|
38527
|
soju by @kale | Stardance
|
kale
|
0
|
0.9
|
0
|
[]
|
[{"post_id": 36192, "ts": "202 [{"post_id": 36192, "ts": "2026-07-28T03:44:10Z", "hours": 0.3667, "text": "got frustrated trying to learn fusion 360, will try again tomorrow. (also slimmed down the board)"}, {"post_id": 35017, "ts": "2026-07-26T05:21:02Z", "hours": 0.5333, "text": "pcb done, need to redo the model tomorrow."}]...
|
Title: soju by @kale | Stardance
Devlogs:
pcb don Title: soju by @kale | Stardance
Devlogs:
pcb done, need to redo the model tomorrow.
got frustrated trying to learn fusion 360, will try again tomorrow. (also slimmed down the board)...
|
1793267418.6490731
|
1793872218.6490731
|
|
6155
|
My first slack bot! by @Muhammad_B | Stardance
|
Muhammad_B
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Muhammad_B | Starda Title: My first slack bot! by @Muhammad_B | Stardance...
|
1793267420.7070243
|
1793872220.7070243
|
|
31115
|
My awesome macropad! by @martin_mzt | Stardance
|
martin_mzt
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @martin_mzt | Stard Title: My awesome macropad! by @martin_mzt | Stardance...
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1793267421.6088903
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1793872221.6088903
|
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19349
|
town hall bot by @valentine | Stardance
|
valentine
|
0
|
9.17
|
0
|
[]
|
[{"post_id": 9456, "ts": "2026 [{"post_id": 9456, "ts": "2026-06-15T20:21:58Z", "hours": 9.1719, "text": "I’ve implemented many things so far, like a honeypot channel to catch spam bots, a ticket system for users to get support from staff, information messages for rules and guidelines, user verification via a button press, and new member announcements with custom images. (pictured below)"}]...
|
Title: town hall bot by @valentine | Stardance
De Title: town hall bot by @valentine | Stardance
Devlogs:
I’ve implemented many things so far, like a honeypot channel to catch spam bots, a ticket system for users to get support from staff, information messages for rules and guidelines, user verification via a button press, and new member announcements with custom images. (pictured below)...
|
1793267422.5174897
|
1793872222.5174897
|
|
28774
|
Untitled project by @AkinaVora | Stardance
|
AkinaVora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @AkinaVora | Stardance
|
1793267424.5920026
|
1793872224.5920026
|
|
30716
|
My own site! by @Jellomello | Stardance
|
Jellomello
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Jellomello | Stardance
|
1793267426.385042
|
1793872226.385042
|
|
25759
|
My first slack bot! by @achilukuri32 | Stardance
|
achilukuri32
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @achilukuri32 | Star Title: My first slack bot! by @achilukuri32 | Stardance...
|
1793267428.4853282
|
1793872228.4853282
|
|
25306
|
AI project by @kiantaheri189 | Stardance
|
kiantaheri189
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI project by @kiantaheri189 | Stardance
|
1793267429.466714
|
1793872229.466714
|
|
32525
|
jarvice by @abrarhasin533 | Stardance
|
abrarhasin533
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvice by @abrarhasin533 | Stardance
|
1793267432.561829
|
1793872232.561829
|
|
29867
|
Lightweight Metal Mouse by @saharshn | Stardance
|
saharshn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Lightweight Metal Mouse by @saharshn | Star Title: Lightweight Metal Mouse by @saharshn | Stardance...
|
1793267433.4251316
|
1793872233.4251316
|
|
1513
|
My first slack bot! by @rlritteriv | Stardance
|
rlritteriv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rlritteriv | Starda Title: My first slack bot! by @rlritteriv | Stardance...
|
1793267434.3265436
|
1793872234.3265436
|
|
23966
|
swagos by @diomedea | Stardance
|
diomedea
|
0
|
1.92
|
0
|
[]
|
[{"post_id": 17966, "ts": "202 [{"post_id": 17966, "ts": "2026-06-28T22:35:17Z", "hours": 0.8536, "text": "moveable windows!!! i’m gonna start adding more stuff now i can make more boxes"}, {"post_id": 13633, "ts": "2026-06-22T11:15:59Z", "hours": 0.3733, "text": "the div animates on hover now!! and also im working on adding a favicon i dunno if its working or not cuz github pages takes a while"}, {"post_id": 13623, "ts": "2026-06-22T10:42:29Z", "hours": 0.3261, "text": "beautiful beautiful swags going on with swagOS"}, {"post_id": 13616, "ts": "2026-06-22T10:11:06Z", "hours": 0.3633, "text": "swag os INDEX CREATED!"}]...
|
Title: swagos by @diomedea | Stardance
Devlogs:
s Title: swagos by @diomedea | Stardance
Devlogs:
swag os INDEX CREATED!
beautiful beautiful swags going on with swagOS
the div animates on hover now!! and also im working on adding a favicon i dunno if its working or not cuz github pages takes a while
moveable windows!!! i’m gonna start adding more stuff now i can make more boxes...
|
1793267435.410659
|
1793872235.410659
|
|
39820
|
McMapPlanner by @Yuse | Stardance
|
Yuse
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: McMapPlanner by @Yuse | Stardance
|
1793267439.1349385
|
1793872239.1349385
|
|
25886
|
Hedgehog by @sub1inear | Stardance
|
sub1inear
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hedgehog by @sub1inear | Stardance
|
1793267440.008001
|
1793872240.008001
|
|
28762
|
Chess by @Tushyan | Stardance
|
Tushyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Chess by @Tushyan | Stardance
|
1793267441.785001
|
1793872241.785001
|
|
33777
|
particle model? by @minizi | Stardance
|
minizi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: particle model? by @minizi | Stardance
|
1793267442.6966918
|
1793872242.6966918
|
|
17132
|
My first slack bot! by @ayush2 | Stardance
|
ayush2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @ayush2 | Stardance
|
1793267443.583267
|
1793872243.583267
|
|
38532
|
VoiceFill by @zohair | Stardance
|
zohair
|
0
|
1.37
|
0
|
[]
|
[{"post_id": 33738, "ts": "202 [{"post_id": 33738, "ts": "2026-07-23T21:51:00Z", "hours": 1.3711, "text": "Devlog 1: I am working on an extension for the frictionless mission.. It is called VoiceFill and at the moment it only works on edge and chrome so far but there is a big glitch where it doesnt type it out… but it is transcribing the text."}]...
|
Title: VoiceFill by @zohair | Stardance
Devlogs:
Title: VoiceFill by @zohair | Stardance
Devlogs:
Devlog 1: I am working on an extension for the frictionless mission.. It is called VoiceFill and at the moment it only works on edge and chrome so far but there is a big glitch where it doesnt type it out… but it is transcribing the text....
|
1793267444.4656959
|
1793872244.4656959
|
|
39974
|
Frictionless by @naveen5799 | Stardance
|
naveen5799
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @naveen5799 | Stardance
|
1793267446.55076
|
1793872246.55076
|
|
14472
|
site ecole teste v1 by @gzelo | Stardance
|
gzelo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: site ecole teste v1 by @gzelo | Stardance
|
1793267447.4505064
|
1793872247.4505064
|
|
9032
|
My first slack bot! by @muzzipinger | Stardance
|
muzzipinger
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @muzzipinger | Stard Title: My first slack bot! by @muzzipinger | Stardance...
|
1793267449.596371
|
1793872249.596371
|
|
17756
|
CLASS RPG by @Spaceccandy | Stardance
|
Spaceccandy
|
0
|
17.78
|
0
|
[]
|
[{"post_id": 40998, "ts": "202 [{"post_id": 40998, "ts": "2026-08-04T21:32:46Z", "hours": 2.6128, "text": "Dev log #6.2 > UI overhaul So I made new custom windows for the Inventory and trade windows in the menu. It’s crazy to see how far the UI has come. I also fixed the crazy lag there was. Turns out, even when you are in the school, clouds, and buildings were generated in the back with the parallax effect. It was really process-intensive. I got rid of that and made it so the foreground stops generating when you are inside the school. Also, I just want to say I created the custom windows myself using Kirta. The image above was like a quick mock-up. Updates New Trade window UI New Inventory window UI Lag was reduced What’s next Rework Code architecture Redo the story progression Fix the battle menu UI Instead of displaying answers to the trivia in the notes, make it actually unlock information that you learn from the story. I want to do a bit of code architecture rework because I made the base game with a lot of AI, and the code is really hard to manually edit, which I need to do a bit of. So I’m going to rework the code and turn a lot of the UI into classes, so it’s easier to implement things that are a bit more specific than the AI could manage. AI is ofc a good learning tool, and good at creating something that “works”, but all that inefficiency is catching up to me."}, {"post_id": 33875, "ts": "2026-07-24T04:35:19Z", "hours": 1.4728, "text": "Dev log #6.1 > UI overhaul So I didn’t like the basic buttons and UI I had. The game didn’t feel personalized, so I did some hand drawing and using a digital art program, I made some new UI to be placed into the game. This is only log #6.1 because there are a lot of assets in this game that I also wanted to rework. I spent a lot of time planning, drawing, and digitizing the Icons and UI, but the time logged is only the time it took to vibecode it into the game. Updates New menu button UI New pulls window UI Currency ICON gumballs(finally) Custom X button icon Rework of card design What’s next New NPC sprites Battle UI update UI interaction upgrades"}, {"post_id": 27232, "ts": "2026-07-12T16:50:15Z", "hours": 4.0039, "text": "Dev log #5 The focus of this log was to make the game more fun. New battle mechanics and features, and well as minor tweaks to either the sound system, or other sub systems. Updates (Sound) Now there is a 10 second background music loop, a battle music when you que into battle, a achievement ding sound when you finish a special battle, and a jump sound for the player. (Settings) The setting menu actually has settings now. You can change the volume of the music and toggle on a new game mode that adds keyboard shortcuts for easier game play. (Trading) Additional tabs called knowledge cards and cheat sheets when you press trade. For the cheat sheets, it’s a rotation where every real life 20 mins it changes what sheets you can buy. (Combine System) I realized, when have enough gumballs, and start pulling for the rarer cards you get a lot of dupes. So now there’s a new special NPC that lets you unlock the merge system. You can combine 4 knowledge cards of a rarity, to get a random card of the rarity above it. (Battle System) Enemy health has been increased for more difficulty, and certain bosses have special attacks that can enhance their damage or reduce yours. These attacks incorporate simple questions; answering correctly results in critical damage. Additionally, players can boost damage through synergies, as having duplicates of a subject increases overall “Mastery” and subsequently damage across all relevant cards. (UI) Text misalignments causing longer phrases to clip have been fixed. Additionally, the amount of gumballs will now be permanently displayed on the screen, not just in the menu. Issues No major issues UI is messy and not uniform What’s next Do a UI rework, and make everything look more uniform. Minor tweaks for the final version if needed. Find a way to create a web or shareable version So close to finishing!!!"}, {"post_id": 11443, "ts": "2026-06-18T18:27:33Z", "hours": 5.1286, "text": "Dev Log #4 The focus of this dev log is the introduction of the story progression system, and bring back the battle system. Now in addition to fighting randomly generated enemies, you can find special NPCs that progresses the story when you interact with them. Update (Story Progression) Now starting from the school, special NPCs with arrows on top of them will show a dialogue screen when you interact with them. Sometimes they’ll give you an item, sometimes they’ll battle you, and other times nothing. With this comes with a objective box on the top right side of your screen so you know who you should look for next. And the trading menu will be locked until you take to a certain NPC. (Map tweaks) Minor changes to the map, and a new layer of buildings in the back to make a parallax effect. There are also clouds now. (Cheat sheets) When you open the battle menu, there is a new option that’s the cheat sheets. Cheat sheets are support cards in battle that could restore your energy, give you extra damage, ect. Issues There’s no music, it’s very boring. The UI could use a bit more tweaking, there are windows overlapping each other. The battle system needs to be reworked. It’s too easy to beat right now. You just spam attack, not too much thinking. There’s no other way to get cheat sheets. I have to figure out a system to obtain them even after you beat the story. What’s next Tweak the battle system. Make the enemy do more damage, and give them more health. Also I should do research on what makes games like Pokemon fun to fight. Update the UI, make it look more clean and uniformed. Add music and sound effect when you interact with a NPC, jump, ect. Rework the trading menu/ system. The image attached below shows some of the character NPCs, and some other menus you might see in the game right now."}, {"post_id": 8535, "ts": "2026-06-14T06:07:43Z", "hours": 1.9622, "text": "Dev log #3 This time I mostly worked on map generation, and player interaction with the environment. I ran into a lot of issues especially with the platform collisions. I had to go back and forth with the AI a lot to get what I have right now. Update (City Section) The game now starts with the buildings we see before, and the jumping on to platforms layering problem is somewhat gone. (School section) Later on the map, you encounter the school. When you enter, the screen zooms into the player, and everything is scaled up. Inside the school there are currently idle PCS(just stands), and a moving NPC(moves back and forth randomly.) (Battle system) Battle system starts you with 100 energy, and every card is assigned an energy usage. This means, in addition to picking the right attack to do most damage, also consider how much energy you’re using. New rest button that allows you to wait out your turn and gain back energy. The difficulty is a bit low right now, but it’s just for testing. Issues The platform collision settings are still off. You can jump onto the platform if you’re in front of the building and you clip through. Sometimes when you jump on a platform and behind a building you show through? But these are minor in terms of game play so I might just move on and see if I can fix it a different time. I might have to plan, and derive the logic myself, then prompt it to the AI. The current sprites are bit inconsistent in style. What’s next Map is basically done, just need to do some retexturing. I’m gonna continue the hand drawn feel, and draw and transfer my paper sprites into the code Bring the battle system back, and add NPCs you can fight with in the school and give them a sprite (Introduce storyline) Add special NPCs that progress the story and gives you new dialog A picture with my planning is shown below along with what the game looks like right now on the right. I planned this out in Figma, it’s pretty useful for planning like this!"}, {"post_id": 8132, "ts": "2026-06-13T16:03:50Z", "hours": 1.8519, "text": "Dev log #2 update: New jumping sprite/animation Introduction of subjects to battle system(3 different type of enemies, and each weak to a certain subject) New map generation, added buildings, trees, and fences Elevated platforms that you can jump on are introduced. Changes that need to be made: The map generation definitely needs more work. I need to fix the clipping problem, and readjust the size variation limits of the assets. Sometimes the trees or buildings also generate WAY too close. There also need to add a way to get onto the platforms or increase the jumping height."}, {"post_id": 7824, "ts": "2026-06-13T01:56:44Z", "hours": 0.7478, "text": "Working on my silly computer science class inspired short RPG, how will one survive class? This is just a rough system test."}]...
|
Title: CLASS RPG by @Spaceccandy | Stardance
Devl Title: CLASS RPG by @Spaceccandy | Stardance
Devlogs:
Working on my silly computer science class inspired short RPG, how will one survive class? This is just a rough system test.
Dev log #2 update: New jumping sprite/animation Introduction of subjects to battle system(3 different type of enemies, and each weak to a certain subject) New map generation, added buildings, trees, and fences Elevated platforms that you can jump on are introduced. Changes that need to be made: The map generation definitely needs more work. I need to fix the clipping problem, and readjust the size variation limits of the assets. Sometimes the trees or buildings also generate WAY too close. There also need to add a way to get onto the platforms or increase the jumping height.
Dev log #3 This time I mostly worked on map generation, and player interaction with the environment. I ran into a lot of issues especially with the platform collisions. I had to go back and forth with the AI a lot to get what I have right now. Update (City Section) The game now starts with the buildings we see before, and the jumping on to platforms layering problem is somewhat gone. (School section) Later on the map, you encounter the school. When you enter, the screen zooms into the player, and everything is scaled up. Inside the school there are currently idle PCS(just stands), and a moving NPC(moves back and forth randomly.) (Battle system) Battle system starts you with 100 energy, and every card is assigned an energy usage. This means, in addition to picking the right attack to do most damage, also consider how much energy you’re using. New rest button that allows you to wait out your turn and gain back energy. The difficulty is a bit low right now, but it’s just for testing. Issues The platform collision settings are still off. You can jump onto the platform if you’re in front of the building and you clip through. Sometimes when you jump on a platform and behind a building you show through? But these are minor in terms of game play so I might just move on and see if I can fix it a different time. I might have to plan, and derive the logic myself, then prompt it to the AI. The current sprites are bit inconsistent in style. What’s next Map is basically done, just need to do some retexturing. I’m gonna continue the hand drawn feel, and draw and transfer my paper sprites into the code Bring the battle system back, and add NPCs you can fight with in the school and give them a sprite (Introduce storyline) Add special NPCs that progress the story and gives you new dialog A picture with my planning is shown below along with what the game looks like right now on the right. I planned this out in Figma, it’s pretty useful for planning like this!
Dev Log #4 The focus of this dev log is the introduction of the story progression system, and bring back the battle system. Now in addition to fighting randomly generated enemies, you can find special NPCs that progresses the story when you interact with them. Update (Story Progression) Now starting from the school, special NPCs with arrows on top of them will show a dialogue screen when you interact with them. Sometimes they’ll give you an item, sometimes they’ll battle you, and other times nothing. With this comes with a objective box on the top right side of your screen so you know who you should look for next. And the trading menu will be locked until you take to a certain NPC. (Map tweaks) Minor changes to the map, and a new layer of buildings in the back to make a parallax effect. There are also clouds now. (Cheat sheets) When you open the battle menu, there is a new option that’s the cheat sheets. Cheat sheets are support cards in battle that could restore your energy, give you extra damage, ect. Issues There’s no music, it’s very boring. The UI could use a bit more tweaking, there are windows overlapping each other. The battle system needs to be reworked. It’s too easy to beat right now. You just spam attack, not too much thinking. There’s no other way to get cheat sheets. I have to figure out a system to obtain them even after you beat the story. What’s next Tweak the battle system. Make the enemy do more damage, and give them more health. Also I should do research on what makes games like Pokemon fun to fight. Update the UI, make it look more clean and uniformed. Add music and sound effect when you interact with a NPC, jump, ect. Rework the trading menu/ system. The image attached below shows some of the character NPCs, and some other menus you might see in the game right now.
Dev log #5 The focus of this log was to make the game more fun. New battle mechanics and features, and well as minor tweaks to either the sound system, or other sub systems. Updates (Sound) Now there is a 10 second background music loop, a battle music when you que into battle, a achievement ding sound when you finish a special battle, and a jump sound for the player. (Settings) The setting menu actually has settings now. You can change the volume of the music and toggle on a new game mode that adds keyboard shortcuts for easier game play. (Trading) Additional tabs called knowledge cards and cheat sheets when you press trade. For the cheat sheets, it’s a rotation where every real life 20 mins it changes what sheets you can buy. (Combine System) I realized, when have enough gumballs, and start pulling for the rarer cards you get a lot of dupes. So now there’s a new special NPC that lets you unlock the merge system. You can combine 4 knowledge cards of a rarity, to get a random card of the rarity above it. (Battle System) Enemy health has been increased for more difficulty, and certain bosses have special attacks that can enhance their damage or reduce yours. These attacks incorporate simple questions; answering correctly results in critical damage. Additionally, players can boost damage through synergies, as having duplicates of a subject increases overall “Mastery” and subsequently damage across all relevant cards. (UI) Text misalignments causing longer phrases to clip have been fixed. Additionally, the amount of gumballs will now be permanently displayed on the screen, not just in the menu. Issues No major issues UI is messy and not uniform What’s next Do a UI rework, and make everything look more uniform. Minor tweaks for the final version if needed. Find a way to create a web or shareable version So close to finishing!!!
Dev log #6.1 > UI overhaul So I didn’t like the basic buttons and UI I had. The game didn’t feel personalized, so I did some hand drawing and using a digital art program, I made some new UI to be placed into the game. This is only log #6.1 because there are a lot of assets in this game that I also wanted to rework. I spent a lot of time planning, drawing, and digitizing the Icons and UI, but the time logged is only the time it took to vibecode it into the game. Updates New menu button UI New pulls window UI Currency ICON gumballs(finally) Custom X button icon Rework of card design What’s next New NPC sprites Battle UI update UI interaction upgrades
Dev log #6.2 > UI overhaul So I made new custom windows for the Inventory and trade windows in the menu. It’s crazy to see how far the UI has come. I also fixed the crazy lag there was. Turns out, even when you are in the school, clouds, and buildings were generated in the back with the parallax effect. It was really process-intensive. I got rid of that and made it so the foreground stops generating when you are inside the school. Also, I just want to say I created the custom windows myself using Kirta. The image above was like a quick mock-up. Updates New Trade window UI New Inventory window UI Lag was reduced What’s next Rework Code architecture Redo the story progression Fix the battle menu UI Instead of displaying answers to the trivia in the notes, make it actually unlock information that you learn from the story. I want to do a bit of code architecture rework because I made the base game with a lot of AI, and the code is really hard to manually edit, which I need to do a bit of. So I’m going to rework the code and turn a lot of the UI into classes, so it’s easier to implement things that are a bit more specific than the AI could manage. AI is ofc a good learning tool, and good at creating something that “works”, but all that inefficiency is catching up to me....
|
1793267450.48857
|
1793872250.48857
|
|
24445
|
My awesome macropad! by @Sharvesh | Stardance
|
Sharvesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Sharvesh | Stardan Title: My awesome macropad! by @Sharvesh | Stardance...
|
1793267452.5745213
|
1793872252.5745213
|
|
15420
|
Pill Dispenser by @elliot | Stardance
|
elliot
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pill Dispenser by @elliot | Stardance
|
1793267453.453324
|
1793872253.453324
|
|
23343
|
Eink Phone by @axeld | Stardance
|
axeld
|
0
|
4.72
|
0
|
[]
|
[{"post_id": 12921, "ts": "202 [{"post_id": 12921, "ts": "2026-06-21T04:52:02Z", "hours": 4.7222, "text": "Made an EMMC module for the phone and also started wireless and USB module"}]...
|
Title: Eink Phone by @axeld | Stardance
Devlogs:
Title: Eink Phone by @axeld | Stardance
Devlogs:
Made an EMMC module for the phone and also started wireless and USB module...
|
1793267455.2793288
|
1793872255.2793288
|
|
69559
|
Aperture Website by @GrowSquid | Stardance
|
GrowSquid
|
1
|
11.0
|
11
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T06:37:51Z", "hours": 11.0, "multiplier": 1.07, "payout": 11, "blessing": "neutral", "text": "I have created a website in HTML based on Aperture Science’s past; Includes images and working navigation buttons; I couldn’t create a live demo as the images wouldn’t load :( Pls download the source code and run locally", "repo": "https://github.com/GrowSquid/Aperture-Labs-Web", "demo": "https://growsquid.github.io/Aperture-Labs-Web/"}]...
|
[{"post_id": 80892, "ts": "202 [{"post_id": 80892, "ts": "2026-10-19T05:52:52Z", "hours": 1.0936, "text": "FINISHED :) Worked on the image backgrounds and title formats"}, {"post_id": 80593, "ts": "2026-10-18T07:58:33Z", "hours": 3.9286, "text": "Added better formatting,images, and redirected buttons"}, {"post_id": 79790, "ts": "2026-10-15T12:34:28Z", "hours": 3.9139, "text": "Made a skeleton of the website"}, {"post_id": 79408, "ts": "2026-10-13T20:49:23Z", "hours": 1.7469, "text": "Formatting and style comparisons"}]...
|
Title: Aperture Website by @GrowSquid | Stardance
Title: Aperture Website by @GrowSquid | Stardance
Devlogs:
Formatting and style comparisons
Made a skeleton of the website
Added better formatting,images, and redirected buttons
FINISHED :) Worked on the image backgrounds and title formats
Ships:
I have created a website in HTML based on Aperture Science’s past; Includes images and working navigation buttons; I couldn’t create a live demo as the images wouldn’t load :( Pls download the source code and run locally...
|
1793008255.612221
|
1793872255.612221
|
|
12156
|
Custom MIDI Pad by @kushb | Stardance
|
kushb
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Custom MIDI Pad by @kushb | Stardance
|
1793267456.157498
|
1793872256.157498
|
|
20238
|
My first slack bot! by @asia_alchach2010 | Stardan My first slack bot! by @asia_alchach2010 | Stardance...
|
asia_alchach2010
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0
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0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @asia_alchach2010 | Title: My first slack bot! by @asia_alchach2010 | Stardance...
|
1793267458.261203
|
1793872258.261203
|
|
3222
|
My first slack bot! by @romptl8 | Stardance
|
romptl8
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @romptl8 | Stardance
|
1793267459.1471233
|
1793872259.1471233
|
|
16017
|
FireFlyOS by @ThatFairyFijia | Stardance
|
ThatFairyFijia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FireFlyOS by @ThatFairyFijia | Stardance
|
1793267460.024795
|
1793872260.024795
|
|
17182
|
My very own WebOS by @rosikur | Stardance
|
rosikur
|
0
|
2.17
|
0
|
[]
|
[{"post_id": 21015, "ts": "202 [{"post_id": 21015, "ts": "2026-07-02T19:28:06Z", "hours": 1.2322, "text": "Today ive added the background its a picture i shot myself with the lumix g3 from 2011"}, {"post_id": 10051, "ts": "2026-06-16T16:57:54Z", "hours": 0.39, "text": "writing lyricsss"}, {"post_id": 9443, "ts": "2026-06-15T20:09:05Z", "hours": 0.5514, "text": "they see me coden they haten while listening to laufey"}]...
|
Title: My very own WebOS by @rosikur | Stardance
Title: My very own WebOS by @rosikur | Stardance
Devlogs:
they see me coden they haten while listening to laufey
writing lyricsss
Today ive added the background its a picture i shot myself with the lumix g3 from 2011...
|
1793267463.5963635
|
1793872263.5963635
|
|
8345
|
Untitled by @shaktipratapsingh04022006 | Stardance
|
shaktipratapsingh04022006
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @shaktipratapsingh04022006 | St Title: Untitled by @shaktipratapsingh04022006 | Stardance...
|
1793267465.3962617
|
1793872265.3962617
|
|
31037
|
Vikunja for watchOS by @Kanashimo | Stardance
|
Kanashimo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Vikunja for watchOS by @Kanashimo | Stardan Title: Vikunja for watchOS by @Kanashimo | Stardance...
|
1793267466.3067405
|
1793872266.3067405
|
|
7462
|
Photography Portfolio by @Elied | Stardance
|
Elied
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Photography Portfolio by @Elied | Stardance
|
1793267473.0699756
|
1793872273.0699756
|
|
67480
|
Swordigo_Mario (BETA) by @IsoVoir | Stardance
|
IsoVoir
|
1
|
39.85
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T12:54:28Z", "hours": 37.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made a beta version of my own 2D fantasy adventure game. I worked on the environments, different pathways, backgrounds, level design, characters and other parts of the game. I tried to make it feel like a real adventure game, where the player can explore different places and face enemies. It is not perfect right now, but I made it with a lot of effort and time. What was challenging? The most challenging part for me was making the pathways and designing the levels. I struggled a lot to get the terrain and backgrounds looking the way I wanted. Sometimes things didn’t work as I expected, and I had to try again and again. Connecting the different parts of the game and fixing enemy attack and behaviour errors was also difficult for me. What are you proud of? I am proud that I didn’t give up even when things were not working properly. I spent a lot of time preparing the different parts of the game and trying to make everything work together. I used AI only for help with fixing some hostile mob behaviour and attack errors, and for converting some images to match the game’s art theme. I wanted to do the main work and understand what I was making instead of just getting the whole game generated. What should people know before trying my project? This is only the beta version, so there are still some flaws and things that need more work. I already know about many of them, and I have plans to improve them in the next updates. For now, I wanted to finish a playable version and share what I have made instead of waiting forever for everything to become perfect. I am going to work on better level design, more improvements and fixing the remaining issues in future updates. Please try my project and share your feedback. And keep an eye on my profile, because I will be working on improving the game in the next updates!", "repo": "https://github.com/kumarishan0825/SwordigoMario", "demo": "https://ishan0825.itch.io/swordigo-mario-beta-version"}]...
|
[{"post_id": 80611, "ts": "202 [{"post_id": 80611, "ts": "2026-10-18T09:30:19Z", "hours": 2.8489, "text": "All the AI art/asset I used in my game has been removed, and my code is now clean totally and the obstacles and character designing i done by my friend so that is why characters and obstacles were nothing used via seeking help with AI and the CODE of this game is really messing part where I dont took help of any kind of AI prompting, I learned and implement every single thing and this took me that much time but yeah without asset prompting and by my own efforts this game is literally took me 28 hours and For asset generation time extends 11 hours more, I honestly confirms my all the working"}, {"post_id": 80127, "ts": "2026-10-16T09:37:30Z", "hours": 6.7131, "text": "Final Devlog: I am so glad that my game is now playable and yeah it have some issues with animations of mobs but it is beta version next time i update it soon…. (1) Adding few Hostile mobs and bosses (2) Adding Winning and Death Scene (3) Fixing 239 errors while coding the nature of mobs but i got too many errors so I used claude AI to examine code that my code were faulty at which point (4)It have few issues like some bugs and some animation problem but i am unable to fix it so I am done here but overall I made it atleast good enough to explore and due to limiting resources and assets I am unable to do the music and sfx works but yeah it looks damn good"}, {"post_id": 79749, "ts": "2026-10-15T08:40:10Z", "hours": 6.2847, "text": "Devlog 10: An amazing timespent on the completion of my level “Castle wars” with its total stages development furnishment completed and only the area node to connect with player and it is finally become playable . , Only things left:- add mobs and bosses, some bizarre obstacles to interact, some beautiful animations, winning and losing scene, settings layout and also…. “volcanic end” development primarily under development and after a update i would publish"}, {"post_id": 79267, "ts": "2026-10-13T08:28:16Z", "hours": 3.2197, "text": "Devlog 9:- Plane Biome- all the stages of this level finally completed…"}, {"post_id": 79126, "ts": "2026-10-12T19:17:44Z", "hours": 2.3897, "text": "Devlog 8: “Level: Plane Biome” all 3 stages’ Background and obstacles work has done…"}, {"post_id": 78642, "ts": "2026-10-11T04:57:54Z", "hours": 4.1283, "text": "Devlog 7: I do massive changes : (i) Added a spell casting animation, (ii) Adding Master and the interaction with my player through Area 2D node and collisionshape2d (iii) Adding damage dealt by playerwhen entity came in his collision shape and connecting it with my left mouse button (iv) Resolving 29 errors and 8 warnings…. Now my code looks very healthy and easy to approachable but from next time and there is no ai usage in code, only pathway obstacle conversion into pixelated form was done by AI, I clearly admited it , I am not going to do things at same time, first i create back ground first in all then later i do some changes according to environment"}, {"post_id": 78138, "ts": "2026-10-09T18:31:53Z", "hours": 2.4664, "text": "Devlog 6: Adding Fighting animation and fixes the debug of jumping animation"}, {"post_id": 77871, "ts": "2026-10-08T16:44:25Z", "hours": 1.8572, "text": "Devlog 5; Working on Heart Dynamics after damage"}, {"post_id": 77579, "ts": "2026-10-07T15:03:52Z", "hours": 2.8178, "text": "Devlog 4: I added the parallax effect and solved some bugs of character falling and few flaws still there but resolves soon and changes some scripts to playable format."}, {"post_id": 77394, "ts": "2026-10-06T19:46:31Z", "hours": 4.3981, "text": "Devlog 3 : I add the protagonist and animate his movement and also work on background theme parallax effect but it failed badly.. Any suggestion to place the character on the static body because mine always falls even i try to resolve but here i get tired"}, {"post_id": 77013, "ts": "2026-10-05T11:20:40Z", "hours": 2.6014, "text": "Devlog 2 : I created a Menu Screen of my game and level scene Screen . Also I implemented the Global script for automated tabs and GdScript for the Menu buttons such as start etc."}, {"post_id": 76418, "ts": "2026-10-03T14:07:09Z", "hours": 0.3294, "text": "Devlog 1 : First time I am getting introduced by Godot engine. I am so excited with this project"}]...
|
Title: Swordigo_Mario (BETA) by @IsoVoir | Stardan Title: Swordigo_Mario (BETA) by @IsoVoir | Stardance
Devlogs:
Devlog 1 : First time I am getting introduced by Godot engine. I am so excited with this project
Devlog 2 : I created a Menu Screen of my game and level scene Screen . Also I implemented the Global script for automated tabs and GdScript for the Menu buttons such as start etc.
Devlog 3 : I add the protagonist and animate his movement and also work on background theme parallax effect but it failed badly.. Any suggestion to place the character on the static body because mine always falls even i try to resolve but here i get tired
Devlog 4: I added the parallax effect and solved some bugs of character falling and few flaws still there but resolves soon and changes some scripts to playable format.
Devlog 5; Working on Heart Dynamics after damage
Devlog 6: Adding Fighting animation and fixes the debug of jumping animation
Devlog 7: I do massive changes : (i) Added a spell casting animation, (ii) Adding Master and the interaction with my player through Area 2D node and collisionshape2d (iii) Adding damage dealt by playerwhen entity came in his collision shape and connecting it with my left mouse button (iv) Resolving 29 errors and 8 warnings…. Now my code looks very healthy and easy to approachable but from next time and there is no ai usage in code, only pathway obstacle conversion into pixelated form was done by AI, I clearly admited it , I am not going to do things at same time, first i create back ground first in all then later i do some changes according to environment
Devlog 8: “Level: Plane Biome” all 3 stages’ Background and obstacles work has done…
Devlog 9:- Plane Biome- all the stages of this level finally completed…
Devlog 10: An amazing timespent on the completion of my level “Castle wars” with its total stages development furnishment completed and only the area node to connect with player and it is finally become playable . , Only things left:- add mobs and bosses, some bizarre obstacles to interact, some beautiful animations, winning and losing scene, settings layout and also…. “volcanic end” development primarily under development and after a update i would publish
Final Devlog: I am so glad that my game is now playable and yeah it have some issues with animations of mobs but it is beta version next time i update it soon…. (1) Adding few Hostile mobs and bosses (2) Adding Winning and Death Scene (3) Fixing 239 errors while coding the nature of mobs but i got too many errors so I used claude AI to examine code that my code were faulty at which point (4)It have few issues like some bugs and some animation problem but i am unable to fix it so I am done here but overall I made it atleast good enough to explore and due to limiting resources and assets I am unable to do the music and sfx works but yeah it looks damn good
All the AI art/asset I used in my game has been removed, and my code is now clean totally and the obstacles and character designing i done by my friend so that is why characters and obstacles were nothing used via seeking help with AI and the CODE of this game is really messing part where I dont took help of any kind of AI prompting, I learned and implement every single thing and this took me that much time but yeah without asset prompting and by my own efforts this game is literally took me 28 hours and For asset generation time extends 11 hours more, I honestly confirms my all the working
Ships:
What did you make? I made a beta version of my own 2D fantasy adventure game. I worked on the environments, different pathways, backgrounds, level design, characters and other parts of the game. I tried to make it feel like a real adventure game, where the player can explore different places and face enemies. It is not perfect right now, but I made it with a lot of effort and time. What was challenging? The most challenging part for me was making the pathways and designing the levels. I struggled a lot to get the terrain and backgrounds looking the way I wanted. Sometimes things didn’t work as I expected, and I had to try again and again. Connecting the different parts of the game and fixing enemy attack and behaviour errors was also difficult for me. What are you proud of? I am proud that I didn’t give up even when things were not working properly. I spent a lot of time preparing the different parts of the game and trying to make everything work together. I used AI only for help with fixing some hostile mob behaviour and attack errors, and for converting some images to match the game’s art theme. I wanted to do the main work and understand what I was making instead of just getting the whole game generated. What should people know before trying my project? This is only the beta version, so there are still some flaws and things that need more work. I already know about many of them, and I have plans to improve them in the next updates. For now, I wanted to finish a playable version and share what I have made instead of waiting forever for everything to become perfect. I am going to work on better level design, more improvements and fixing the remaining issues in future updates. Please try my project and share your feedback. And keep an eye on my profile, because I will be working on improving the game in the next updates!...
|
1793008273.8492937
|
1793872273.8492937
|
|
3118
|
My first slack bot! by @h21344315 | Stardance
|
h21344315
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @h21344315 | Stardan Title: My first slack bot! by @h21344315 | Stardance...
|
1793267475.4261007
|
1793872275.4261007
|
|
21875
|
A New Desk-Lamp by @marcel_pb | Stardance
|
marcel_pb
|
0
|
0.98
|
0
|
[]
|
[{"post_id": 11554, "ts": "202 [{"post_id": 11554, "ts": "2026-06-18T20:58:05Z", "hours": 0.9794, "text": "I designed and made a rough draft of the lamp in Fusion 360. I noticed that my units are incorrect, which can be solved easily. This will be done by the next log, where I will convert units. No matter, I like the direction this is headed. Additionally, I think that the shape is also easy to print, as it is stable. I enjoyed this practice with Fusion and look forward to having it in real life."}]...
|
Title: A New Desk-Lamp by @marcel_pb | Stardance
Title: A New Desk-Lamp by @marcel_pb | Stardance
Devlogs:
I designed and made a rough draft of the lamp in Fusion 360. I noticed that my units are incorrect, which can be solved easily. This will be done by the next log, where I will convert units. No matter, I like the direction this is headed. Additionally, I think that the shape is also easy to print, as it is stable. I enjoyed this practice with Fusion and look forward to having it in real life....
|
1793267476.3088424
|
1793872276.3088424
|
|
27844
|
Tabla Powder Dispenser by @Vigaash | Stardance
|
Vigaash
|
0
|
1.1
|
0
|
[]
|
[{"post_id": 18508, "ts": "202 [{"post_id": 18508, "ts": "2026-06-29T17:54:44Z", "hours": 0.8011, "text": "Hey guys! Still working on my powder dispenser. I know that it is a little early to start my CAD design, but I didn’t wanna do any more coding. Here’s what I got done: Started working on the CAD file for the box the powder would be deposited in. Took a long time to try to decide whether to go with a hinge or a sliding cover. But now, the box has a sliding function that will allow the box to open and close to dispense the powder. The box currently is around 3 cm by 3cm by 3cm without the cover, with the cover the height is now 3.8 mm. The box cover currently has a tolerance of around 0.2mm with the lid. Idk if that is really enough, but let me know if you guys think I should change it. I have already attached a photo for reference."}, {"post_id": 17997, "ts": "2026-06-28T23:26:14Z", "hours": 0.2942, "text": "Hey guys! This is my first devlog for the Tabla powder sensor. More about it in the bio of this project. Here’s what I got done: Just started on the code for the temperature sensor. trying to get it set up so it could also be interpreted into commands that the servo can use. Am using the DHT 11 sensor for anyone curious. Am also going to be using an Arduino Uno R3 for the microcontroller, so I will be inputting this code to Arduino IDE once I get that setup with Hackatime Started off by creating a function to just start checking whether the readings from the sensor are not toofat and are reasonable. Having a little trouble with pointers, but did get it figured out after watching a few videos. The code timing looks short because I started halfway in the same folder that contained another project before I figured it out."}]...
|
Title: Tabla Powder Dispenser by @Vigaash | Starda Title: Tabla Powder Dispenser by @Vigaash | Stardance
Devlogs:
Hey guys! This is my first devlog for the Tabla powder sensor. More about it in the bio of this project. Here’s what I got done: Just started on the code for the temperature sensor. trying to get it set up so it could also be interpreted into commands that the servo can use. Am using the DHT 11 sensor for anyone curious. Am also going to be using an Arduino Uno R3 for the microcontroller, so I will be inputting this code to Arduino IDE once I get that setup with Hackatime Started off by creating a function to just start checking whether the readings from the sensor are not toofat and are reasonable. Having a little trouble with pointers, but did get it figured out after watching a few videos. The code timing looks short because I started halfway in the same folder that contained another project before I figured it out.
Hey guys! Still working on my powder dispenser. I know that it is a little early to start my CAD design, but I didn’t wanna do any more coding. Here’s what I got done: Started working on the CAD file for the box the powder would be deposited in. Took a long time to try to decide whether to go with a hinge or a sliding cover. But now, the box has a sliding function that will allow the box to open and close to dispense the powder. The box currently is around 3 cm by 3cm by 3cm without the cover, with the cover the height is now 3.8 mm. The box cover currently has a tolerance of around 0.2mm with the lid. Idk if that is really enough, but let me know if you guys think I should change it. I have already attached a photo for reference....
|
1793267478.0912604
|
1793872278.0912604
|
|
24784
|
My awesome macropad! by @menswass | Stardance
|
menswass
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @menswass | Stardan Title: My awesome macropad! by @menswass | Stardance...
|
1793267479.0074496
|
1793872279.0074496
|
|
3168
|
Untitled project by @yilangsu | Stardance
|
yilangsu
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @yilangsu | Stardance
|
1793267481.1153445
|
1793872281.1153445
|
|
23283
|
My awesome macropad! by @Samuel-Dingle | Stardance
|
Samuel-Dingle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Samuel-Dingle | St Title: My awesome macropad! by @Samuel-Dingle | Stardance...
|
1793267481.995759
|
1793872281.995759
|
|
34637
|
WarioWare Game by @Robyxyz1 | Stardance
|
Robyxyz1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Robyxyz1 | Stardance
|
1793267482.891216
|
1793872282.891216
|
|
36951
|
Nuclear reactor by @VARDON | Stardance
|
VARDON
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Nuclear reactor by @VARDON | Stardance
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1793267483.7539935
|
1793872283.7539935
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|
22791
|
Untitled by @darshpatel | Stardance
|
darshpatel
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0
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0.0
|
0
|
[]
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[]
|
Title: Untitled by @darshpatel | Stardance
|
1793267485.7996943
|
1793872285.7996943
|
|
12572
|
My awesome macropad! by @FeebleSoda | Stardance
|
FeebleSoda
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @FeebleSoda | Stard Title: My awesome macropad! by @FeebleSoda | Stardance...
|
1793267486.687629
|
1793872286.687629
|
|
22619
|
My awesome macropad! by @mariaa | Stardance
|
mariaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @mariaa | Stardance
|
1793267488.4788058
|
1793872288.4788058
|
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32875
|
Untitled by @craftyrustacean | Stardance
|
craftyrustacean
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0
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0.0
|
0
|
[]
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[]
|
Title: Untitled by @craftyrustacean | Stardance
|
1793267489.3605597
|
1793872289.3605597
|
|
20403
|
RC Airplane by @Bibek | Stardance
|
Bibek
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: RC Airplane by @Bibek | Stardance
|
1793267491.383923
|
1793872291.383923
|
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21571
|
My very own WebOS by @Chayan | Stardance
|
Chayan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Chayan | Stardance
|
1793267492.2564993
|
1793872292.2564993
|
|
877
|
My first slack bot! by @Aanya | Stardance
|
Aanya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Aanya | Stardance
|
1793267493.158822
|
1793872293.158822
|