the client continues moving immediately thanks to prediction"}, {"post_id": 4998, "ts": "2026-06-08T17:22:56Z", "hours": 3.4197, "text": "started working on my multiplayer movement shooter first i implemented TCP and UDP connections between clients and a dedicated server i followed Tom Weiland’s old networking tutorials for the basics, but fixed a few things because i felt there were some design issues with the original implementation after that i added my own modified version of Dani’s Karlson FPS controller from an old fangame i made right now players can connect to the server and see each other moving around correctly"}]...
|
Title: Movement Shooter by @balu | Stardance
Devl Title: Movement Shooter by @balu | Stardance
Devlogs:
started working on my multiplayer movement shooter first i implemented TCP and UDP connections between clients and a dedicated server i followed Tom Weiland’s old networking tutorials for the basics, but fixed a few things because i felt there were some design issues with the original implementation after that i added my own modified version of Dani’s Karlson FPS controller from an old fangame i made right now players can connect to the server and see each other moving around correctly
finally implemented client side prediction and reconciliation i first tried doing this 3 years ago with no success now the server doesnt trust clients blindly with their position, the client first predicts its position, sends its input to the server, the server performs the same inputs, sends back the position that it thinks the player is at, client checks if its at the same position, if not, it corrects itself this was very hard in the video the red capsule shows the latest position the client has received from the server. once i enable 50ms simulated ping (100ms rtt) you can see that the server position falls behind while the client continues moving immediately thanks to prediction
so uh turns out netcode is hard it took me a lot of time to get the movement working on poor network conditions i also reworked the movement the game can withstand ping jitter and packet loss i tested with 100ms ping, 30ms jitter and 10% packet loss, it functions amazingly
I’m done with client side prediction and reconciliation, input buffers etc. I think I got it to work really well, on localhost you get about 3 frames of peeker’s advantage with 120fps clients which is around ~25ms, which is close to what CS2 gets - with 64 tick rate servers, you can’t really get lower than this I’m moving onto implementing lag compensation Here’s a video showing the peeker’s advantage
Weapon test, sway and bob didn’t learn how to design and model weapons yet so I used the Phantom from VALORANT as a test
Lag compensation test with friend Works So far I have optimized netcode with: server authoritative model, remote entity interpolation, lag compensation It’s already a solid base for a tactial first person shooter
Did some refactoring and code cleanup Lag compensation visualization: Blue capsule: client hitbox, Red capsule: server hitbox
I was so lost in the old movement code because I didn’t full understand it and the janky workarounds have started to limit the customizability of the whole thing Sooo I spent 12 hours rewriting the entire thing so that I have it entirely like I want it to be: Source style air-strafing, Titanfall 2-like wallrunning, Apex-like slides etc Will be interesting to build maps around this
Movement fixes and new weapon sway system I had to fix so much of issues with the movement script that I ended up turning hackatime off for a day so it doesn’t look like fraud I swear to god this took so much time
MASSIVE NETCODE IMPROVEMENTS I made changes to how the client adjusts its input clock, instead of targeting discrete ticks, it targets time now so we can get even less latency and allows to provide a better experience for both players with a stable and poor internet connection!! This is the same system that CS2 uses
Implemented proper client-side interpolation, made everything tickrate independent so you can host servers with 30hz, 64hz and even 128hz tickrate. Also changed the adaptive buffers to handle the worse internet connections, you can barely notice the rubberbanding now on a bad 4G connection for example. Here’s a test of peeker’s advantage on LAN, I measured about 15-20ms of latency for a player’s actions showing up to all other players on a stable 0ms connection...
|
1793270915.2398782
|
1793875715.2398782
|
|
29856
|
My awesome macropad! by @sevi | Stardance
|
sevi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sevi | Stardance
|
1793270917.5440662
|
1793875717.5440662
|
|
31742
|
My own site! by @theyoungengineeer | Stardance
|
theyoungengineeer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @theyoungengineeer | Starda Title: My own site! by @theyoungengineeer | Stardance...
|
1793270918.6925335
|
1793875718.6925335
|
|
31216
|
My very own WebOS by @Nodirbek | Stardance
|
Nodirbek
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Nodirbek | Stardance
|
1793270919.5780058
|
1793875719.5780058
|
|
6498
|
Untitled by @tautikghosh | Stardance
|
tautikghosh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @tautikghosh | Stardance
|
1793270921.3867812
|
1793875721.3867812
|
|
17540
|
My awesome macropad! by @akshaya | Stardance
|
akshaya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @akshaya | Stardanc Title: My awesome macropad! by @akshaya | Stardance...
|
1793270922.2453291
|
1793875722.2453291
|
|
483
|
Coeur Cafe Website by @Lolo | Stardance
|
Lolo
|
0
|
0.48
|
0
|
[]
|
[{"post_id": 8679, "ts": "2026 [{"post_id": 8679, "ts": "2026-06-14T12:48:16Z", "hours": 0.4764, "text": "Started making website"}]...
|
Title: Coeur Cafe Website by @Lolo | Stardance
De Title: Coeur Cafe Website by @Lolo | Stardance
Devlogs:
Started making website...
|
1793270923.9973798
|
1793875723.9973798
|
|
40038
|
My own site! by @eyosyas | Stardance
|
eyosyas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @eyosyas | Stardance
|
1793270928.200428
|
1793875728.200428
|
|
3958
|
My awesome macropad! by @Allura | Stardance
|
Allura
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Allura | Stardance
|
1793270930.3203452
|
1793875730.3203452
|
|
15999
|
My awesome macropad! by @achu | Stardance
|
achu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @achu | Stardance
|
1793270932.6148129
|
1793875732.6148129
|
|
2024
|
My first slack bot! by @fianko | Stardance
|
fianko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @fianko | Stardance
|
1793270934.7241666
|
1793875734.7241666
|
|
7650
|
Project Eclipse by @Nicormu | Stardance
|
Nicormu
|
0
|
24.76
|
0
|
[]
|
[{"post_id": 74252, "ts": "202 [{"post_id": 74252, "ts": "2026-09-27T02:06:11Z", "hours": 1.7828, "text": "Hiiii, Please say hello to the new liquid colorrrr (it also shinesssssss), the new crafting button, the new exit button and finally, the skin for the crafting tableeeeeeeee. Hope you like ittt <3"}, {"post_id": 73390, "ts": "2026-09-25T01:45:53Z", "hours": 2.8564, "text": "Hiiiiiii everyoneeeeee, I think the crafting station is getting a great advancement and is getting really goodddddddddd. I will add a color change when the crafting is available and see what can be improved before starting with quests or the economy of the game"}, {"post_id": 72471, "ts": "2026-09-23T01:10:03Z", "hours": 2.5333, "text": "Hiiiii, I have worked a bit and started a refactor on the crafting system, I still have issues. I dont like how the system is right now, I will think new ideas"}, {"post_id": 67342, "ts": "2026-09-13T12:45:07Z", "hours": 9.1197, "text": "Hi everyoneee, I was busy and stressed out with school and many other things, but I think I will start again with the development of Project Eclipse. By now, I have only organized the project and refactored almost every system."}, {"post_id": 18779, "ts": "2026-06-29T23:54:30Z", "hours": 2.4675, "text": "Devlog #5 I have been struggling with the crafting system. I cannot even describe the problem I have right now. Almost all the time recorded is trying the system and nothing to work. After I gived up with that, I organized the project :D"}, {"post_id": 15416, "ts": "2026-06-25T01:50:42Z", "hours": 0.4908, "text": "#Devlog #4 Hi guysss! I have been very busy these days but I have tried my best. I had added the sprites of the beaker and coal and started with the crafting system allowing dragging (not working completely) from the inventory. I will try all as I can to work more and improve the project :D"}, {"post_id": 10385, "ts": "2026-06-17T02:09:42Z", "hours": 2.705, "text": "Devlog #3 Hi everyone! Over the past few days, I’ve been working on the inventory and recipe system. I ran into some issues with Unity not saving my progress, so I had to rebuild everything multiple times (about 2 or 3 times 😭). On the bright side, I’m really happy with how the Notebook and Post-It sprites turned out. Now that the inventory system is mostly in place, I think I’ll be moving on to the crafting station."}, {"post_id": 7792, "ts": "2026-06-13T00:28:26Z", "hours": 1.9114, "text": "Devlog #2 Hi guys, I have been busy with the school and had work a little this week. The things I added is an inventory system, a recollection system and a prototype of the crafting station. I had problems with the inventory system and panel to make it look as I wanted to. Will keep working"}, {"post_id": 4451, "ts": "2026-06-07T19:33:52Z", "hours": 0.8914, "text": "Devlog #1 - The Beginning Project Eclipse is officially in development. This week I created the Garage scene, implemented player movement, and started working on object interactions. The biggest challenge was getting the interaction system to work correctly, which led to several debugging sessions before objects could be detected properly. Next, I’ll focus on finishing interactions and creating the first machine prototype"}]...
|
Title: Project Eclipse by @Nicormu | Stardance
De Title: Project Eclipse by @Nicormu | Stardance
Devlogs:
Devlog #1 - The Beginning Project Eclipse is officially in development. This week I created the Garage scene, implemented player movement, and started working on object interactions. The biggest challenge was getting the interaction system to work correctly, which led to several debugging sessions before objects could be detected properly. Next, I’ll focus on finishing interactions and creating the first machine prototype
Devlog #2 Hi guys, I have been busy with the school and had work a little this week. The things I added is an inventory system, a recollection system and a prototype of the crafting station. I had problems with the inventory system and panel to make it look as I wanted to. Will keep working
Devlog #3 Hi everyone! Over the past few days, I’ve been working on the inventory and recipe system. I ran into some issues with Unity not saving my progress, so I had to rebuild everything multiple times (about 2 or 3 times 😭). On the bright side, I’m really happy with how the Notebook and Post-It sprites turned out. Now that the inventory system is mostly in place, I think I’ll be moving on to the crafting station.
#Devlog #4 Hi guysss! I have been very busy these days but I have tried my best. I had added the sprites of the beaker and coal and started with the crafting system allowing dragging (not working completely) from the inventory. I will try all as I can to work more and improve the project :D
Devlog #5 I have been struggling with the crafting system. I cannot even describe the problem I have right now. Almost all the time recorded is trying the system and nothing to work. After I gived up with that, I organized the project :D
Hi everyoneee, I was busy and stressed out with school and many other things, but I think I will start again with the development of Project Eclipse. By now, I have only organized the project and refactored almost every system.
Hiiiii, I have worked a bit and started a refactor on the crafting system, I still have issues. I dont like how the system is right now, I will think new ideas
Hiiiiiii everyoneeeeee, I think the crafting station is getting a great advancement and is getting really goodddddddddd. I will add a color change when the crafting is available and see what can be improved before starting with quests or the economy of the game
Hiiii, Please say hello to the new liquid colorrrr (it also shinesssssss), the new crafting button, the new exit button and finally, the skin for the crafting tableeeeeeeee. Hope you like ittt <3...
|
1793270935.6192386
|
1793875735.6192386
|
|
1614
|
Untitled project by @raven | Stardance
|
raven
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @raven | Stardance
|
1793270938.035317
|
1793875738.035317
|
|
13686
|
UE5MCP by @eashanbabber | Stardance
|
eashanbabber
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: UE5MCP by @eashanbabber | Stardance
|
1793270938.9214373
|
1793875738.9214373
|
|
24662
|
Dungeon Caster by @Zave | Stardance
|
Zave
|
0
|
23.62
|
0
|
[]
|
[{"post_id": 25672, "ts": "202 [{"post_id": 25672, "ts": "2026-07-10T02:47:37Z", "hours": 10.2972, "text": "Tiles along with most other sprites have been completed! Most of my time during the process was trying different looking floor and background textures, but I’m okay with where it ended up. I’ll be working on implementing the final two spells as well as creating some of the earlier levels that lead up to the first two. Once those have been completed I’ll be working on the spell animations. The devlogs in the future will hopefully have smaller breaks between them. I wanted to finish the tiles before I made this one, but I was kind of struggling the with designs so it took longer than I would’ve liked."}, {"post_id": 17304, "ts": "2026-06-28T01:05:00Z", "hours": 9.9022, "text": "Player sprites are done! All of the animations and sprites for the wizard have been completed. All current animations have been implemented into the game. The movement has been to tweaked so that it would feel a little better to play. Before it felt too fast and snappy and now it feels a little more controllable, but will still likely need some changing. I was also able to implement a dash! It will likely be the last spell to be added for a bit as art is going to be my main focus going forward. I’d like to make some levels to play around with the current mechanics I have implemented before adding more. In the future the animations for the abilities will have spells going on around the player, but the art for them is yet to be done so for now enjoy the color changing wizard :D"}, {"post_id": 16479, "ts": "2026-06-26T20:32:37Z", "hours": 2.2964, "text": "Devlog #2: Hello! I’ve been mostly working on teaching myself pixel art so that I could make the sprites for the game. I also was able to add in a double jump mechanic and collectable. After this I plan to continue working sprites and focusing on getting the dash implemented."}, {"post_id": 15383, "ts": "2026-06-25T00:36:32Z", "hours": 1.1281, "text": "Devlog #1: Hello! Today I just wanted to get something to start with so I focused on creating an area where I could test mechanics and added in some basic movement. Other than that I spent some time planning the general outline of the game and figuring out what types of spells I could add in for movement abilities. The timelapse below shows some of the planning."}]...
|
Title: Dungeon Caster by @Zave | Stardance
Devlog Title: Dungeon Caster by @Zave | Stardance
Devlogs:
Devlog #1: Hello! Today I just wanted to get something to start with so I focused on creating an area where I could test mechanics and added in some basic movement. Other than that I spent some time planning the general outline of the game and figuring out what types of spells I could add in for movement abilities. The timelapse below shows some of the planning.
Devlog #2: Hello! I’ve been mostly working on teaching myself pixel art so that I could make the sprites for the game. I also was able to add in a double jump mechanic and collectable. After this I plan to continue working sprites and focusing on getting the dash implemented.
Player sprites are done! All of the animations and sprites for the wizard have been completed. All current animations have been implemented into the game. The movement has been to tweaked so that it would feel a little better to play. Before it felt too fast and snappy and now it feels a little more controllable, but will still likely need some changing. I was also able to implement a dash! It will likely be the last spell to be added for a bit as art is going to be my main focus going forward. I’d like to make some levels to play around with the current mechanics I have implemented before adding more. In the future the animations for the abilities will have spells going on around the player, but the art for them is yet to be done so for now enjoy the color changing wizard :D
Tiles along with most other sprites have been completed! Most of my time during the process was trying different looking floor and background textures, but I’m okay with where it ended up. I’ll be working on implementing the final two spells as well as creating some of the earlier levels that lead up to the first two. Once those have been completed I’ll be working on the spell animations. The devlogs in the future will hopefully have smaller breaks between them. I wanted to finish the tiles before I made this one, but I was kind of struggling the with designs so it took longer than I would’ve liked....
|
1793270939.81788
|
1793875739.81788
|
|
8431
|
Cosmic by @anavshah2008 | Stardance
|
anavshah2008
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cosmic by @anavshah2008 | Stardance
|
1793270940.6919143
|
1793875740.6919143
|
|
8487
|
chronovisor by @subhansh | Stardance
|
|
0
|
18.05
|
0
|
[]
|
[{"post_id": 33951, "ts": "202 [{"post_id": 33951, "ts": "2026-07-24T09:14:45Z", "hours": 7.6253, "text": "Today was about giving the satellite engine a skeleton key. The satellite engine could see, but it couldn’t understand . Day 2 was all about layering context on top of context until patterns start to surface. Environmental Layer First ISRIC SoilGrids v2.0: Pulled clay percentage, sand, silt, pH, and organic carbon. Every number comes with uncertainty bounds because soil data is never clean. USGS Earthquake Catalogs: If a location has had 20+ quakes, that’s active fault territory and anything buried is scrambled. WorldPop Population Density: Tells you whether you’re looking at farmland or wilderness. Water Table Depth: Estimated from elevation. Shallow groundwater rots organic material; deep water means preservation. Archaeological Databases Wikidata & Pleiades: Hit Wikidata SPARQL directly for Pleiades entries—that’s every known archaeological site in the ancient world. GBIF Species Occurrence: Cross-referenced with GBIF data (civilizations cluster near water and arable land, and species distribution proves it). NOAA World Magnetic Model: Plugged in NOAA’s WMM for IGRF magnetic field calculations—buried structures distort local magnetic fields. NASA VIIRS Nighttime Lights (VNP46A2): Added night light data to map modern human activity patterns. Geospatial Helpers: Integrated OpenTopography DEM availability checks, geocoding via Nominatim, and full site suitability scoring based on known site proximity, climate, and magnetic anomalies. Web Archive Evidence Wayback Machine CDX API: Search by place name and coordinates, running archaeological keyword matching across archived pages. OSM Overpass: Querying historic and heritage feature tags. Building Density Analysis: Sparse buildings in a fertile area = something’s off. Cross-Reference Engine Pleiades, Wikidata, GBIF, and VIIRS nightlights all get matched against each other. If an ancient settlement shows up in three sources but the area is now empty, that’s a red flag. Temporal Trends: Pulled temperature trends from Open-Meteo (2020–2023) to analyze climate shifts. Batch Scanning: Built batch capabilities so you can process 20 sets of coordinates simultaneously. Fusion Engine — The Actual Brain Took every data source and wired them into a 7-component weighted scoring system: Satellite Anomaly Score ( 35% ) Signal strength × data quality × inverse correlation bonus when NDVI/NDWI/thermal agree. Soil Preservation ( 20% ) Clay > 350g/kg = +35%, Sand > 600g/kg = -25%, pH 6.5–8.0 sweet spot. Seismic Filter ( 10% ) 20+ quakes = -25%, Moderate = -10%, Quiet = neutral. Water Table Depth ( 10% ) <5m = -20%, >30m = +20%, No data = +30%. OSM Historic Context ( 10% ) Historic features nearby = +30%, Dense = neutral, Sparse = survey opportunity. Temporal Consistency ( 10% ) Significant NDVI trend + $R^2 > 0.3$ = +30%, Change events = +5%/event. Web Archive Evidence ( 5% ) Archaeological content in history = +55%, Multiple hits = +25%."}, {"post_id": 30711, "ts": "2026-07-18T14:53:52Z", "hours": 10.4211, "text": "Chronovisor — Devlog 1 🍓😺 So I had an idea that probably sounds a bit out there at first glance: What if you could point at any spot on Earth and get a read on whether something is buried underneath? And what if you could do it without ground-penetrating radar, drones, or anything physical—just satellite data and a bunch of free APIs? I decided to see if I could actually build it. I’m calling it Chronovisor . What I actually did The core of the project is a satellite data engine that pulls imagery directly from Google Earth Engine. Right now, I’m tapping into Sentinel-2 data (10m resolution, available from 2017 onward) and calculating spectral indices directly from the raw band data. I’m tracking: NDVI (Vegetation health) NDWI (Moisture levels) NDBI (Built-up/urban areas) Plus: BSI, SAVI, and NDMI. The underlying theory is straightforward: buried structures mess with the surface. A stone foundation stops roots from growing properly. Ancient walls alter water drainage. Different materials retain heat differently. If you can read those subtle patterns from orbit over time, you can potentially spot an archaeological site or a forgotten structure without ever setting foot on the ground. For the heavy lifting, I built an anomaly detection pipeline that flags anything sitting two standard deviations away from the mean across the time series. The math isn’t overly complex, but it’s highly effective. When a specific coordinate consistently shows up as “weird” across multiple independent satellite passes, you know you’ve got a real signal. The piece I’m most proud of is the structural probability scoring . I detrend the NDVI and thermal data to strip out seasonal spikes, then check if they’re inversely correlated. If you have uncharacteristically low vegetation right where the thermal signature is unusually high (or vice versa), that’s the classic signature of subsurface interference. The code evaluates this and outputs a score from 0 to 100. It doesn’t declare a definitive “find”—it just screams, “Hey, look closer at this exact spot.” On the infrastructure side, I set up: A FastAPI backend utilizing a two-tier cache (in-memory + disk) with SHA-256 hashing to keep things snappy. A clean CLI entry point for quick scripting. A Leaflet-based frontend styled in a dark theme (obviously). Managing Expectations: What it actually does I want to be completely transparent about what this tool is—and what it isn’t. This system does not tell you what is underground. It analyzes surface patterns and scores how likely it is that something is disrupting them. When the system flags a “possible buried structure,” it is strictly saying that the vegetation and thermal patterns match the footprint of subsurface interference. Nothing more. The signal processor uses real analytical tools—Fast Fourier Transforms (FFT), harmonic detection, and autocorrelation. However, it requires legitimate sensor data to function. It doesn’t conjure findings out of thin air, and the EM field mapping elements are tools for processing input data, not magic discovery engines. What’s next Right now, the satellite engine is great at spotting anomalies, but it has zero context about the ground it’s looking at. Next up, I’m building connectors for: Local soil composition data Seismic activity logs Water table estimates An archaeological database queried via Wikidata SPARQL. The goal is to evolve the output from a basic “this spot has weird NDVI” into something incredibly actionable: “This spot has a strange NDVI anomaly, sits on a clay soil type known to preserve structures, is located within 2km of a known ancient settlement, and suffers from low seismic noise.” That’s the kind of signal that gets interesting. Stay tuned."}]...
|
Title: chronovisor by @subhansh | Stardance
Devlo Title: chronovisor by @subhansh | Stardance
Devlogs:
Chronovisor — Devlog 1 🍓😺 So I had an idea that probably sounds a bit out there at first glance: What if you could point at any spot on Earth and get a read on whether something is buried underneath? And what if you could do it without ground-penetrating radar, drones, or anything physical—just satellite data and a bunch of free APIs? I decided to see if I could actually build it. I’m calling it Chronovisor . What I actually did The core of the project is a satellite data engine that pulls imagery directly from Google Earth Engine. Right now, I’m tapping into Sentinel-2 data (10m resolution, available from 2017 onward) and calculating spectral indices directly from the raw band data. I’m tracking: NDVI (Vegetation health) NDWI (Moisture levels) NDBI (Built-up/urban areas) Plus: BSI, SAVI, and NDMI. The underlying theory is straightforward: buried structures mess with the surface. A stone foundation stops roots from growing properly. Ancient walls alter water drainage. Different materials retain heat differently. If you can read those subtle patterns from orbit over time, you can potentially spot an archaeological site or a forgotten structure without ever setting foot on the ground. For the heavy lifting, I built an anomaly detection pipeline that flags anything sitting two standard deviations away from the mean across the time series. The math isn’t overly complex, but it’s highly effective. When a specific coordinate consistently shows up as “weird” across multiple independent satellite passes, you know you’ve got a real signal. The piece I’m most proud of is the structural probability scoring . I detrend the NDVI and thermal data to strip out seasonal spikes, then check if they’re inversely correlated. If you have uncharacteristically low vegetation right where the thermal signature is unusually high (or vice versa), that’s the classic signature of subsurface interference. The code evaluates this and outputs a score from 0 to 100. It doesn’t declare a definitive “find”—it just screams, “Hey, look closer at this exact spot.” On the infrastructure side, I set up: A FastAPI backend utilizing a two-tier cache (in-memory + disk) with SHA-256 hashing to keep things snappy. A clean CLI entry point for quick scripting. A Leaflet-based frontend styled in a dark theme (obviously). Managing Expectations: What it actually does I want to be completely transparent about what this tool is—and what it isn’t. This system does not tell you what is underground. It analyzes surface patterns and scores how likely it is that something is disrupting them. When the system flags a “possible buried structure,” it is strictly saying that the vegetation and thermal patterns match the footprint of subsurface interference. Nothing more. The signal processor uses real analytical tools—Fast Fourier Transforms (FFT), harmonic detection, and autocorrelation. However, it requires legitimate sensor data to function. It doesn’t conjure findings out of thin air, and the EM field mapping elements are tools for processing input data, not magic discovery engines. What’s next Right now, the satellite engine is great at spotting anomalies, but it has zero context about the ground it’s looking at. Next up, I’m building connectors for: Local soil composition data Seismic activity logs Water table estimates An archaeological database queried via Wikidata SPARQL. The goal is to evolve the output from a basic “this spot has weird NDVI” into something incredibly actionable: “This spot has a strange NDVI anomaly, sits on a clay soil type known to preserve structures, is located within 2km of a known ancient settlement, and suffers from low seismic noise.” That’s the kind of signal that gets interesting. Stay tuned.
Today was about giving the satellite engine a skeleton key. The satellite engine could see, but it couldn’t understand . Day 2 was all about layering context on top of context until patterns start to surface. Environmental Layer First ISRIC SoilGrids v2.0: Pulled clay percentage, sand, silt, pH, and organic carbon. Every number comes with uncertainty bounds because soil data is never clean. USGS Earthquake Catalogs: If a location has had 20+ quakes, that’s active fault territory and anything buried is scrambled. WorldPop Population Density: Tells you whether you’re looking at farmland or wilderness. Water Table Depth: Estimated from elevation. Shallow groundwater rots organic material; deep water means preservation. Archaeological Databases Wikidata & Pleiades: Hit Wikidata SPARQL directly for Pleiades entries—that’s every known archaeological site in the ancient world. GBIF Species Occurrence: Cross-referenced with GBIF data (civilizations cluster near water and arable land, and species distribution proves it). NOAA World Magnetic Model: Plugged in NOAA’s WMM for IGRF magnetic field calculations—buried structures distort local magnetic fields. NASA VIIRS Nighttime Lights (VNP46A2): Added night light data to map modern human activity patterns. Geospatial Helpers: Integrated OpenTopography DEM availability checks, geocoding via Nominatim, and full site suitability scoring based on known site proximity, climate, and magnetic anomalies. Web Archive Evidence Wayback Machine CDX API: Search by place name and coordinates, running archaeological keyword matching across archived pages. OSM Overpass: Querying historic and heritage feature tags. Building Density Analysis: Sparse buildings in a fertile area = something’s off. Cross-Reference Engine Pleiades, Wikidata, GBIF, and VIIRS nightlights all get matched against each other. If an ancient settlement shows up in three sources but the area is now empty, that’s a red flag. Temporal Trends: Pulled temperature trends from Open-Meteo (2020–2023) to analyze climate shifts. Batch Scanning: Built batch capabilities so you can process 20 sets of coordinates simultaneously. Fusion Engine — The Actual Brain Took every data source and wired them into a 7-component weighted scoring system: Satellite Anomaly Score ( 35% ) Signal strength × data quality × inverse correlation bonus when NDVI/NDWI/thermal agree. Soil Preservation ( 20% ) Clay > 350g/kg = +35%, Sand > 600g/kg = -25%, pH 6.5–8.0 sweet spot. Seismic Filter ( 10% ) 20+ quakes = -25%, Moderate = -10%, Quiet = neutral. Water Table Depth ( 10% ) <5m = -20%, >30m = +20%, No data = +30%. OSM Historic Context ( 10% ) Historic features nearby = +30%, Dense = neutral, Sparse = survey opportunity. Temporal Consistency ( 10% ) Significant NDVI trend + $R^2 > 0.3$ = +30%, Change events = +5%/event. Web Archive Evidence ( 5% ) Archaeological content in history = +55%, Multiple hits = +25%....
|
1793270942.7042906
|
1793875742.7042906
|
|
27256
|
Mathify - AI Maths Test Analyzer by @brijeshkumar7 Mathify - AI Maths Test Analyzer by @brijeshkumar724282 | Stardance...
|
brijeshkumar724282
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Mathify - AI Maths Test Analyzer by @brijes Title: Mathify - AI Maths Test Analyzer by @brijeshkumar724282 | Stardance...
|
1793270944.7462616
|
1793875744.7462616
|
|
12466
|
My awesome macropad! by @Bestlee | Stardance
|
Bestlee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Bestlee | Stardanc Title: My awesome macropad! by @Bestlee | Stardance...
|
1793270945.6292558
|
1793875745.6292558
|
|
5172
|
Personal Website by @CHIef | Stardance
|
CHIef
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Personal Website by @CHIef | Stardance
|
1793270946.4936397
|
1793875746.4936397
|
|
7742
|
Untitled by @richie | Stardance
|
richie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @richie | Stardance
|
1793270947.3910959
|
1793875747.3910959
|
|
4770
|
My awesome macropad! by @Ryusei | Stardance
|
Ryusei
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ryusei | Stardance
|
1793270949.1733274
|
1793875749.1733274
|
|
31607
|
Vehicle data logger by @danielz | Stardance
|
danielz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Vehicle data logger by @danielz | Stardance
|
1793270950.056158
|
1793875750.056158
|
|
14978
|
My first slack bot! by @Mee | Stardance
|
Mee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Mee | Stardance
|
1793270950.9175267
|
1793875750.9175267
|
|
30719
|
New Tab Page by @kablankooo | Stardance
|
kablankooo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: New Tab Page by @kablankooo | Stardance
|
1793270954.2033195
|
1793875754.2033195
|
|
7358
|
Python code by @PTF | Stardance
|
PTF
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Python code by @PTF | Stardance
|
1793270955.1055746
|
1793875755.1055746
|
|
8103
|
App for students in Czechia to help them prepaire App for students in Czechia to help them prepaire for entrance exams on high schools. by @krdnc | Stardance...
|
krdnc
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: App for students in Czechia to help them pr Title: App for students in Czechia to help them prepaire for entrance exams on high schools. by @krdnc | Stardance...
|
1793270957.4216857
|
1793875757.4216857
|
|
22542
|
Untitled by @Thiha | Stardance
|
Thiha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Thiha | Stardance
|
1793270958.2845852
|
1793875758.2845852
|
|
7312
|
HusKeyboard by @FiferWasHere | Stardance
|
FiferWasHere
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: HusKeyboard by @FiferWasHere | Stardance
|
1793270960.093767
|
1793875760.093767
|