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5640
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discord-bot by @Cable | Stardance
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Cable
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0
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0.0
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0
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[]
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[]
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Title: discord-bot by @Cable | Stardance
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1792630302.323341
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1793235102.323341
|
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6036
|
Untitled project by @candicehsueh | Stardance
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candicehsueh
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @candicehsueh | Stardan Title: Untitled project by @candicehsueh | Stardance...
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1792630303.149241
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1793235103.149241
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20212
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My very own WebOS by @Xyz23 | Stardance
|
Xyz23
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0
|
0.0
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0
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[]
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[]
|
Title: My very own WebOS by @Xyz23 | Stardance
|
1792630304.2851293
|
1793235104.2851293
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19613
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Untitled by @peingoin | Stardance
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peingoin
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0
|
0.0
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0
|
[]
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[]
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Title: Untitled by @peingoin | Stardance
|
1792630305.1654098
|
1793235105.1654098
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24228
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My first slack bot! by @prisha-h | Stardance
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prisha-h
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @prisha-h | Stardanc Title: My first slack bot! by @prisha-h | Stardance...
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1792630305.9927156
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1793235105.9927156
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40567
|
Complex CSH Tracker by @CoolDuck | Stardance
|
CoolDuck
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1
|
162.67
|
1894
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T16:35:25Z", "hours": 140.0, "multiplier": 14.51, "payout": 1894, "blessing": "neutral", "text": "Complex CSH Tracker My school runs on a very old tracking system for CSH (Community Service Hours) meaning it was hard for us students to see how much we have as well as see what happens to our CSH requests. I made this to solve this problem and decided to join stardance for the fun of it :O Please beware of the bugs Tester passwords are in the readme Unfortunely drive picker functionality doesn’t work cuz i didnt verify my google app :(", "repo": "https://github.com/coolduckmaster/ComplexCSHTracker", "demo": "https://complex-csh-tracker.vercel.app/"}]...
|
[{"post_id": 83260, "ts": "202 [{"post_id": 83260, "ts": "2026-10-27T15:39:13Z", "hours": 11.4253, "text": "4 more days Critical API/Router fixes (thanks to the trs and mates who helped!) Basic settings implemation (gonna add more things :P) Leaderboard backend (no frontend YET) Validation fixes Security fixes We just squashed bugs!"}, {"post_id": 79501, "ts": "2026-10-14T10:18:26Z", "hours": 11.2411, "text": "They changed the deadline 💔💔 Fixed some bugs relating to CSH registering. Fixed loading screen bug. Fixed Welcome back appearing after clicking log out. Additionaly filter for Approvals. Export to PDF finally works. Split the Approval into different files."}, {"post_id": 75609, "ts": "2026-09-30T15:31:35Z", "hours": 11.1422, "text": "This is it vercel intergrated product ready to ship the time is currently 10:30 pm please let this ship go through :))))"}, {"post_id": 73643, "ts": "2026-09-25T15:56:06Z", "hours": 12.3236, "text": "And now, the end is near. Added first version of the history page with some filter edited backend intergration for said history small ui changes to Approval small ui changes to dashboard side bar. many other misc ui changes bug fixes (?)"}, {"post_id": 67461, "ts": "2026-09-13T15:57:54Z", "hours": 10.9419, "text": "GOOGLE DRIVE BACKEND INTERGRATION Title says it all Misc loading screens (so like it loads or smth) Bug fixes???? Some other random things (like placeholder images and stuff)."}, {"post_id": 60285, "ts": "2026-09-02T15:42:39Z", "hours": 10.4444, "text": "GOOGLE DRIVE INTERGRATION Yes google Oauth Yes upload section Yes multiple files (WITH FILE IMAGE) No teacher backend (yet) No personal infomation (i hope)"}, {"post_id": 52431, "ts": "2026-08-22T15:34:31Z", "hours": 13.3567, "text": "idk did smth? I did something i guess????? I dont rmb to much school work. btw the google frontend button is wip"}, {"post_id": 46093, "ts": "2026-08-13T01:50:16Z", "hours": 10.9692, "text": "10 hours in 2 days New teacher note tab for approval-deny New 404 page (easter egg hidden) Bugfixes (note: School has started, I do not have the free time to do manythings)"}, {"post_id": 44042, "ts": "2026-08-09T15:34:21Z", "hours": 5.4497, "text": "MongoServerError: E11000 duplicate key error collection: login.cshes index: userId_1 dup key: New functions have arrived! Approve and Deny have been fleshed out. Futhermore the description has a functioning backend to show it! Request pages has a new description box with a word limit! Dashboard has now show updates when your requests been approved or denied! Fixed backend bugs(?) Much more small UI changes!"}, {"post_id": 43358, "ts": "2026-08-08T15:49:56Z", "hours": 5.2531, "text": "[vite] Internal server error: Transform failed with 1 error: Added a new details screen for Approval page (missing approve-deny features). Frontend edits for pre-existing UI in “Approval” panel. Backend API edits for intergrating. Slept 4 hours."}, {"post_id": 42719, "ts": "2026-08-07T15:59:58Z", "hours": 7.2431, "text": "PENDING REQUEST! Pending request pages for all your pending request needs! (UI up to change). Authware updated to be more cool Intergrated Authware to the frontend (like, 60% intergrated) Burnt bugs (?) Much more!"}, {"post_id": 42022, "ts": "2026-08-06T15:51:51Z", "hours": 6.7397, "text": "REQUEST-FUNCTIONALITY The Request pages have gain functionality! All of the request now go to the “Pending Hours” and is automatically logged in the Backend Database! The Approval panel is still in the works however."}, {"post_id": 41375, "ts": "2026-08-05T15:30:06Z", "hours": 5.3767, "text": "Request Page in the work LACKS FUNCTIONALITY. Backend API fixes (?). Frontend Dashboard edits. Bugs? (Vouch doesn’t exist yet. still figuring out a image storage solution)"}, {"post_id": 40799, "ts": "2026-08-04T15:36:25Z", "hours": 7.1403, "text": "NAV MENU BUTTON! Frontend stuff for the “Request” pages Backend API for like request and stuff. Fixed MANY things(?)."}, {"post_id": 40167, "ts": "2026-08-03T15:55:16Z", "hours": 7.6592, "text": "7 and a half hours spend on doing what??? Bugs, loads, and loads, of bugs. Fixed code after spliting the dashboard side panel. Backend stuff. DASHBOARD LAYOUT (Spend a large amount of time styling)."}, {"post_id": 38979, "ts": "2026-08-01T16:26:58Z", "hours": 6.0889, "text": "OOGA BOOGA DASHBOARD IT TOOK ME 6 HOURS STRAIGHT TO GET THIS TO WORK, I HAD TO STEAL BORROW HACKATIME HTML CODE FOR THIS!"}, {"post_id": 38267, "ts": "2026-07-31T16:02:28Z", "hours": 5.05, "text": "What the hell is jsx?? Started work on the “Dashboard” screen. stole it from Hackatime dashboard Inspired by hack a time dashboard. Added a frontend router (?). Did some more stuff!"}, {"post_id": 37665, "ts": "2026-07-30T15:38:21Z", "hours": 4.1078, "text": "Log - 4: on boarding done (?), rename the project to “Complex CSH Tracker.”, started work on a dashboard. Beside from that, I might have to rework some of the log in UI with what I have in mind."}, {"post_id": 37072, "ts": "2026-07-29T15:34:59Z", "hours": 5.625, "text": "Added On boarding logic so users can pick their class and stuff. (this took longer then expected)"}, {"post_id": 36407, "ts": "2026-07-28T14:40:37Z", "hours": 3.25, "text": "ጮልጋቹ ነዐጮቹ ዪልክጋዐጮ “Login Page” የልፏቹ የረቹልነቹ ⶴቹረየ ጮቹ ጎ ፪ቹቹክ ልፕ ፕⶴጎነ ቻዐዪ ⶴዐ፱ዪነ"}, {"post_id": 35857, "ts": "2026-07-27T15:50:05Z", "hours": 1.5753, "text": "Started work on the full stack log in functionally of this tracker website (It’s no longer simple)."}]...
|
Title: Complex CSH Tracker by @CoolDuck | Stardanc Title: Complex CSH Tracker by @CoolDuck | Stardance
Devlogs:
Started work on the full stack log in functionally of this tracker website (It’s no longer simple).
ጮልጋቹ ነዐጮቹ ዪልክጋዐጮ “Login Page” የልፏቹ የረቹልነቹ ⶴቹረየ ጮቹ ጎ ፪ቹቹክ ልፕ ፕⶴጎነ ቻዐዪ ⶴዐ፱ዪነ
Added On boarding logic so users can pick their class and stuff. (this took longer then expected)
Log - 4: on boarding done (?), rename the project to “Complex CSH Tracker.”, started work on a dashboard. Beside from that, I might have to rework some of the log in UI with what I have in mind.
What the hell is jsx?? Started work on the “Dashboard” screen. stole it from Hackatime dashboard Inspired by hack a time dashboard. Added a frontend router (?). Did some more stuff!
OOGA BOOGA DASHBOARD IT TOOK ME 6 HOURS STRAIGHT TO GET THIS TO WORK, I HAD TO STEAL BORROW HACKATIME HTML CODE FOR THIS!
7 and a half hours spend on doing what??? Bugs, loads, and loads, of bugs. Fixed code after spliting the dashboard side panel. Backend stuff. DASHBOARD LAYOUT (Spend a large amount of time styling).
NAV MENU BUTTON! Frontend stuff for the “Request” pages Backend API for like request and stuff. Fixed MANY things(?).
Request Page in the work LACKS FUNCTIONALITY. Backend API fixes (?). Frontend Dashboard edits. Bugs? (Vouch doesn’t exist yet. still figuring out a image storage solution)
REQUEST-FUNCTIONALITY The Request pages have gain functionality! All of the request now go to the “Pending Hours” and is automatically logged in the Backend Database! The Approval panel is still in the works however.
PENDING REQUEST! Pending request pages for all your pending request needs! (UI up to change). Authware updated to be more cool Intergrated Authware to the frontend (like, 60% intergrated) Burnt bugs (?) Much more!
[vite] Internal server error: Transform failed with 1 error: Added a new details screen for Approval page (missing approve-deny features). Frontend edits for pre-existing UI in “Approval” panel. Backend API edits for intergrating. Slept 4 hours.
MongoServerError: E11000 duplicate key error collection: login.cshes index: userId_1 dup key: New functions have arrived! Approve and Deny have been fleshed out. Futhermore the description has a functioning backend to show it! Request pages has a new description box with a word limit! Dashboard has now show updates when your requests been approved or denied! Fixed backend bugs(?) Much more small UI changes!
10 hours in 2 days New teacher note tab for approval-deny New 404 page (easter egg hidden) Bugfixes (note: School has started, I do not have the free time to do manythings)
idk did smth? I did something i guess????? I dont rmb to much school work. btw the google frontend button is wip
GOOGLE DRIVE INTERGRATION Yes google Oauth Yes upload section Yes multiple files (WITH FILE IMAGE) No teacher backend (yet) No personal infomation (i hope)
GOOGLE DRIVE BACKEND INTERGRATION Title says it all Misc loading screens (so like it loads or smth) Bug fixes???? Some other random things (like placeholder images and stuff).
And now, the end is near. Added first version of the history page with some filter edited backend intergration for said history small ui changes to Approval small ui changes to dashboard side bar. many other misc ui changes bug fixes (?)
This is it vercel intergrated product ready to ship the time is currently 10:30 pm please let this ship go through :))))
They changed the deadline 💔💔 Fixed some bugs relating to CSH registering. Fixed loading screen bug. Fixed Welcome back appearing after clicking log out. Additionaly filter for Approvals. Export to PDF finally works. Split the Approval into different files.
4 more days Critical API/Router fixes (thanks to the trs and mates who helped!) Basic settings implemation (gonna add more things :P) Leaderboard backend (no frontend YET) Validation fixes Security fixes We just squashed bugs!
Ships:
Complex CSH Tracker My school runs on a very old tracking system for CSH (Community Service Hours) meaning it was hard for us students to see how much we have as well as see what happens to our CSH requests. I made this to solve this problem and decided to join stardance for the fun of it :O Please beware of the bugs Tester passwords are in the readme Unfortunely drive picker functionality doesn’t work cuz i didnt verify my google app :(...
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1793148706.5967007
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1793235106.5967007
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23525
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My very own WebOS by @Jaz | Stardance
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Jaz
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0
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0.0
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0
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[]
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[]
|
Title: My very own WebOS by @Jaz | Stardance
|
1792630306.8334892
|
1793235106.8334892
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14809
|
exovista.org by @abhimanyunair | Stardance
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abhimanyunair
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0
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0.0
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0
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[]
|
[]
|
Title: exovista.org by @abhimanyunair | Stardance
|
1792630307.676925
|
1793235107.676925
|
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8384
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My awesome macropad! by @araizahmad93 | Stardance
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araizahmad93
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @araizahmad93 | Sta Title: My awesome macropad! by @araizahmad93 | Stardance...
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1792630308.50052
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1793235108.50052
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10684
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Solve It by @Shish | Stardance
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Shish
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1
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46.0
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843
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T08:10:55Z", "hours": 46.0, "multiplier": 18.48, "payout": 843, "blessing": "neutral", "text": "As students, we all require notes and questions when we are practicing for any competitive exams, whenever I wanted the same, I had to ask my friends or I had to buy PYQs online. So to tackle that, I made a website where you can easily post notes and PYQs FOR FREE without even signing up. The website is called SolveIt. There are many things that can be done on the website like uploading PYQs or Notes or any other study related material for a specific competitive examination in a PDF format. If the exam is state specific, you can select the state too. Currently it is only available for India, USA, China, United Kingdom and Australia. It also includes many exams like Gaokao, NEET, JEE, SAT, ACT, QCE, etc. While uploading you can specify your country, state, examination name, year, class/grade and subject. In the settings page, you can make your own avatar (it is inspired by skribbl.io) and yes, the scribbles are hand drawn. You can also delete your account if you wish to, and many other things like changing the password, email and deleting previously uploaded papers. You can navigate easily on the browse page by using the searchbar as well as the filters. Filters will only show those options which are available. You can click on a card and view the paper inside the site itself if you don’t wish to download it. Moreover, you can see more details like uploaded by, uploaded on, length and size of the document and much more. The most challenging part of this project was the backend as always. Routes didn’t work initially when I started off, I couldn’t figure out a way to make scribbled borders so I took help of AI for that. MOST ANNOYING part was the avatar builder, I had to make hand drawn scribbles and convert it into svg paths and then modify those paths according to the container. I also took help of AI to encrypt the passwords of the user. I am very proud of the fact that I have self hosted this website, with the raspberry pi 5 that I received from Hackclub this year. I used Cloudflared private tunnel. Entire backend and database is on RPI. I really wanted to add more things to the project but due to academics and school work, I have to ship it now or else I won’t get time for my upcoming examinations. Before you test it, I would like to make a request that if you face any problem, please report it by going to Report a Bug page so that I come to know about it and can fix it as soon as possible. For more details about the project and if you want to know about it in detail, please read the README file.", "repo": "https://github.com/C0nfu5ing-5pring/SolveIt", "demo": "https://solve-it-nine.vercel.app"}]...
|
[{"post_id": 70459, "ts": "202 [{"post_id": 70459, "ts": "2026-09-19T07:27:32Z", "hours": 1.5328, "text": "v (0.7.0-Beta) Continue as Guest + README + more Updates Added hand drawn images to the home page reducing the white space that was looking ugly earlier Added continue as guest feature, if a user continues as guest, they won’t be able to delete their account or change their email address as well as password Wrote the README file I still do not consider this project as completely done, I will be adding more features to it once I am done with my academics What next? I’ll ship it most probably"}, {"post_id": 70419, "ts": "2026-09-19T04:55:34Z", "hours": 0.6714, "text": "v(0.6.0-Beta) Password change Updates I have decided not to include themes as I can no longer work on this project due to school work academics I just want to finish this project as soon as I can. Next devlog might be the last devlog of this project where I’ll add “Continue as guest” feature for shipwrights SO, in this update, I’ve just basically copy pasted the change email logic and made a change password feature. I literally copy pasted it and then modified it for password hence it took less time What next? I’ll be summing up this project by adding continue as guest feature"}, {"post_id": 69546, "ts": "2026-09-17T08:45:17Z", "hours": 4.2175, "text": "v(0.5.0-Beta) Avatar builder + bug fixes Updates Now you can make your own avatar just like skribbl.io!!!!! It took so much of my time tbh, I had to hand draw every doodle, I wanted to record it on lapse but couldn’t as screen recording wasn’t working on iPad for some reason and also when I screenshared, the screen went black for some reason. I contacted lapse-help on slack but didn’t find any solution so I decided not to let it go Added a new updateavatar component which lets you make your own avatar and update it if you want to!! Did layout fixes on large screen devices as only horizontal scroll was allowed and vertical scroll was disabled (my friend told me, I didn’t even notice it lol) Fixed frontend as well as backend bugs during the making of this avatar feature This devlog is toooooo big ik but i couldn’t find time daily due to school and assignments and all What next? I’ll work on themes, black white and system themes. The basic ones I’ll also work on “Continue as guest” so that shipwrights don’t have to login when they go through the project I’ll most probably end the project for now after these features are implemented as I need to prepare for upcoming examinations and also stardance is coming to an end :("}, {"post_id": 64001, "ts": "2026-09-08T03:22:18Z", "hours": 1.3669, "text": "v(0.4.4-Beta) Session expiry bug fix + responsiveness fixed Updates Fixed the responsiveness issue on small screen devices I also faced another issue, My friends were unable to download papers and it displayed “Error during downloading” So I took help of AI to know what the problem is and it said that It was because their token had expired SOOOOO…. I increased the token expiry limit to 30 days AND if the token is expired, you will be asked to login again. I applied this throughout the website, upload, browse, report and download I’ll also be switching to nest as I don’t fully trust my ISP and also because shipwright’s review policy said so. BUT i’ll do it towards the end once every feature is almost well built. I’ve applied to nest and hope they accept it as soon as possible! What next? Next, I’ll work on Avatar maker like skribbl.io (this is going to be tuffffffffff)"}, {"post_id": 62200, "ts": "2026-09-05T13:50:17Z", "hours": 1.7614, "text": "v(0.4.3-Beta) See uploads and delete them Updates Now you can see your uploads in the settings page and delete them if you wish to If you click on the card, it’ll redirect you to a separate page where you can see the paper in detail What next? Next, I’ll work on fixing the responsiveness issue on small screen devices"}, {"post_id": 62041, "ts": "2026-09-05T08:10:07Z", "hours": 0.8733, "text": "v(0.4.1-Beta) Delete account Updates Now you can permanently delete your account. Once you delete your account, all the posts from that account will be removed from the website. For this, I made /delete-me route What next? Next, I’ll make a section where users can manage their papers, they can delete their papers if they want After that, I’ll be working on fixing the responsiveness issue on small screen devices"}, {"post_id": 61935, "ts": "2026-09-05T03:30:17Z", "hours": 1.3983, "text": "v(0.4.1-Beta) Update Email address + Errors Updates Added errors and toasts throughout the website Added update email address feature I’ll be keeping next few devlogs small as I will be working on each feature one by one What next? Next, I’ll work on Delete account feature"}, {"post_id": 61644, "ts": "2026-09-04T17:18:43Z", "hours": 3.3133, "text": "(0.4.0-Beta) Settings page + 404 handling Updates Handled 404 error (I had to because my WiFi was down several times today. Many of my friends thought that it was my mistake but actually WiFi was down so my rpi couldn’t serve data) Made settings page and displayed user data on it. I have added an easter egg when the site is down, so basically when there’s an 404 err, you can see an easter can which I’ve added to the site. On the settings page, I have Apprearance settings, Account settings, Preference settings and Delete account. None of them are functional yet. Took a lot of time to create a route (/me). As I faced a lot of bugs while doing so. What next? I know i’ve again delayed making doodles, I WILL MAKE THEM istg I’ll also fix the resonsiveness issue on small screen devices I’ll work on making the settings page functional I have 2 days off at school so I am going yo use them very efficiently!!"}, {"post_id": 59537, "ts": "2026-09-01T12:41:50Z", "hours": 2.4753, "text": "v(0.3.0-Beta) Separate paper view + Searchbar Updates Added a searchbar (finally Now, you can view each paper separately inside the website itself Made very very very small changes in the design of the website Now you can click on the logo to direcly go back to the browse page (Yeah, I know it’s not something genius) What next? I REALLY want to add doodles but I have been delaying it TOO much now! I think I might be working on it (not sure tho) I also need to make a pfp maker, where users can make their own pfp kinda like the one on skribbl.io. Actually this entire design is inspired by skribbl.io I’ll also be adding user settings page and all where they can change theme, fonts and… okay, just font and themes for now."}, {"post_id": 57954, "ts": "2026-08-30T09:07:53Z", "hours": 3.155, "text": "v(0.2-Beta) Deployed + Reviews + More Updates Soooooo, the site it live. andithasalotofproblems!!! I made the site live and asked my friends to use it and fill it with notes. many of them complained about bugs so, I fixed some of them and NOW, I need to add a search bar on the site (I completely forgot lol). In these 3 hours, I deployed the website (this time didn’t get counted as I was working on the terminal. But it took around 1 and a half hour). So in 3 hours, I handled bugs and fixed some of them, enhanced responsiveness as some of my friends complained that they couldn’t scroll on the website or smthng. Added more information on the card, Added 2 new columns named description and type (as requested by a friend). Changed the layout of lower part of the card a little bit (made it a little bit clean). Made the upload code a bit efficient by removing repetitive code. What next? Next, I’ll work on making a search bar on the website so it is easy to use and navigate I’ll be taking inputs from friends and working on them I will be making a separate page where the user can see the pdf each separately insite the site Next devlog is going to be CHUNKY!!!"}, {"post_id": 55439, "ts": "2026-08-27T08:29:00Z", "hours": 2.7292, "text": "v(0.1.3-Alpha) Report bug feature and it’s backend + Enhanced responsiveness across the website + colours Updates Enhanced responsivess across the site Added colours and sketchy borders and colours wherever I could Added new report bug feature along with it’s backend (this one took time as WiFi went off and I couldn’t ssh into my rpi) What next? I’ll be making doodles (YES, i’ll be hand drawing them) I haven’t thought about anything else yet! BUT, I might be making the website public and push it into the beta version, for that, I’ll need to setup a cloudflare connection via my rpi (aghh i’ll look into it once I am fully convinced with the frontend."}, {"post_id": 55023, "ts": "2026-08-26T13:27:40Z", "hours": 2.46, "text": "v(0.1.2-Alpha) Scribbly Borders + New countries Updates Added scribbly lines/borders (used AI’s help) Added new countries and their examinations (UK, USA, Australia, China) Added mansory layout so that i don’t have to worry about responsiveness later What next? Next, i’ll work on adding colours to the site and add doodle"}, {"post_id": 54456, "ts": "2026-08-25T14:03:23Z", "hours": 3.4747, "text": "(v.0.1.1-Alpha) New UI + Notifications+ More info about the file Updates Added new design inspired by scribbles and doodles. (Still figuring out how to make scribbled borders) Enhanced responsiveness for new design Displayed more information about the file uploaded by the user such as File size and no. of pages file contains. Fixed a few bugs related to login and logout pages Added notifications (Yet to design it, atp, it’s just a basic design and not synced to the project design) Deleted unwanted files that I had made earlier during setting up the folder structure. What next? Next, I’ll work on adding design to the notification componentk Then, I’ll be adding doodles and stuff to fill up the white space I also wish to add more countries like The USA, Canada, UK, which have competitive exams."}, {"post_id": 48046, "ts": "2026-08-16T10:24:38Z", "hours": 1.7575, "text": "(v0.1.0-Alpha) Responsiveness + Fixed a loop hole + Showing more details in the card Updates Enhanced responsivess (sidebar, header, browse page for mob iles and large screen devices) Displayed more info like region, year, subject, uploaded by, uploaded at, exam name, etc. to the card Fixed loop hole, earlier, a user could access the browse page, basically entire website without logging in lol. Added a new field to the database in papers table which stores the user’s name instead of just storing the id number of that person What next? I am thinking of adding notifications using react-toastify and sound effects I’ll work on designing the card. I am considering to change the entire design and lean more towards a brutalist design Next update is going to be a major one Where was I since last 12 days? I have been busy with school work and also my mid-terms are commencing from 1st of September so, I couldn’t give more time to thr project. This could also happen in the near future until my exams are completed (11th Sept)"}, {"post_id": 40839, "ts": "2026-08-04T16:56:36Z", "hours": 1.3603, "text": "(v0.0.8-Alpha) Sidebar and Responsivenes Updates Added responsiveness to the login, signup, upload, home pages and header component Made the sidebar functional, you can now filter data based on year, country, state, exam i think currently, on smaller devices, the font size is a lot smaller, if you guys feel the same please give me a review so that I can improve it! What next? Next, I’ll work on enhancing the responsiveness And also, i’ll start designing the card which will contain details of the papers I also need to handle edge cases like not showing upload button to guest users and so many loop holes that are still there in this project."}, {"post_id": 40157, "ts": "2026-08-03T15:48:18Z", "hours": 1.5133, "text": "v(0.0.7-Alpha) Download Feature Updates Added the download feature. you can click on the card to open the PDF file on the browser What next? Next, I’ll work on responsiveness"}, {"post_id": 38911, "ts": "2026-08-01T14:31:53Z", "hours": 0.6728, "text": "v(0.0.6-Alpha) Log out + Showing data from db Update Added log out feature (it was quite easy just had to apply some display conditions to the buttons and remove the user’s token from the localStorage) Added data from the db in the form of cards on /browse. It is not at all good-looking. I’ll work on it once I implement the download feature in it. What next? I’ll be implementing the download files feature I’ll start working on making the website responsive"}, {"post_id": 38751, "ts": "2026-08-01T09:45:07Z", "hours": 2.0417, "text": "v(0.0.5) Frontend revamp Updates Revamped the frontend design Added drag and drop file submission feature The site is not yet responsive Log in and sign up pages are also changed Browse and home pages are changed (there are some white spaces that I hate rn but i’ll tackle that some other time) really loving working on this project can’t stop thinking about ideas!! Next steps Will enhance the functionality of the header (now it is static meaning even if the user is logged in, it will show login/sign up buttons) I’ll add a logout button or smthng. Currently, all the uploaded files don’t appear on the /browse section so i’ll have to deal with that too!"}, {"post_id": 38700, "ts": "2026-08-01T07:01:18Z", "hours": 0.6944, "text": "v(0.0.4-Alpha) Upload Feature - Frontend Updates Completed the frontend part of upload feature Added tags so that navigation is smoother Currently, i have only added india in the future, i’ll other countries too. I am not focusing much on design as well as responsiveness. I will tackle that towards the end. What next? Next, I’ll work on the home page + browse page Browse page will display all the files uploaded by people"}, {"post_id": 38679, "ts": "2026-08-01T05:58:47Z", "hours": 2.3167, "text": "v(0.0.4-Alpha) Upload Feature - Backend Updates Upload feature is working!!! (backend for now) that too smoothly! Used multer middleware to handle PDF uploads. Files up to 25MB are acceptable for now. PDFs are saved on /uploads folder on the server Only logged in logged in users can upload files Built /api/papers with filters like class, subject, exam_name, country, state, year and file_path. What next? Now i’ll work on the frontend part of this feature"}, {"post_id": 38386, "ts": "2026-07-31T18:48:52Z", "hours": 2.6156, "text": "v(0.0.3-Alpha) Layout Design Updates Making layouts is not a one time thing so I made a temporary layout which took a lot of trial and errors Don’t mind the colours/text size or fonts and all as it is still under development Currently it’s working only locally as the project is still in alpha version and also, nothing is responsive for smaller screen sizes What Next? Most probably next I will be working on the Upload feature along with it’s backend"}, {"post_id": 38145, "ts": "2026-07-31T12:00:46Z", "hours": 1.7397, "text": "v(0.0.2) Login and Sign up - Frontend Updates Almost lost the project (accidently deleted the repo Writing the logic for login/sign up for the first was kind of tough hence took more time! It works smoothly now What next? Most probably i’ll work on the landing page and the designing part"}, {"post_id": 38074, "ts": "2026-07-31T08:44:11Z", "hours": 0.8119, "text": "(v0.0.2-Alpha) Login and Sign up - Backend Updates Login and signup functionality completed and is functional I also used bcrypt to encrypt the user’s password What next? I will now work on the frontend part of the website so i will be making the dashboard, login and signup pages. I might have to look for good designs too"}, {"post_id": 38048, "ts": "2026-07-31T07:18:49Z", "hours": 0.6389, "text": "v(0.0.1-Alpha) Initial Setup Made a database on rpi with tables and their schemas Frontend basic setup completed with file structure What next? First I’ll work on the backend and then come to frontend so next few devlogs might be boring for some people :("}]...
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Title: Solve It by @Shish | Stardance
Devlogs:
v( Title: Solve It by @Shish | Stardance
Devlogs:
v(0.0.1-Alpha) Initial Setup Made a database on rpi with tables and their schemas Frontend basic setup completed with file structure What next? First I’ll work on the backend and then come to frontend so next few devlogs might be boring for some people :(
(v0.0.2-Alpha) Login and Sign up - Backend Updates Login and signup functionality completed and is functional I also used bcrypt to encrypt the user’s password What next? I will now work on the frontend part of the website so i will be making the dashboard, login and signup pages. I might have to look for good designs too
v(0.0.2) Login and Sign up - Frontend Updates Almost lost the project (accidently deleted the repo Writing the logic for login/sign up for the first was kind of tough hence took more time! It works smoothly now What next? Most probably i’ll work on the landing page and the designing part
v(0.0.3-Alpha) Layout Design Updates Making layouts is not a one time thing so I made a temporary layout which took a lot of trial and errors Don’t mind the colours/text size or fonts and all as it is still under development Currently it’s working only locally as the project is still in alpha version and also, nothing is responsive for smaller screen sizes What Next? Most probably next I will be working on the Upload feature along with it’s backend
v(0.0.4-Alpha) Upload Feature - Backend Updates Upload feature is working!!! (backend for now) that too smoothly! Used multer middleware to handle PDF uploads. Files up to 25MB are acceptable for now. PDFs are saved on /uploads folder on the server Only logged in logged in users can upload files Built /api/papers with filters like class, subject, exam_name, country, state, year and file_path. What next? Now i’ll work on the frontend part of this feature
v(0.0.4-Alpha) Upload Feature - Frontend Updates Completed the frontend part of upload feature Added tags so that navigation is smoother Currently, i have only added india in the future, i’ll other countries too. I am not focusing much on design as well as responsiveness. I will tackle that towards the end. What next? Next, I’ll work on the home page + browse page Browse page will display all the files uploaded by people
v(0.0.5) Frontend revamp Updates Revamped the frontend design Added drag and drop file submission feature The site is not yet responsive Log in and sign up pages are also changed Browse and home pages are changed (there are some white spaces that I hate rn but i’ll tackle that some other time) really loving working on this project can’t stop thinking about ideas!! Next steps Will enhance the functionality of the header (now it is static meaning even if the user is logged in, it will show login/sign up buttons) I’ll add a logout button or smthng. Currently, all the uploaded files don’t appear on the /browse section so i’ll have to deal with that too!
v(0.0.6-Alpha) Log out + Showing data from db Update Added log out feature (it was quite easy just had to apply some display conditions to the buttons and remove the user’s token from the localStorage) Added data from the db in the form of cards on /browse. It is not at all good-looking. I’ll work on it once I implement the download feature in it. What next? I’ll be implementing the download files feature I’ll start working on making the website responsive
v(0.0.7-Alpha) Download Feature Updates Added the download feature. you can click on the card to open the PDF file on the browser What next? Next, I’ll work on responsiveness
(v0.0.8-Alpha) Sidebar and Responsivenes Updates Added responsiveness to the login, signup, upload, home pages and header component Made the sidebar functional, you can now filter data based on year, country, state, exam i think currently, on smaller devices, the font size is a lot smaller, if you guys feel the same please give me a review so that I can improve it! What next? Next, I’ll work on enhancing the responsiveness And also, i’ll start designing the card which will contain details of the papers I also need to handle edge cases like not showing upload button to guest users and so many loop holes that are still there in this project.
(v0.1.0-Alpha) Responsiveness + Fixed a loop hole + Showing more details in the card Updates Enhanced responsivess (sidebar, header, browse page for mob iles and large screen devices) Displayed more info like region, year, subject, uploaded by, uploaded at, exam name, etc. to the card Fixed loop hole, earlier, a user could access the browse page, basically entire website without logging in lol. Added a new field to the database in papers table which stores the user’s name instead of just storing the id number of that person What next? I am thinking of adding notifications using react-toastify and sound effects I’ll work on designing the card. I am considering to change the entire design and lean more towards a brutalist design Next update is going to be a major one Where was I since last 12 days? I have been busy with school work and also my mid-terms are commencing from 1st of September so, I couldn’t give more time to thr project. This could also happen in the near future until my exams are completed (11th Sept)
(v.0.1.1-Alpha) New UI + Notifications+ More info about the file Updates Added new design inspired by scribbles and doodles. (Still figuring out how to make scribbled borders) Enhanced responsiveness for new design Displayed more information about the file uploaded by the user such as File size and no. of pages file contains. Fixed a few bugs related to login and logout pages Added notifications (Yet to design it, atp, it’s just a basic design and not synced to the project design) Deleted unwanted files that I had made earlier during setting up the folder structure. What next? Next, I’ll work on adding design to the notification componentk Then, I’ll be adding doodles and stuff to fill up the white space I also wish to add more countries like The USA, Canada, UK, which have competitive exams.
v(0.1.2-Alpha) Scribbly Borders + New countries Updates Added scribbly lines/borders (used AI’s help) Added new countries and their examinations (UK, USA, Australia, China) Added mansory layout so that i don’t have to worry about responsiveness later What next? Next, i’ll work on adding colours to the site and add doodle
v(0.1.3-Alpha) Report bug feature and it’s backend + Enhanced responsiveness across the website + colours Updates Enhanced responsivess across the site Added colours and sketchy borders and colours wherever I could Added new report bug feature along with it’s backend (this one took time as WiFi went off and I couldn’t ssh into my rpi) What next? I’ll be making doodles (YES, i’ll be hand drawing them) I haven’t thought about anything else yet! BUT, I might be making the website public and push it into the beta version, for that, I’ll need to setup a cloudflare connection via my rpi (aghh i’ll look into it once I am fully convinced with the frontend.
v(0.2-Beta) Deployed + Reviews + More Updates Soooooo, the site it live. andithasalotofproblems!!! I made the site live and asked my friends to use it and fill it with notes. many of them complained about bugs so, I fixed some of them and NOW, I need to add a search bar on the site (I completely forgot lol). In these 3 hours, I deployed the website (this time didn’t get counted as I was working on the terminal. But it took around 1 and a half hour). So in 3 hours, I handled bugs and fixed some of them, enhanced responsiveness as some of my friends complained that they couldn’t scroll on the website or smthng. Added more information on the card, Added 2 new columns named description and type (as requested by a friend). Changed the layout of lower part of the card a little bit (made it a little bit clean). Made the upload code a bit efficient by removing repetitive code. What next? Next, I’ll work on making a search bar on the website so it is easy to use and navigate I’ll be taking inputs from friends and working on them I will be making a separate page where the user can see the pdf each separately insite the site Next devlog is going to be CHUNKY!!!
v(0.3.0-Beta) Separate paper view + Searchbar Updates Added a searchbar (finally Now, you can view each paper separately inside the website itself Made very very very small changes in the design of the website Now you can click on the logo to direcly go back to the browse page (Yeah, I know it’s not something genius) What next? I REALLY want to add doodles but I have been delaying it TOO much now! I think I might be working on it (not sure tho) I also need to make a pfp maker, where users can make their own pfp kinda like the one on skribbl.io. Actually this entire design is inspired by skribbl.io I’ll also be adding user settings page and all where they can change theme, fonts and… okay, just font and themes for now.
(0.4.0-Beta) Settings page + 404 handling Updates Handled 404 error (I had to because my WiFi was down several times today. Many of my friends thought that it was my mistake but actually WiFi was down so my rpi couldn’t serve data) Made settings page and displayed user data on it. I have added an easter egg when the site is down, so basically when there’s an 404 err, you can see an easter can which I’ve added to the site. On the settings page, I have Apprearance settings, Account settings, Preference settings and Delete account. None of them are functional yet. Took a lot of time to create a route (/me). As I faced a lot of bugs while doing so. What next? I know i’ve again delayed making doodles, I WILL MAKE THEM istg I’ll also fix the resonsiveness issue on small screen devices I’ll work on making the settings page functional I have 2 days off at school so I am going yo use them very efficiently!!
v(0.4.1-Beta) Update Email address + Errors Updates Added errors and toasts throughout the website Added update email address feature I’ll be keeping next few devlogs small as I will be working on each feature one by one What next? Next, I’ll work on Delete account feature
v(0.4.1-Beta) Delete account Updates Now you can permanently delete your account. Once you delete your account, all the posts from that account will be removed from the website. For this, I made /delete-me route What next? Next, I’ll make a section where users can manage their papers, they can delete their papers if they want After that, I’ll be working on fixing the responsiveness issue on small screen devices
v(0.4.3-Beta) See uploads and delete them Updates Now you can see your uploads in the settings page and delete them if you wish to If you click on the card, it’ll redirect you to a separate page where you can see the paper in detail What next? Next, I’ll work on fixing the responsiveness issue on small screen devices
v(0.4.4-Beta) Session expiry bug fix + responsiveness fixed Updates Fixed the responsiveness issue on small screen devices I also faced another issue, My friends were unable to download papers and it displayed “Error during downloading” So I took help of AI to know what the problem is and it said that It was because their token had expired SOOOOO…. I increased the token expiry limit to 30 days AND if the token is expired, you will be asked to login again. I applied this throughout the website, upload, browse, report and download I’ll also be switching to nest as I don’t fully trust my ISP and also because shipwright’s review policy said so. BUT i’ll do it towards the end once every feature is almost well built. I’ve applied to nest and hope they accept it as soon as possible! What next? Next, I’ll work on Avatar maker like skribbl.io (this is going to be tuffffffffff)
v(0.5.0-Beta) Avatar builder + bug fixes Updates Now you can make your own avatar just like skribbl.io!!!!! It took so much of my time tbh, I had to hand draw every doodle, I wanted to record it on lapse but couldn’t as screen recording wasn’t working on iPad for some reason and also when I screenshared, the screen went black for some reason. I contacted lapse-help on slack but didn’t find any solution so I decided not to let it go Added a new updateavatar component which lets you make your own avatar and update it if you want to!! Did layout fixes on large screen devices as only horizontal scroll was allowed and vertical scroll was disabled (my friend told me, I didn’t even notice it lol) Fixed frontend as well as backend bugs during the making of this avatar feature This devlog is toooooo big ik but i couldn’t find time daily due to school and assignments and all What next? I’ll work on themes, black white and system themes. The basic ones I’ll also work on “Continue as guest” so that shipwrights don’t have to login when they go through the project I’ll most probably end the project for now after these features are implemented as I need to prepare for upcoming examinations and also stardance is coming to an end :(
v(0.6.0-Beta) Password change Updates I have decided not to include themes as I can no longer work on this project due to school work academics I just want to finish this project as soon as I can. Next devlog might be the last devlog of this project where I’ll add “Continue as guest” feature for shipwrights SO, in this update, I’ve just basically copy pasted the change email logic and made a change password feature. I literally copy pasted it and then modified it for password hence it took less time What next? I’ll be summing up this project by adding continue as guest feature
v (0.7.0-Beta) Continue as Guest + README + more Updates Added hand drawn images to the home page reducing the white space that was looking ugly earlier Added continue as guest feature, if a user continues as guest, they won’t be able to delete their account or change their email address as well as password Wrote the README file I still do not consider this project as completely done, I will be adding more features to it once I am done with my academics What next? I’ll ship it most probably
Ships:
As students, we all require notes and questions when we are practicing for any competitive exams, whenever I wanted the same, I had to ask my friends or I had to buy PYQs online. So to tackle that, I made a website where you can easily post notes and PYQs FOR FREE without even signing up. The website is called SolveIt. There are many things that can be done on the website like uploading PYQs or Notes or any other study related material for a specific competitive examination in a PDF format. If the exam is state specific, you can select the state too. Currently it is only available for India, USA, China, United Kingdom and Australia. It also includes many exams like Gaokao, NEET, JEE, SAT, ACT, QCE, etc. While uploading you can specify your country, state, examination name, year, class/grade and subject. In the settings page, you can make your own avatar (it is inspired by skribbl.io) and yes, the scribbles are hand drawn. You can also delete your account if you wish to, and many other things like changing the password, email and deleting previously uploaded papers. You can navigate easily on the browse page by using the searchbar as well as the filters. Filters will only show those options which are available. You can click on a card and view the paper inside the site itself if you don’t wish to download it. Moreover, you can see more details like uploaded by, uploaded on, length and size of the document and much more. The most challenging part of this project was the backend as always. Routes didn’t work initially when I started off, I couldn’t figure out a way to make scribbled borders so I took help of AI for that. MOST ANNOYING part was the avatar builder, I had to make hand drawn scribbles and convert it into svg paths and then modify those paths according to the container. I also took help of AI to encrypt the passwords of the user. I am very proud of the fact that I have self hosted this website, with the raspberry pi 5 that I received from Hackclub this year. I used Cloudflared private tunnel. Entire backend and database is on RPI. I really wanted to add more things to the project but due to academics and school work, I have to ship it now or else I won’t get time for my upcoming examinations. Before you test it, I would like to make a request that if you face any problem, please report it by going to Report a Bug page so that I come to know about it and can fix it as soon as possible. For more details about the project and if you want to know about it in detail, please read the README file....
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1793148708.7590725
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1793235108.7590725
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18656
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adasddsa by @testteasfd | Stardance
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testteasfd
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0
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0.0
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0
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[]
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[]
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Title: adasddsa by @testteasfd | Stardance
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1792630309.347718
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1793235109.347718
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1073
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CYD helper by @Bronson | Stardance
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Bronson
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0
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0.0
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0
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[]
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[]
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Title: CYD helper by @Bronson | Stardance
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1792630310.1763244
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1793235110.1763244
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3801
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Untitled project by @Blackout | Stardance
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Blackout
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Blackout | Stardance
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1792630311.006949
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1793235111.006949
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4764
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My awesome macropad! by @Ranvitha | Stardance
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Ranvitha
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @Ranvitha | Stardan Title: My awesome macropad! by @Ranvitha | Stardance...
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1792630311.8522952
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1793235111.8522952
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44815
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Differential Swerve by @precon | Stardance
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precon
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1
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47.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T17:53:54Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a differential swerve that is FTC legal, mainly out of 3D printed parts. The most challenging part was getting tolerances right, getting all the math correct, and getting the pod to fit in the build limit. I’m proud that it actually works. I have a working product right now and you should know that although the tuning can be a bit hard, the build is actually very easy. You can just download the files, print it out, get the parts, and build it in around a day or two", "repo": "https://github.com/Vixator/Phoenix-Force-10100-Differential-Swerve", "demo": ""}]...
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[{"post_id": 71347, "ts": "202 [{"post_id": 71347, "ts": "2026-09-20T17:51:30Z", "hours": 4.35, "text": "Final design and print, need a bit more money for stronger filament/manufacturing, so will ship and then finish the project."}, {"post_id": 70478, "ts": "2026-09-19T08:16:24Z", "hours": 8.1925, "text": "Finished the full build and got everything assembled. It was very rough but it worked. Found a lot of problems and then started and almost finished redesigning it. I hope to print this out in a stronger material and try again to maybe have a more successful design."}, {"post_id": 70303, "ts": "2026-09-18T22:02:48Z", "hours": 14.9586, "text": "OMGGGG got first build done"}, {"post_id": 64029, "ts": "2026-09-08T04:39:06Z", "hours": 7.7411, "text": "It has been a long time working to fix all the previous issues. I think I have one of the most final versions of the model. I’ve only made very tiny tolerance revisions after the final version rebuild so I think I’m mostly stable for the CAD. I’ve been printing out everything to finally build both pods at once. I’ve compiled changes that I’ve done only on one pod or changes that should have plenty of clearance to work. Right now the final shell is printing. I’ll probably work on getting both pods disassembled tomorrow and reassembling them with brand new parts and it should all be coming together quickly. I also worked a lot on the code. I made the robot field-centric and also started using odometry to help out with the accuracy. I haven’t done anything with auto yet but I hope to do something with Pedro pathing to have an auto pathing system for my swerve. I’m pretty excited, to build the final version of my project and have a final product so this can come to a close."}, {"post_id": 63288, "ts": "2026-09-07T01:07:01Z", "hours": 12.1331, "text": "I finished doing the remodel with new parts. A lot of it was updating existing parts to fix what I noticed went wrong in the test build, which made V3. A lot of it was improving the clearances and tolerances between parts to reduce friction and increase efficiency. I also made a lot of changes to the software, which is currently uploaded to GitHub. My plans for the future are:Finish making the wheel grippier and make sure the tread doesn’t fall off.Make auto pathing software.Get a full drivetrain ready."}, {"post_id": 44981, "ts": "2026-08-11T03:18:09Z", "hours": 8.9275, "text": "After finding out about the previous issues in the last version, I finally finished version 2. This one uses different gears that avoid clipping and I changed a lot of the other tolerances. I also found a major thing that I got wrong in my design. Apparently somewhere along the line I dragged a component, which was messing up all the spacings and everything was out of line. I had to go back and fix all of that. I added a lot of convenience features for me to build this easier and made the pod shorter by a good 3 mm so I could actually add some aluminum protection on the ends to avoid the pod being damaged while driving. Overall I think there are a lot of improvements. Once I ship the mod and get the parts, I can finish building this pod and another pod to create a drive base. Hopefully I can finish programming it and hook it up soon so it works."}, {"post_id": 43735, "ts": "2026-08-09T04:35:17Z", "hours": 2.95, "text": "Just posted a devlog but forgot to publish my most recent timelapse and just wanted to give a couple updates. A lot of the tolerances for parts are highly dependent. When I’m inserting a bearing into a 3D printed part, I usually do 13.9 for a 14 mm bearing and 14.9 for the flange. Because some parts print really weirdly in a weird configuration or print vertically where the layers will collapse on each other, I had to make the outer race 15.2 mm and the inner race 14.2 mm, so 0.2 mm oversize instead of undersized. This gives proper tolerance.I also had a lot of weird print issues. I’ve been having a lot of stringing and I accidentally added supports on one of the parts so I’ve been losing a lot of material but it’s honestly taught me a lot as well.I attached a couple of pictures just to show you a difference from my last post. It’s been five minutes but it’s a slight difference. It’s just to show:- what I’ve gotten done- what I’ve assembled so far- what I’ve thrown away- what I’ve missed- okay this is an update after the 2-hour time lapse of me building an entire pod. There’s a lot of things but the biggest thing I noticed was that one of the bevel gears actually clips with the main drive ring gear, which ruins the entire model. This is the biggest issue I have to fix. Other issues I noticed were that assembling was very hard because a lot of the holes were too big and things would fall out when they were flipped over. I also didn’t have the right size screws often, which led me to have weird spacings. Mostly issues can be ironed out through CAD and now that I’ve built it once I can remember what went wrong. For the second version after I fix all these major and minor issues, I hope it’ll go much better and I can get a working pod that’s in size pretty soon for version two."}, {"post_id": 43078, "ts": "2026-08-08T04:46:01Z", "hours": 7.8169, "text": "I started recording and documenting this project halfway through the first revision. The first time lapse was me implementing the final preliminary designs, getting the encoder mounted, getting all the fittings correct, getting the bearing stacks right, and mounting everything in a way that it would technically fit in CAD. The second and third time lapses are mostly printing, getting tolerances right, and getting fits right. My first 3D build will be complete as soon as possible and I can get started on making revisions and iterations to improve the design. I think I focused a lot on trying to incorporate everything I saw. I looked at some designs online and reviewed everything that we needed to implement before hand. I think I’ve done a pretty good job of finding space for everything and putting everything in a nice compact fashion. I think after I get all the tolerances correct and finish assembling, this will be a great first iteration to improve upon. I hope this project can continue and I will get funding for my future prospects, which are getting this machined and getting higher quality parts."}]...
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Title: Differential Swerve by @precon | Stardance
Title: Differential Swerve by @precon | Stardance
Devlogs:
I started recording and documenting this project halfway through the first revision. The first time lapse was me implementing the final preliminary designs, getting the encoder mounted, getting all the fittings correct, getting the bearing stacks right, and mounting everything in a way that it would technically fit in CAD. The second and third time lapses are mostly printing, getting tolerances right, and getting fits right. My first 3D build will be complete as soon as possible and I can get started on making revisions and iterations to improve the design. I think I focused a lot on trying to incorporate everything I saw. I looked at some designs online and reviewed everything that we needed to implement before hand. I think I’ve done a pretty good job of finding space for everything and putting everything in a nice compact fashion. I think after I get all the tolerances correct and finish assembling, this will be a great first iteration to improve upon. I hope this project can continue and I will get funding for my future prospects, which are getting this machined and getting higher quality parts.
Just posted a devlog but forgot to publish my most recent timelapse and just wanted to give a couple updates. A lot of the tolerances for parts are highly dependent. When I’m inserting a bearing into a 3D printed part, I usually do 13.9 for a 14 mm bearing and 14.9 for the flange. Because some parts print really weirdly in a weird configuration or print vertically where the layers will collapse on each other, I had to make the outer race 15.2 mm and the inner race 14.2 mm, so 0.2 mm oversize instead of undersized. This gives proper tolerance.I also had a lot of weird print issues. I’ve been having a lot of stringing and I accidentally added supports on one of the parts so I’ve been losing a lot of material but it’s honestly taught me a lot as well.I attached a couple of pictures just to show you a difference from my last post. It’s been five minutes but it’s a slight difference. It’s just to show:- what I’ve gotten done- what I’ve assembled so far- what I’ve thrown away- what I’ve missed- okay this is an update after the 2-hour time lapse of me building an entire pod. There’s a lot of things but the biggest thing I noticed was that one of the bevel gears actually clips with the main drive ring gear, which ruins the entire model. This is the biggest issue I have to fix. Other issues I noticed were that assembling was very hard because a lot of the holes were too big and things would fall out when they were flipped over. I also didn’t have the right size screws often, which led me to have weird spacings. Mostly issues can be ironed out through CAD and now that I’ve built it once I can remember what went wrong. For the second version after I fix all these major and minor issues, I hope it’ll go much better and I can get a working pod that’s in size pretty soon for version two.
After finding out about the previous issues in the last version, I finally finished version 2. This one uses different gears that avoid clipping and I changed a lot of the other tolerances. I also found a major thing that I got wrong in my design. Apparently somewhere along the line I dragged a component, which was messing up all the spacings and everything was out of line. I had to go back and fix all of that. I added a lot of convenience features for me to build this easier and made the pod shorter by a good 3 mm so I could actually add some aluminum protection on the ends to avoid the pod being damaged while driving. Overall I think there are a lot of improvements. Once I ship the mod and get the parts, I can finish building this pod and another pod to create a drive base. Hopefully I can finish programming it and hook it up soon so it works.
I finished doing the remodel with new parts. A lot of it was updating existing parts to fix what I noticed went wrong in the test build, which made V3. A lot of it was improving the clearances and tolerances between parts to reduce friction and increase efficiency. I also made a lot of changes to the software, which is currently uploaded to GitHub. My plans for the future are:Finish making the wheel grippier and make sure the tread doesn’t fall off.Make auto pathing software.Get a full drivetrain ready.
It has been a long time working to fix all the previous issues. I think I have one of the most final versions of the model. I’ve only made very tiny tolerance revisions after the final version rebuild so I think I’m mostly stable for the CAD. I’ve been printing out everything to finally build both pods at once. I’ve compiled changes that I’ve done only on one pod or changes that should have plenty of clearance to work. Right now the final shell is printing. I’ll probably work on getting both pods disassembled tomorrow and reassembling them with brand new parts and it should all be coming together quickly. I also worked a lot on the code. I made the robot field-centric and also started using odometry to help out with the accuracy. I haven’t done anything with auto yet but I hope to do something with Pedro pathing to have an auto pathing system for my swerve. I’m pretty excited, to build the final version of my project and have a final product so this can come to a close.
OMGGGG got first build done
Finished the full build and got everything assembled. It was very rough but it worked. Found a lot of problems and then started and almost finished redesigning it. I hope to print this out in a stronger material and try again to maybe have a more successful design.
Final design and print, need a bit more money for stronger filament/manufacturing, so will ship and then finish the project.
Ships:
I made a differential swerve that is FTC legal, mainly out of 3D printed parts. The most challenging part was getting tolerances right, getting all the math correct, and getting the pod to fit in the build limit. I’m proud that it actually works. I have a working product right now and you should know that although the tuning can be a bit hard, the build is actually very easy. You can just download the files, print it out, get the parts, and build it in around a day or two...
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1793148711.8858166
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1793235111.8858166
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32768
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Untitled project by @jaspergerinckx | Stardance
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jaspergerinckx
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0
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0.3
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0
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[]
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[{"post_id": 25308, "ts": "202 [{"post_id": 25308, "ts": "2026-07-09T15:01:51Z", "hours": 0.3006, "text": "a morse translator as an beginner"}]...
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Title: Untitled project by @jaspergerinckx | Stard Title: Untitled project by @jaspergerinckx | Stardance
Devlogs:
a morse translator as an beginner...
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1792630312.7174706
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1793235112.7174706
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4213
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My first slack bot! by @phu | Stardance
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phu
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @phu | Stardance
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1792630313.55766
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1793235113.55766
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20896
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Mr.BentOver by @Adarsh | Stardance
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Adarsh
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1
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6.0
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33
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T06:06:05Z", "hours": 6.0, "multiplier": 5.17, "payout": 33, "blessing": "neutral", "text": "This is my fun project so i build this project for fun and this is a bentover this reads our discord conversation and its judges in a GIF and we can call him by $Bentover . The hardest part building was a import override and also deployement", "repo": "https://github.com/stairmoss/Mr.BentOver", "demo": "https://discord.com/oauth2/authorize?client_id=1550551463011287100&permissions=274878114816&integration_type=0&scope=bot"}]...
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[{"post_id": 70614, "ts": "202 [{"post_id": 70614, "ts": "2026-09-19T13:42:01Z", "hours": 0.4358, "text": "added requirements.txt and Readme file"}, {"post_id": 70566, "ts": "2026-09-19T11:32:20Z", "hours": 1.6689, "text": "integrated discord to the project and made all the things working . in the way there were many bugs and error and i solved with using AI gemini guidance"}, {"post_id": 70176, "ts": "2026-09-18T16:54:28Z", "hours": 1.7661, "text": "so i finished the terminal version of bentover and now i have to connect to the discord bot and also i got a huge error and i got confused and it took so much time to solve it was .. [ ImportError: cannot import name ‘get_gif’ from partially initialized module ‘Gif_search’ (most likely due to a circular import) ]"}, {"post_id": 69972, "ts": "2026-09-18T04:36:42Z", "hours": 2.5331, "text": "made the the AI to decide the search phrase of the conversation but its on terminal and not interated with the dicord"}]...
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Title: Mr.BentOver by @Adarsh | Stardance
Devlogs Title: Mr.BentOver by @Adarsh | Stardance
Devlogs:
made the the AI to decide the search phrase of the conversation but its on terminal and not interated with the dicord
so i finished the terminal version of bentover and now i have to connect to the discord bot and also i got a huge error and i got confused and it took so much time to solve it was .. [ ImportError: cannot import name ‘get_gif’ from partially initialized module ‘Gif_search’ (most likely due to a circular import) ]
integrated discord to the project and made all the things working . in the way there were many bugs and error and i solved with using AI gemini guidance
added requirements.txt and Readme file
Ships:
This is my fun project so i build this project for fun and this is a bentover this reads our discord conversation and its judges in a GIF and we can call him by $Bentover . The hardest part building was a import override and also deployement...
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1793148713.914223
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1793235113.914223
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17604
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Untitled by @arno | Stardance
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arno
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @arno | Stardance
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1792630314.3920991
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1793235114.3920991
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22275
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My very own WebOS by @lucaropapis | Stardance
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lucaropapis
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @lucaropapis | Stardan Title: My very own WebOS by @lucaropapis | Stardance...
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1792630315.2212892
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1793235115.2212892
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10099
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(Re)Training an AI model on Tenstorent Hardware by (Re)Training an AI model on Tenstorent Hardware by @Bjarnos | Stardance...
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Bjarnos
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0
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1.41
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0
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[]
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[{"post_id": 4087, "ts": "2026 [{"post_id": 4087, "ts": "2026-06-07T08:45:21Z", "hours": 1.4053, "text": "Devlog 1: First Steps Project Vision & Architecture I want to build an educational AI assistant for Dutch high school students preparing for their final VWO (and HAVO) exams. I started this project because I think many students struggle to get detailed feedback while studying independently, and AI could help fill that gap. I also noticed a similar project already existing ( https://aivoorleerlingen.nl/ ), but they put the study knowledge in context, rather than an actual database and retrained AI models. I hope that I got you a little excited :D. To achieve this project, I’m going to use the AI architecture shown in the screenshot below. Training the AI: The model is trained on exam questions and answers so it learns how VWO and HAVO exam solutions are typically written. Providing study material: The AI can look up relevant curriculum information before answering, which helps it give more accurate explanations. What is working already I successfully built the first data preparation script. It can now process scraped exam questions and convert them into a format that can later be used for AI training. I don’t have any screenshots yet, but I’m planning to release the source as soon as the training loop is complete. Next Actions & Milestones Acquire Textbook Data: Create and test prepare_rag_db.py to see if it can initialize the vector database. Complete the Tenstorrent Training Loop: Finish the training script by implementing extra steps. Establish Inference Pipeline: Build an evaluation script that connects the fine-tuned model with Qdrant vector retrieval, generating and comparing exam responses against the test set. I would appreciate it if you want to follow my progress! If you want more explanations on a specific step, or if the next devlog should be in simpler language, let me know."}]...
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Title: (Re)Training an AI model on Tenstorent Hard Title: (Re)Training an AI model on Tenstorent Hardware by @Bjarnos | Stardance
Devlogs:
Devlog 1: First Steps Project Vision & Architecture I want to build an educational AI assistant for Dutch high school students preparing for their final VWO (and HAVO) exams. I started this project because I think many students struggle to get detailed feedback while studying independently, and AI could help fill that gap. I also noticed a similar project already existing ( https://aivoorleerlingen.nl/ ), but they put the study knowledge in context, rather than an actual database and retrained AI models. I hope that I got you a little excited :D. To achieve this project, I’m going to use the AI architecture shown in the screenshot below. Training the AI: The model is trained on exam questions and answers so it learns how VWO and HAVO exam solutions are typically written. Providing study material: The AI can look up relevant curriculum information before answering, which helps it give more accurate explanations. What is working already I successfully built the first data preparation script. It can now process scraped exam questions and convert them into a format that can later be used for AI training. I don’t have any screenshots yet, but I’m planning to release the source as soon as the training loop is complete. Next Actions & Milestones Acquire Textbook Data: Create and test prepare_rag_db.py to see if it can initialize the vector database. Complete the Tenstorrent Training Loop: Finish the training script by implementing extra steps. Establish Inference Pipeline: Build an evaluation script that connects the fine-tuned model with Qdrant vector retrieval, generating and comparing exam responses against the test set. I would appreciate it if you want to follow my progress! If you want more explanations on a specific step, or if the next devlog should be in simpler language, let me know....
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1792630316.1027427
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1793235116.1027427
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5962
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Insert Coin by @hamdaraksa | Stardance
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hamdaraksa
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1
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25.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T23:28:54Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created an arcade game that runs in the taskbar so it can be played flexibly.", "repo": "https://github.com/kyubiner/Insert-Coin", "demo": "https://drive.google.com/drive/folders/14mZBPSmJ7eGYQSYK2bIwrfAscWfY0NeD?usp=sharing"}]...
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[{"post_id": 75038, "ts": "202 [{"post_id": 75038, "ts": "2026-09-28T23:17:30Z", "hours": 7.3944, "text": "My game is ready for now and can be installed from Google Drive :)"}, {"post_id": 73604, "ts": "2026-09-25T13:47:33Z", "hours": 8.2683, "text": "I’m creating various things here, such as a background for my game and a circle… It’s going to get even more interesting, and I can’t wait to try out the ship for the first time."}, {"post_id": 71051, "ts": "2026-09-20T07:46:05Z", "hours": 3.0236, "text": "Alright, so I’ve finished creating the first mini-game for my arcade game, GitHub Striker . The concept is similar to Blocky Breaker , but the levels are based on your GitHub contribution activity the more active you are, the easier the levels are to complete. And my next goal is to polish this mini-game."}, {"post_id": 70911, "ts": "2026-09-20T00:37:22Z", "hours": 6.5983, "text": "I’m making a block-breaker arcade game, but I’m thinking about making it more interesting hopefully, I can get it done in time."}]...
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Title: Insert Coin by @hamdaraksa | Stardance
Dev Title: Insert Coin by @hamdaraksa | Stardance
Devlogs:
I’m making a block-breaker arcade game, but I’m thinking about making it more interesting hopefully, I can get it done in time.
Alright, so I’ve finished creating the first mini-game for my arcade game, GitHub Striker . The concept is similar to Blocky Breaker , but the levels are based on your GitHub contribution activity the more active you are, the easier the levels are to complete. And my next goal is to polish this mini-game.
I’m creating various things here, such as a background for my game and a circle… It’s going to get even more interesting, and I can’t wait to try out the ship for the first time.
My game is ready for now and can be installed from Google Drive :)
Ships:
I created an arcade game that runs in the taskbar so it can be played flexibly....
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1793148716.8134832
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1793235116.8134832
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36879
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My own site! by @Rayan_Shaikh | Stardance
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Rayan_Shaikh
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Rayan_Shaikh | Stardance
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1792630317.2454271
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1793235117.2454271
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196
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Mellow by @Snxhit | Stardance
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Snxhit
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0
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0.0
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0
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[]
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[]
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Title: Mellow by @Snxhit | Stardance
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1792630318.0873773
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1793235118.0873773
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29956
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Barrel Roll Bullet by @ShinyMist | Stardance
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ShinyMist
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1
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118.0
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2120
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T07:55:16Z", "hours": 118.0, "multiplier": 17.91, "payout": 2120, "blessing": "neutral", "text": "Barrel Roll Bullet A recoil-based platformer where, instead of traditional jumping and movement, you shoot to propel yourself around each level. My game includes multiple abilities, unlockable gun skins and 50 levels. The biggest challenge I faced was developing an accurate and efficient collision system. Initially, I planned to use AABB collision, but because it relies on rectangular bounding boxes, I found that the gun barrel could appear to float when rotating or interacting with objects. I then experimented with mask collision to achieve pixel-perfect accuracy. However, using a large number of masks throughout a level caused noticeable drops in performance. I eventually settled on a middle ground using SAT (Separating Axis Theorem) polygon-based collision. This provided much more accurate collision detection for the rotating gun while being significantly more performant than mask collision, allowing me to maintain both responsive gameplay and consistent performance. I am proud of the persistence I have demonstrated throughout the project. During the early stages of development, I encountered significant gaps in my knowledge, particularly as I was new to object-oriented programming. At times, I struggled with seemingly simple tasks, such as correctly initialising a game window or positioning a rectangle where I intended it to be. Despite these difficulties, I continued to learn, troubleshoot and refine my approach rather than abandoning features when they became challenging.", "repo": "https://github.com/Oliver-Attoe/StarDanceProject_FLStudioGrind", "demo": "https://github.com/Oliver-Attoe/StarDanceProject_FLStudioGrind/releases/tag/v1.0.0"}]...
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[{"post_id": 73026, "ts": "202 [{"post_id": 73026, "ts": "2026-09-24T07:21:08Z", "hours": 0.5231, "text": "Dev Log #39 . THE FINAL DEV LOG . I am finally ready to ship!!! . I did the following: Made a working read me Made a working exe file of my game Removed de-bugging features so game works as intended. Stopped music overlap from happening Removed all copyrighted music (may have mentioned this previously) I used pyinstaller tocreate my exe file. . Level buttons now only work if player max player level is less than or equal to the level you are selecting. . Stopped music overlap by puting stop music into every game state + in load room function . Its been a pleasure to take part in the stardance event. Lets have a look to see how far this project has come!!!"}, {"post_id": 71415, "ts": "2026-09-20T19:44:37Z", "hours": 2.6217, "text": "Dev Log #38 . DONE . I did the following: Added music that plays while in level Removed copyrighted music Finished all GUI Made code neat using ruff Will ship at some point soon. See you on ship day!!!!"}, {"post_id": 71257, "ts": "2026-09-20T15:13:48Z", "hours": 4.6078, "text": "Dev Log #37 . All code is 100% complete now, the only thing left to do is finish all of the UI and then I am ready to ship. . Today I: Fixed portals Added level skip button Displayed bonus objectives Made button rotation work when pressed also Made gun select display gun images Portal code issue was caused by object overlapping with tiles, cause tile collision resolution to push the player out of the tile, and at times out of the map. Fixed this by teleporting player slightly above the object (above being determined by orientation). . Level skip increases player level, restarts level and spawns player in next level. . Bonus objectives screen.blitted on win, text appears green when objective met, red when it hasn’t . Used updated rotated button rect rather then previous and changed screen.blit to use center of rect rather than topleft . For each button in gun group, i screen.blited that gun into the center of the select gun skin rect . Thats all, hope to ship by tonight."}, {"post_id": 69536, "ts": "2026-09-17T07:47:24Z", "hours": 5.2261, "text": "Dev Log #36 . I have done most of the updating of UI, having only a few assests left and one level left to edit. . In addition to this, I have also made it so that buttons now appear pressed when pressed, rather than disappearing. . My easter egg room also stops the music correctly on level complete. . The final objectives are as follows: Have gun select each have image of gun Waiver has displayed text Hint video made and linked correctly All button can only be pressed when on screen Finish misc Assets Add death, win, and coins/stars collected based on mission objectives complete Thats all, I think 20/09/2026 could still be the date for the books, but I’ve got to put the burners on to get this finsished to a level of polish I’m happy with."}, {"post_id": 66573, "ts": "2026-09-12T12:32:48Z", "hours": 1.6919, "text": "Dev Log #35 . Been a bit distracted from this project due to school starting but I’ve been able to get a few things done. . I have done the following: Finished dialogue texts Made it so that dialogue box only appears when there is text Given kill tiles rotatable counterparts Added muzzle flash Added ability pick up sounds Updated a few more assets My Git commits have started to get a bit sloppy as i do these little bits on during my free periods, but im getting back into the swing of things . The dialogue box will only appear if text != “” and will put the player in the start playing state, without requiring a mouse click like it did previously. . Adding sounds was pretty simple so I wil leave an example bellow if self.rect.colliderect(ability[\"rect\"]): if self.gravity_flip > 0: up_gravity_fx.play() else: down_gravity_fx.play() ability[\"collected\"] = True self.gravity_flip *= -1 That’s all, I think 20/09/2026 will be a date for the books as I’m confident I will be finished by then. ALSO, if anyone sees this before ship, could you let me know any ideas for what my 16x16 tile for regular tiles could look like? Many thanks if you respond"}, {"post_id": 64309, "ts": "2026-09-08T16:27:15Z", "hours": 5.7308, "text": "Dev Log #34. . Just cleaning some things up now, we are in the home stretch . I did the following: Updated assest Updated object display code fixed broken dialogue Most assets have a fresh new look created in photopea . Buttons can now be loaded at rotated orientations . Dialogue now does display and does not disapear on first level load. This is because the start playing state was being skipped, i fixed this by using a continue, which skipped the rest of the current loop iteration, preventing the start-state code from continuing to run after changing playing_state. . Thats all, most of my time when into design. See you next devlog"}, {"post_id": 57440, "ts": "2026-08-29T16:21:03Z", "hours": 9.3847, "text": "Dev Log #33 . As you can probably guess, I have done alot I have done the following: • Gave all levels the correct level variables • Made buttons work correctly when rotated • Made teleport bullets work as intended • Made gates and broken tiles allow bullets to pass through when collision is removed • Created an EXE file of my game for friends to use for playtesting • Made a stat tracker to use playtest information to improve my game • Corrected all file directories that had to be moved for PyInstaller to work properly • Fixed the Easter egg room so it now loads correctly • Added AI declaration comments That is a lots, so let me quick fire explain how i did them Painful repetition, change variables, restart level, change tiles, reset level, change ability position, reset. Repeat for level in levels (do this 50 times) . This was partially assisted by AI, but from what I understand the buttons’ Tiled rotation number is used to adjust the collision rectangle’s position so it matches the rotated button object in tiled. Collision check works as did previously. . Teleport bullets originally tp the player if a bullet fired priviously hit a way after pickup, despite no bullet being fired after pickup and also sometimes caused the player to shoot downwards through tiles. . I fixed the wrong bullet tp by using a self.variable rather than a global one as previously, allowing each bullet to know if they were teleport enabled, rather than all bullets being teleport enabled. . The tile collision isssue was fixed by by moving the player backwards along the bullet’s path until they are outside the tile, preventing the gun from passing through walls and being pulled down . This one will just explain itself (if tile in list, then ignore kill on contact): for tile in Tiles.tiles: if self.rect.colliderect(tile[\"rect\"]): tile_property = tile[\"property\"].get(\"type\") if tile_property in Tiles.open_gates: continue This used pyinstaller, not something i really code or anything so, I’ll just say i did it sucessfully . Stat tracker records bullet count, time and deaths/restarts that a level took on completion. Difficulty of a level can also be decided by a play tester by pressing any number button during a level. . This data is level specific, and on key press of /, will create a json file that holds all the data, which can then be sent for me for review of things like bullet max, time complete bonus time, ect. . Self explanatory, just changed things like “Image/buttn.png” to “Game/Image/button.png” . Restart all function was required in load room function as it contains map load, so the level map that was supposed to load is not displayed instead of the secret easter egg map. . 9.Should have declared AI usage earlier, but I have been checking my chat history and I have been able to determine what sections of my code are AI generated . That’s all, gotta try and keep my daily streak alive this time to score myself a free plush."}, {"post_id": 54686, "ts": "2026-08-25T19:01:58Z", "hours": 3.5433, "text": "Dev Log #32 . Made 50 levels today, that is all. . Every 3 levels, a new ability/feature is added. This allows the player to get used to the new thing added, making their later appearance managble as the player is now used to how they function. . I have not set the player and goal location co-ordinates for each level, or other variables like if mini stars are required. . That’s all for today."}, {"post_id": 54018, "ts": "2026-08-24T19:16:39Z", "hours": 2.2183, "text": "Dev Log #31 . I AM FINISHED!!! . Well, pretty much at least. . Today I: Completed the Waiver Made some more levels I made it so that the text box works with word wrap, enter key and backspace key. . I did this by splitting the text into words and lines, then checking each word’s width against the rect boundaries. . If the word exceeds the boundaries x, the texts’ x position is reset and the Y-coordinate is incremented, creating a new line. . The Enter key creates a new line by resetting x and incrementing y, while Backspace removes the last character from the text string, preventing it from being displayed. . The waiver now checks if all fields are filled and allows you to press a button that is connected to a hyperlink that will, in the future, take you to a video created my me showing how each level is complete. . Also made 12 levels today, each new feature is slowly implemented one at time. . That’s all for today."}, {"post_id": 53326, "ts": "2026-08-23T20:00:08Z", "hours": 2.7178, "text": "Dev Log #30 . The big 30!!! . Done quite a bit today, just last bit of polishing and then we move towards UI, music, level design, ect. . Today I: FINISHED THE DIALOGUE SYTEM Added a leave waiver button (was a softlock) Added a text box to waiver [WIP] Dialogue system works fully (minus sound but thats still a win in my books). Plays on level start and level completion and once dialogue is viewed by the player, it is not shown to them again. . Mouse can be clicked to remove dialogue from the screen, without triggering bullet fire. . Also fixed the issue of the text backround being displayed on re-entry and re-completion of the level, but fixed that easily with a variable, setting it to true or false if level had already been completed, then only displaying the text bg when it was true. . Waiver leave button pretty simple, basic pygame rect collidepoint detection. . Text box sets text_active to true on mouse click, mouse clicks anywhere else set it to false, meaning player can only type when they have clicked on it (when they want to). . I appened every event.unicode into a list on key press, meaning I had a list of the players key storkes, then screen.blitted each letter in the list. . Final touches are making all fields complete required to acess button that is a hyperlink to video of me completing stages with instuctions to help, and also backspace and enter and wordwrap working with the text_box. . Then I think I’m done for the most part on the coding side of things, and will move onto level creation. . The only thing I haven’t completed from my long list from a preious dev_log are: Level editor Upside down ability James bond level start Hint dialogue on multiple deaths Boss fight Not to say these aren’t going to be added but they are not simple things and will not really add to much to my game in all honesty. Given the deadline of end of this month I have given myself, I don’t know if I will have time to add these (except for the James bond level start thing as that is a UI thing that will require art, music ect so might work on that when not coding. . That’s all, thanks for reading (:"}, {"post_id": 52887, "ts": "2026-08-23T08:25:38Z", "hours": 2.2633, "text": "Dev Log #29 . I’m pretty close to finishing the code side of my game now, the rest of my efforts will soon be focous toward things like: Writing dialogue Making nicer looking UI Making tiles look good rather than coloured blocks Animations Music Today I did the following: Re made the dialogue system AGAIN Created a gun selection screen My dialogue system displays a word at a time and plays a short noise for each word shown, similarily to undertale voice blips. However, I think it sounds quite bad and I plan to replace it with a set dialogue sound that plays at the start, like animal crossing. . My dialogue system now plays on level start and level completion, and does not re-trigger on level repeat, using similar code used in my star tracking code. . Gun select code is similar to my level select code, using a different class but the same code, just changing the lock out code to only unlock once star count is >= button number - 1 * 6, so that each button is unlocked for each 6 stars earned, as well as having the default gun already unlocked. . That’s all for today, I hope to have a complete game by the end of the month so I can have this finished before the school year starts."}, {"post_id": 51905, "ts": "2026-08-21T20:16:23Z", "hours": 2.1786, "text": "Dev Log #28 . Didn’t do alot today, or for the 2 other days… . I finally made ghost bullets work correctly and have changed the dialogue sytem a bit . The ghost bullets working and not working previously was juts a matter of using variables inside the bullet class rather than global ones, making it work better for some reason, I had the assistance of a friend in fixing the issue, and safe to say it solved it . Dialogue sytem has only been changed slightly so not much point documenting the changes, spacing, timing of letters, ect. . Sorry for short devlog, I hope I have more tommorrow."}, {"post_id": 49659, "ts": "2026-08-18T15:26:51Z", "hours": 3.4011, "text": "Dev Log #27 . More things checked of the list today: . Today I did: Added gravity flip ability Added teleport bullets Added player mission objectives However, some other things i worked on today are still a work in progress, such as: Diologue system Ghost bullets (travel through walls) Gravity flip works similarily to how slow time works, settings the variable self.gravity_flip to -1 on contact, then multiplying graivty strenght by it, reversing the direction of gravity . This however made my realign function not work when on the ceiling, so i added to re-align that if gravity_flip was negative, to detect ceiling hit rather than grounded, allowing it to work why gravity was flipped. . Teleport bullets work by setting a can teleport function to True on contact, then when true, if bullet collidesrect with tile, self.rect of bullet is equal to self.rect of gun. the can tele[port function is then set to false, making the ability only work once as intended. . Player mission objects are as follows: Complete level Complete level in set ammount of time Complete level with less bullets than provided This uses lists in a way i have never used them before and looks like this total_stars = 0 level_stars = [[False, False, False] for _ in range(levels)] If player completes level, level_stars[Settings.player_level - 1][0] for current player level is set to True. . If player completes level quickly (complete_time < bonus_time), then …[1] is set to true . If player reaches has_won game state with a number of bullets lower than the bullet max, then then …[2] is set to True. . Total stars is incremented by one for each goal completed, and if level_stars[Settings.player_level - 1][1,2 or 3] is already set to true, then the increment is skipped, meaning you can only get 3 stars per level. . That’s all for now, hope to fix the issues I had today in tomorrows devlog!!"}, {"post_id": 49172, "ts": "2026-08-17T20:15:54Z", "hours": 2.1058, "text": "Dev Log #26 . Popped ULT today!!! . Today I added the following: Slow time ability Breakable surfaces Bullet pickup Fixed up dialogue system (Not fully complete) Slow time ability works by setting a time to a decimal then multplying the following by it: Velocity (Bullet + Player) Rotation speed Gravity strength Multiplying by a decimal reduces the numbers, emulating slowed time rather than reducing fps which is a bit of a cop-out . Breakable surfaces work similarly to the gate tiles, the tiles having a alpha value of 0 when bullet rect makes contact with tile of that class and adding that tile type to a list: broken_tiles. . All tiles in that list are then ignored by tile collision . Bullet pickup works by detecting rect collision between the player and the surface, when contact is made the players bullet count (representing bullets shot total) is reduced by one, increasing the number of shots available to the player by one. . Dialogue system now works with full words, voice blips are annoying but will fix late stage when adding polish. Will also make it that player has to click mouse to go to next dialogue screen to give them time to read the text. . That is 3 and a bit things of the list, very good progress, juggling summer work, this and most importantly my Minecraft duties has been an upward hill battle but I’m getting there. . See you next develop with more progress!!!"}, {"post_id": 48445, "ts": "2026-08-16T19:54:18Z", "hours": 0.6561, "text": "Dev Log #25 . My love for videojuegos has got the better of me. . Over theses 2 days all I have done is made some level maps and fixed the spawing positions of both win condition and the player based on the new maps. . But I have structure now, and rather than geting destracted, I have set myself some goals to complete hopefully by the end of the month, leaving me time to make the UI look nice. . I present to you. THE TOD0 LIST: . A - DIOLOGUE Fix dialogue system Add hint dialogue Add new level dialogue Add completed dialogue B - ABILITIES/TILES Bullet Pickup Ghost bullets Teleport bullets Time SLOW (not stop) Gravity flip ? Map flip ? Breakable tiles Level editor ? C - UI James bond level start animation Gun skin menu All menus with all required buttons D - Miscellaneous Mission objectives (Bad piggies esque) Determine gun skin unlock criteria A FINAL BOSS !?!?! I hope tomorrow if filled with WAY more advancements of the work kind rather than the Minecraft kind (;"}, {"post_id": 47115, "ts": "2026-08-14T19:25:06Z", "hours": 2.7211, "text": "Dev Log #24 . A progress full day today, but mabye not for the best?? . Today I done the following: Added a charcater diologue box Fixes re-align function so that it works when rotation direction is reversed Just doing little sidequests for now as I’m trying to hide from my enemy, level design. The things is I’m not very good at games, so i dont have the reaction time to create very punishing levels with little room for error. . So to combat this, I end up making really hard levels or super easy ones. . Additionally, I barley add any time to my total when creating levels as it uses a piece of software outside of visual studio. . My character text box is pretty much a recreation of the ones seen in undertale, even using the voice blip of toriel as a place holder. . This should allow me to add a small story that I will make sure to keep simple, like a mario esque plot. . The re-align function was fixed by using the variable rotation direction, then setting that to 1 or -1 depending on contact with reverse direction ability or not . Then multiplying rot_speed by that value reverse the direction that re-align moves. . I will have to knuckle down on level design tomorrow and make sure each level introduces the abilities and tiles one at a time, letting the player get used to them, allowing for levels that include a mix of multiple to be more approachable."}, {"post_id": 46505, "ts": "2026-08-13T19:34:14Z", "hours": 3.1664, "text": "Dev Log #23 . Very good day today, embracing the foddian likeness of my game, making sure that the player gets as angry as possible, just to make that feeling of victory feel so sweet. . Here’s what I did today: LOSER document created (must be filled in to reveal hints, which will be added later) Change rotation direction ability New map (Still a WIP) Document uses follow mouse function and draw line function. Starting the line at the mouses previous position and ending it at its new position. . This happens very fast, so the lines do not appear blocky and appear like real pencil drawing. . The change rotation ability uses the pbject layer like my previous time stop ability, and now that I understand how object layers work, i was easily able to make this ability by copying my clock abiltiy load and changing the result of contact. . The result being making rotation speed negative, reversing direction of rotation. . The new map uses a mix of many abilities and objects, but I have not added them in just yet. . I could quite easily I feel but I’ve reached my 3 hour brain capacity limit, because realisticly with the time spent making pngs, finding sounds, reading pygame documentation and waching tutorials, I’ve probably spent about 5. . But rewards are not for the weak or the lazy, and this little project of mine is helping me leaps and bounds for my future A-level comp sci journey. . See you next time, with some jucy new progress!!!!"}, {"post_id": 45899, "ts": "2026-08-12T17:26:00Z", "hours": 3.3278, "text": "Dev log #22 . Back to business!! . Today I added: Uncompleted level select lockout Separated tile load into own file Easter egg room added Level lockout works by calculating max_player_level, the furthest level a player can select based on if they have beat the previous levels. . This works buy using a function to check if current player_level is greater than max_player_level, if it is then max_player_level = player level. . Then for level select button with number greater than max_player_level, a red cross is screen.blited ontop,as well as not allowing mouse clicks of the rect from having any function. . Tile file separation helped me remove 150 lines from my main file, improving readability. . My easter egg has a 2% chance of happening and gives the player a custom gun appearance on discovery. . The code used to change the guns appearenece should let me, in future, make custom skins for the gun, skins that could be rewarded for levels complete, secondary level goals reached, ect… . I will not share how to reach my secret room, but I think it would be better for someone to stumble across it by accident. . Good day today, progress is picking up pace again, good job me!!! . Strange, it seems, there is a man here…."}, {"post_id": 45339, "ts": "2026-08-11T18:45:05Z", "hours": 2.1411, "text": "Dev Log #21 . Getting lazy now, saw hacktime was down and decided not to bother doing anything before 12, but I hope I will break this cycle. . Today I added working buttons that when pressed, remove gate blocking path. . Had to over hall all my tile loading and map loading and parts of my collision resolution to allow me to reduce the lag being caused in some levels and be able to remove collision selectively for tile types. . I learn how to use set today. I used a set to store the types of gates that have been opened because it prevents duplicates and allows me to quickly check whether a specific gate is open. . No animations for button presses yet as I want to leave that stuff for the end. . I’m feeling the time crunch now because I really want this to be finished before I get back to school and focus on my studies, but this still counts as practice so I’ll continue a little bit during school days. . I will do better tomorrow I promise, cause I’ve got this far, it would be a waste to stop now."}, {"post_id": 44821, "ts": "2026-08-10T20:55:15Z", "hours": 2.8053, "text": "Dev Log #20 . Sorry for the hiatus, not a lot done, but sure I will be soaring tomorrow. . Today I addded: Killable enemies New reset all function Killable enemies act as win conditions, similar to the mini stars, having to all be killed for the goal polygon to spawn. . The reset function made my code much more readable and allowed me to condense all of the restart events like lose velocity, set position here, screen.blit things again if needed. . I started working on 3 buttons that when pressed, open a gate but didn’t get to finishing it sadly. . I want each button to have different press conditions, one can be pressed by bullets only, one only on direct gun contact and the other working with either or. . In later stages, I will have to think how i will communicate this functionality to the player but I’m saving texturing and making the game look good for last. . Hope to have more progress tomorrow. Fingers crossed."}, {"post_id": 42861, "ts": "2026-08-07T20:19:50Z", "hours": 2.4408, "text": "Dev Log #19 . Getting lazy, need to lock in and get 3 hours tomorrow. . Today I added: Working portals Time stop ability Portals and time stop ability use object layers in tiles, a much easier solution compared to my use of polygons for complete goals, may change that but not sure. . Time stop ability is pretty simple, works like pause menu, but allows image rotation and enables follow mouse. . Portals work by on contact, moving player position centre to other portal centre. . The velocity changes with the exit direction using the following code: rotation_difference = entry_angle - exit_angle self.velocity.rotate_ip(rotation_difference) Overall, ok day, not sure what I’ll do tmr, but I’m sure theres something hiding on my checklist. . ALSO!!, Fix this horrible performance issue I had, see bellow for comparison"}, {"post_id": 42135, "ts": "2026-08-06T18:44:20Z", "hours": 2.5461, "text": "Dev Log #18 . Good day, but stopped early today beacuse, well, i’m afraid… . What I did today: Added mini_stars Added re-align option when grounded Added new map Mini stars are to be collected first, unlocking the finish goal. They are hard coded right now so cant be moved for new levels, but I can change that if need be. . Re-align was initially supposed to allow A to rotate the player one direction and D the other, but my game seemed to really not like decreasing the angle value when grounded. . So I’ve made it so rotation only happens one direction, but a full 360 range of motion is possible. . The new map that uses portals, but the portals are not actually functional yet so, thats a job for tomorrow . . Almost everything added from last devlogs check list, but decided against adding placeholder music during playing state as i think I would go insane from listening to it on loop, so that can wait till the end. . Hope to have a longer more prosperous dev log next time, see you then!!!"}, {"post_id": 41536, "ts": "2026-08-05T20:08:05Z", "hours": 3.6981, "text": "Dev Log #17 . Feel kinda stuck in-between, but once a pass my last hurdle, all of my efforts will be focused on new abilities, new tiles and art, but the basics are sooo close to being complete. . Today i did the following: Level stopwatch Level complete goal changed Edited map Complete goal had to be changed to make animation of win goal possible, like coin pick up in Mario. Uses polygon collision, freezes on contact currently but working on fix. . Level stopwatch works well, and works with pause menu by subtracting time passed in pause menu from counter total on continue button pressed. . Map needed editing as I feel my game is too hard and my muscle memory from 100’s of tries makes it feel easy, but really isn’t. . Tried making a new map that requires you to collect many little stars to reveal the goal but found it hard to find a map that works with wide range of movement. . This issue is caused by gun being useless most of the time on collision with floor as it is aimed the wrong way. . I plan to have the player be able to rotate the gun while its grounded using A or D, this re-ajusting stopping players getting stuck. That or a jump ability. . Next devlog hope to have: Mini stars working New map Rotate/jump when grounded Game in progress music See you next devlog, no 1 day hiatus next time (;"}, {"post_id": 40339, "ts": "2026-08-03T19:40:47Z", "hours": 2.6639, "text": "Dev Log #16 . Today was good. I was welmed. . I did the following today: Added working kill tile Fixed image lagging behind player polygon Switched over to match cases Kill tile works as intended, but doen’t ‘kill’ the player yet, it just freezes everything, plays a sound and propts you to restart. . Image lagging behind was a big issue, causing the kill tile to look as if it were killing without contact, but this was cause by the image lag behind. . I tried changing the order of functions in update() but that didn’t work, tried other stuff like changing how some functions work, in the end, it was because i called update after player_group.draw(). Silly me!! . Match case switch over was easy, just the indentation was at times a pain, but I’ve sorted it now, thank goodness! . Going to try and finish the loss screen that appears, adding a level select button and a return to start, but might not as its not strictly necessary, but does look nice. . Not sure what other stuff to add, maybe a new level? . Who knows, see you next Dev Log!!!!"}, {"post_id": 39640, "ts": "2026-08-02T19:23:20Z", "hours": 3.0406, "text": "#Dev Log 15 . Good day at the office. . Did the following today: Working level select Fixed Music Issue Fixed map loading issues (didn’t discover until today) Added tile classes to replace gid based system for tile specific collision My issues today were caused by my moving of code into separate files, but I’m getting there. I’m no longer using from ___ import * and I am instead using import ______. . The sound issue was caused by a variable in settings setting play music to False without my knowledge. . Map loading broke because my maps are only loaded once outside of the while loop, so I fixed that. . Tiles now have a class that can be checked, allowing for different interactions with tiles dependent on tile class. . Thinking about storing some of my variables into match statements for readability but I find using match cases in Settings.py to be really difficult so I will proceed with caution and immense fear!!! . Not sure what tomorrow holds, thinking about making the kill and win tiles do something rather than print win or killed, but might be held up by this switch from many elifs to match cases. . Staying determined, see you next dev log. . PS, a little hint to my little easter egg 📂︎🖮︎"}, {"post_id": 39080, "ts": "2026-08-01T19:29:51Z", "hours": 4.105, "text": "#Dev Log 14 . Ying ang Yang session today: . I did the following: 2 new maps - one I’m keeping a secret for the complete game >;] Level select rect load (not working YET) Kill tile (detection only) Separating code into files outside of main Music Broke…. Level select menu was a perfect mix of challenge and enjoyability. . I loaded the squares in this even patter by creating a rect at (360, 260), then after the first rectangle is created, add 120 to the x value, until x >= 960. . Then I added 120 to y to create a new line and set x back to 360. . The kill tile collision was done the same way as the win tile collision, using tile ID’s. . The only issue I’ve come across is the music suddenyl not working after moving it into its own seperate file, despite it working like an hour before. . I’ve left this issue for tomorrow as I’ve already got a lot of hours under my belt today. . Also the new level is not possible despite all my effort so will have to change that also. . Good progress today, I’ve made a lit of all I want to achieve in Barrel Roll Bullet before the dedline and one by one, I’m checking that list of. . See you next devlog. Maybe then I’ll reveal the space in-between 💣︎♋︎■︎📬︎□︎♑︎♑︎"}, {"post_id": 38447, "ts": "2026-07-31T20:17:36Z", "hours": 2.0106, "text": "Dev Log #13.Unlucky for some, but not for me! . Collision resolution finally working!!!! . Here’s how it works: . SAT algorithm returns the axis with the smallest overlap (this is the shortest distance to separate the player and the tile). . Correct normal line direction so that it points from the tile to the player. . Move player across MTV (Minimum Translation Vector), pushing player out of the tile. Note: MTV is calculated by choosing the smallest overlap in the direction that moves the two shapes apart. . Remove velocity that is parallel to the collision surface, allowing the object to glide across it without getting stuck. . That’s the jist of it. There are some other things I didn’t include, like how only polygons are made for tiles touching the player’s polygon/rect, but I discussed this in a past dev log. . In all honesty, I don’t fully understand the maths behind it, but I was still able to make my own SAT collision system, so I obviously know enough. . Also added some smaller things like a bullet limit and a restart caused by holding the R button down. . This is good progress and should allow me to add more easily things like level select, new Tiled maps, new tile variants that cause different effects, etc. . Next dev log is going to be packed with stuff!!!!.See you then (;"}, {"post_id": 37832, "ts": "2026-07-30T19:46:46Z", "hours": 2.4217, "text": "#Dev Log 12 . Good honest session today. . Changed my collision resolution as it seemed to be causing me alot of trouble and hurting preformance. . Now using polygon collision detection instead of mask collision as it greatly improves preformance and simplicty of colllision resolution. . Although that is still not perfect. . I had it working quite well to a point but once I tried to prevent wall riding through on ground variables set to True or False, everyhting seemed to go wibledy wobeldy from there. . My collision detection works as follow: Dictionary of tiles is made, each tile with a rect and id (needed to make certain tile types do different things). . From that list, add the tiles with rectangles that colide with the player into a new list . 3.With this list, I then draw a mask on the tile, setting the co-ordinates to the corners of the rect . Last step, use self.polygon_collision() to check for collision . This worked without a hitch, but my collision resolution sytem is not so flawless. . This has been a 3ish day long ordeal, but I want to get it solved now so that once I’ve got the basics done I can divert my attention to more fun things like gun abilities, kill tiles, moving platforms, ect. . Progress is not necessarily slow, just stuck on one convoluted thing. I hope I get things sorted soon, this is starting to be a real de-motervator. . But I got that frisk undertale in me so I’ll stay DETERMINED!!!"}, {"post_id": 37179, "ts": "2026-07-29T18:07:52Z", "hours": 3.7003, "text": "Dev Log #11 . Not Good. Very NOT Good. . What I achieved today Victory tile added Aiming reticle completely destroyed Fixed aiming reticle Mask detection not working as intended Gun no longer stopping rotation on collision complete loss of sanity OK, fun. How did this all happen? . My aiming reticle misangling issue was caused by setting initial rotation angle to 15. I did this to increse rotation speed. . The issue being this caused my gun image to also be rotated 15 degrees, causing the barrel not to point to my mouse. . I solved the issue by making initial rotation angle to 0, only += it to = 15 once first shot had been fired. . The next issue I have yet to solve is collision resolution. . It had been an underlying issue for some time, and i still don’t yet know how to fix it. But in my attempt to fix it, I then broke my stop_rotation function, meaning rotation now continues despite collision. . Hope to fix these issues by next devlog, then also give my recoil a bit of calibrating as each bullet seems to be weaker than the last, i think this is caused by my collision resolution setting velocity to 0. . Next devlog will hopefully be more fruitful!"}, {"post_id": 36456, "ts": "2026-07-28T16:14:07Z", "hours": 3.5108, "text": "Dev log #10 . DOUBLE DIGITS!! . What I did today: Added a working pause menu Fixed start screen size Spruced up mask collisions An issue im having with my new and improved collision sytem is that when i reduce player velocity on collision, as well as rotation speed, my player comes to a hault. . In real life, as im sure many of you know, a gun isnt likely to ballance on the barrel verticly, its handle will fall due to being heavier. . I do not yet know how to combat this issue, but I have brain stormed some ideas. . I was going to try and find a center of mass, but that wouldn’t work because that would cause my barrel to float at times due to being disproportionally lighter compared to the gun grip, meaning when gravity acted on it, it would be lob sided. . My other idea was to break the gun into 3 rectangles, barrel, handel and inbetween, then give these rectangles set weights. But i was unable to implement that. . I’m going to try some other solutions, but i think this is going to be some of my toughest challenges yet! . Still undesided on the goals for next devlog, we will see what my brain decided that faithfull day."}, {"post_id": 35966, "ts": "2026-07-27T19:09:25Z", "hours": 3.4547, "text": "Dev Log #9 . Not the best keyboard clacking session, but not the worst. Looking at you Dev Log #4 >:[ . Today I added pixel perfect collision. . First I got the players mask and a list of the rectangle tiles touching my player rectangle. I then listed these rectangles and was able to detect collision based on if they made contact with the players mask. . The next step was collision resolution. . After a detected collision, the location of collision is then increase the y co-ordinate of the player mask, effectivly keeping the player above the ground. This is how collision resolution works for all the other directions, just with varying positions. . With this I then attempted to add a feature that stopped rotation as a surface was hit, to prevent a constanly spinning gun that sits on the floor. . This is still a WIP, but I have been able to make the gun stop all movement once on contact on a wall, but this is unrealistic as in real life if an object makes contact with a wall it does not loose all its momentum. . I will try to combat this isse by adding a bounce effect that gradually reduces momentum on wall contact, rather than causing it to loose all of it. . Next devlog I hope to have a working wall bounce system and maybe a finish goal that, when entered, plays a victory noise and victory screen. . Holding out hope for the future!!"}, {"post_id": 35259, "ts": "2026-07-26T15:42:00Z", "hours": 2.6272, "text": "Dev Log #8 . I new it was too good to be true, progress has slowed yet again. ): . Today I added: ‘Working’ collisions While my collisions ‘work’, they only work when my player rectangle is unchanged. . The issue being when my gun rotates, its rectangle changes size. . This change of size is interpreted as a movement by my collision sytem, therefore once I come in contact with a tile, the bottom of the rectangle slowly becomes bigger and smaller. . this caused it to move to the tops of different tiles, eventually causing it to be flung out of the game window at rapid speed. . I plan to combat this issue with either of these methods: . OPTION A: Pixel perfect collision done through player masks. . This option is harder and can effect preformance if not implemented properly, but with give a smooth and finished collision effect . OPTION B: Set hitbox collision . This option creates a set region on the player, only that region (probably a rectangle shape to make collision detection easy) being able to collide with tiles. . This option will likely be easier, but will look less pollished as the gun barrel would not fall due to gravity, it would stay above the ground while the grip sits on the ground. . My goals for next dev-log are unclear, but for now I hope to have a working collision system at least!!!"}, {"post_id": 34808, "ts": "2026-07-25T20:07:27Z", "hours": 2.8481, "text": "Dev Log #7 . Another prosperous coding session today! . I have added the following features: Correct bullet orientation Sound effects Tiled surface (no collisions) I also had to change the screen size as its height and length needed to be divisible by 16 in order for my tiles to be used easily. . I added the pytmx python library to allow me to use Tiled, a software that makes level creation very simple and quickly repeatable. . It should significantly increase my workflow speed when I get far enough in development to actually be making levels. . I also did some fine tuning on the strength of recoil, making it stronger but controllable. . Additionally, I increased the speed at which the gun rotates in air to make aiming more difficult but still manageable. . Overall, 7/10 work day today. . By next devlog I hope to have some of the following complete: Working collision Finish goal that takes you to the next level Possible moving colidable tile Bullet limit and UI to show this I’m back in business now, regained most of the knowledge I lost from my 1 week hiatus. Wishing future me luck for the next devlog! . And all you others out there as well. STAY DETERMINED!!!!!"}, {"post_id": 34255, "ts": "2026-07-24T19:58:07Z", "hours": 3.2694, "text": "Dev Log #6 . I have made some absolute serious progress!! . I have added: . Working recoil In-air gun rotation Aiming phase and playing phase (turning aiming guide on and off) Dotted aiming guide This has by far been my best coding session as of late and had little to no complications… . Well there was one… Where my entire recoil system was built on mouse position, a mouse which only controls the direction of the bullet once and never again per level. . So that caused me some grief. But I was able to calculate recoil based on the bullet’s movement rather than the mouse’s position. . A bullet which would spawn and move forward from the barrel despite orientation, solving my problem and making the rest of the other features added much simpler to implement. . In the next few dev logs I hope to have added the following: . Make bullet orientation match barrel orientation Add a start menu soundtrack Bullet trail Sound effects (e.g. gunshot, start button pressed) Complete level (with collisions) I hope progress continues at the rate it is, because if so, I will be drowning in stardust."}, {"post_id": 33415, "ts": "2026-07-23T10:41:34Z", "hours": 1.5733, "text": "Dev Log #5 . I have redeemed myself 10 fold. I have finally added recoil to my game!!!! . This moment shows real progress. I have been trying to implement recoil for a while now, and I have finally done it. . I did this by using the velocity I calculated to determine what direction and what speed bullets are shot at from the gun: def __init__(self, barrel_pos, m_pos): super().__init__() self.image = pygame.image.load(\"Images/BULLET.png\").convert_alpha() self.rect = self.image.get_rect(center=barrel_pos) direction = pygame.Vector2( m_pos[0] - barrel_pos[0], m_pos[1] - barrel_pos[1] ) if direction.length() > 0: direction = direction.normalize() self.velocity = direction * 10 Passing the velocity into my player group and subtracting it from the player’s centre, effectively creating movement opposite to the direction of the bullets, aka recoil!!! def recoil(self, velocity): self.recoiled = velocity self.rect.x -= (self.recoiled.x * 10) self.rect.y -= (self.recoiled.y * 10) I also made it so that bullets despawn once off-screen, optimising performance. . Finally, I re-ordered my code, making debugging and overall readability much easier. . While my recoil is not fully complete, this is a large step in the right direction. . I hope by the next devlog I have a fully working recoil system and possibly a working level. Who knows! . Aim for the stars and you’ll at least reach the moon."}, {"post_id": 33031, "ts": "2026-07-22T16:18:00Z", "hours": 5.3169, "text": "Dev Log Number 4 . With the amount of time logged, you would think a lot has been achieved. But no… . After an almost 2 week long holiday induced hiatus, it seemed I had lost my confidence with pygame, and at some points, felt like i had lost my brain entirely. . My attempt to add shootable bullets should have been a simple task, yet it seemed to be impossible. And its not like I could have packed up shop and tried something else, a shootable bullet is esential for a game where the only playable charcater is, well, A GUN! . The first challenge was getting the bullet to spawn from the correct location. Initially, the bullets appeared from the centre of the gun rather than the barrel. Obviously that was not the intent. . I eventually solved the issue (casued by my own ignorance) and passed the barrel position calculated previously into my bullet class rather than re-calculating this (why would i do this, what on earth was I thinking 😩) . With that issue conquered, i then had to do the maths required to shoot a bullet from the barrel to the position of the mouse. Easy enough. NOT. . To cut a long story short, I used the code attatched to finally make my gun work. . My shootable bullets are far from perfect, they sometimes don’t shoot at all even when the mouse is pressed, their orientation does not match the direction the gun is facing and they are far too small. . I plan to fix this by: killing bullets as they go offscreen, adding some sort of rotation to the bullets and for the bullets not being shot when intended, i have no real plan on how I’m going to fix that. . I hope I come back to you in the next dev log with some actually real progress, because this is a sad excuse. . But with determination and grit and endless scrolling of the pygame documentation, I am sure progress will come as fast as a speeding train [or some sort of blue mammal with quills (^_~)]"}, {"post_id": 24165, "ts": "2026-07-07T15:40:34Z", "hours": 2.0261, "text": "Dev log #3 . Today I got a bit sidetracked and decided to move all of my code within a sprite class to reduce clutter. As a newbie, this was my greatest challenge (besides my arch enemy recoil physics). . This process was tedious and caused my entire code to break completely on multiple occasions. But the risk and complication was worth the reward. I reduced my codes line count by 15. . Due to the length of this process, very little was added. However, I did manage to add a aiming reticle for your first initial shot of the gun. . As seen in the images below, this feature came with its own plethora of annoyances. Annoyances such as multiplying rapidly and staying fixed on the gun trigger rather than the barrel. . I also created a new gun sprite that now faced the mouse correctly. . In the next dev log, I hope I come bearing more features. . I plan to add: .Basic bullet firing .Dotted aiming line instead of solid .Player start game (in which gravity will be applied) .NOT recoil, sadly that will have to wait . Went back to my roots today and used my beginner tutorial to help me learn how to apply the sprite class, video linked here: https://youtu.be/AY9MnQ4x3zk?si=9UtUnmyWYpsHZ6d5 . While the sprite class has acted as a roadblock to speed of development, I believe that by the next devlog, my progress will be sure to amaze (I say with confidence 🤞)"}, {"post_id": 23525, "ts": "2026-07-06T15:26:32Z", "hours": 2.0483, "text": "Dev Log #2 – Start and Turn . Now with the basics ingrained in my head, my game is beginning to take shape. While I wasn’t able to add the recoil mechanics I had hoped for, I was able to: .Create a functioning start screen. .Make my player sprite follow the mouse direction. . Today I used a different tutorial to assist me, linked here: https://youtu.be/WnIycS9Gf_c?si=UhNQQ8ekJLdPhRZO . While these are small achievements, they will help build a much greater finished product. Thanks to implementing these new features, I now understand the importance of game states and how to apply them, as well as how to track mouse movement and mouse input. . The reason I implemented sprite rotation based on mouse direction was to allow the player to aim their initial shot and determine their trajectory. . Later, the player will have to use well-timed shots to control their direction rather than relying on this simpler aiming system, making my game’s movement feel more unique and rewarding fast reaction times. . By the next dev log, I hope to create a new gun sprite that follows the mouse correctly, make a shootable bullet, and finally implement the recoil effect when the gun is fired, although this still seems to be my biggest hurdle. . Progress is picking up pace. Every new feature is another lesson learned, helping build the foundations of what I hope will become my magnum opus. See you in the next dev log. ;)"}, {"post_id": 22879, "ts": "2026-07-05T14:44:05Z", "hours": 2.0386, "text": "Dev Log #1 – Grasping the Basics of Pygame . Since I’m new to Pygame, my first goal has been learning the fundamentals and applying them to build the foundations of my game. . So far I’ve implemented: . .Basic gravity .Collision detection with the floor .Upward player movement using mouse input .Loading and displaying sprites and backgrounds . Building these simple features helped me understand how the game loop works, how collision is detected using rectangles, and how offsetting the player’s y-coordinate can be used to create gravity. . At the moment, the player is represented with a placeholder sprite, as my focus is on the code behind my game (and art has never been my strong suit). . I’ve been using the following tutorial, a learning resource that has helped me greatly: . https://youtu.be/AY9MnQ4x3zk?si=x9KrrOI12N1CwT29 . Now that I have an understanding of the basics, I’m going to start moving towards creating the mechanics required for the actual game. . My goal before the next dev log is to have a basic title screen completed and, if possible, implement the recoil mechanic for my player. . Progress is slow at the moment, but every feature I build teaches me something new. Hopefully, the next update will be bigger and come together more quickly (as long as all goes well 🤞)."}]...
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Title: Barrel Roll Bullet by @ShinyMist | Stardanc Title: Barrel Roll Bullet by @ShinyMist | Stardance
Devlogs:
Dev Log #1 – Grasping the Basics of Pygame . Since I’m new to Pygame, my first goal has been learning the fundamentals and applying them to build the foundations of my game. . So far I’ve implemented: . .Basic gravity .Collision detection with the floor .Upward player movement using mouse input .Loading and displaying sprites and backgrounds . Building these simple features helped me understand how the game loop works, how collision is detected using rectangles, and how offsetting the player’s y-coordinate can be used to create gravity. . At the moment, the player is represented with a placeholder sprite, as my focus is on the code behind my game (and art has never been my strong suit). . I’ve been using the following tutorial, a learning resource that has helped me greatly: . https://youtu.be/AY9MnQ4x3zk?si=x9KrrOI12N1CwT29 . Now that I have an understanding of the basics, I’m going to start moving towards creating the mechanics required for the actual game. . My goal before the next dev log is to have a basic title screen completed and, if possible, implement the recoil mechanic for my player. . Progress is slow at the moment, but every feature I build teaches me something new. Hopefully, the next update will be bigger and come together more quickly (as long as all goes well 🤞).
Dev Log #2 – Start and Turn . Now with the basics ingrained in my head, my game is beginning to take shape. While I wasn’t able to add the recoil mechanics I had hoped for, I was able to: .Create a functioning start screen. .Make my player sprite follow the mouse direction. . Today I used a different tutorial to assist me, linked here: https://youtu.be/WnIycS9Gf_c?si=UhNQQ8ekJLdPhRZO . While these are small achievements, they will help build a much greater finished product. Thanks to implementing these new features, I now understand the importance of game states and how to apply them, as well as how to track mouse movement and mouse input. . The reason I implemented sprite rotation based on mouse direction was to allow the player to aim their initial shot and determine their trajectory. . Later, the player will have to use well-timed shots to control their direction rather than relying on this simpler aiming system, making my game’s movement feel more unique and rewarding fast reaction times. . By the next dev log, I hope to create a new gun sprite that follows the mouse correctly, make a shootable bullet, and finally implement the recoil effect when the gun is fired, although this still seems to be my biggest hurdle. . Progress is picking up pace. Every new feature is another lesson learned, helping build the foundations of what I hope will become my magnum opus. See you in the next dev log. ;)
Dev log #3 . Today I got a bit sidetracked and decided to move all of my code within a sprite class to reduce clutter. As a newbie, this was my greatest challenge (besides my arch enemy recoil physics). . This process was tedious and caused my entire code to break completely on multiple occasions. But the risk and complication was worth the reward. I reduced my codes line count by 15. . Due to the length of this process, very little was added. However, I did manage to add a aiming reticle for your first initial shot of the gun. . As seen in the images below, this feature came with its own plethora of annoyances. Annoyances such as multiplying rapidly and staying fixed on the gun trigger rather than the barrel. . I also created a new gun sprite that now faced the mouse correctly. . In the next dev log, I hope I come bearing more features. . I plan to add: .Basic bullet firing .Dotted aiming line instead of solid .Player start game (in which gravity will be applied) .NOT recoil, sadly that will have to wait . Went back to my roots today and used my beginner tutorial to help me learn how to apply the sprite class, video linked here: https://youtu.be/AY9MnQ4x3zk?si=9UtUnmyWYpsHZ6d5 . While the sprite class has acted as a roadblock to speed of development, I believe that by the next devlog, my progress will be sure to amaze (I say with confidence 🤞)
Dev Log Number 4 . With the amount of time logged, you would think a lot has been achieved. But no… . After an almost 2 week long holiday induced hiatus, it seemed I had lost my confidence with pygame, and at some points, felt like i had lost my brain entirely. . My attempt to add shootable bullets should have been a simple task, yet it seemed to be impossible. And its not like I could have packed up shop and tried something else, a shootable bullet is esential for a game where the only playable charcater is, well, A GUN! . The first challenge was getting the bullet to spawn from the correct location. Initially, the bullets appeared from the centre of the gun rather than the barrel. Obviously that was not the intent. . I eventually solved the issue (casued by my own ignorance) and passed the barrel position calculated previously into my bullet class rather than re-calculating this (why would i do this, what on earth was I thinking 😩) . With that issue conquered, i then had to do the maths required to shoot a bullet from the barrel to the position of the mouse. Easy enough. NOT. . To cut a long story short, I used the code attatched to finally make my gun work. . My shootable bullets are far from perfect, they sometimes don’t shoot at all even when the mouse is pressed, their orientation does not match the direction the gun is facing and they are far too small. . I plan to fix this by: killing bullets as they go offscreen, adding some sort of rotation to the bullets and for the bullets not being shot when intended, i have no real plan on how I’m going to fix that. . I hope I come back to you in the next dev log with some actually real progress, because this is a sad excuse. . But with determination and grit and endless scrolling of the pygame documentation, I am sure progress will come as fast as a speeding train [or some sort of blue mammal with quills (^_~)]
Dev Log #5 . I have redeemed myself 10 fold. I have finally added recoil to my game!!!! . This moment shows real progress. I have been trying to implement recoil for a while now, and I have finally done it. . I did this by using the velocity I calculated to determine what direction and what speed bullets are shot at from the gun: def __init__(self, barrel_pos, m_pos): super().__init__() self.image = pygame.image.load("Images/BULLET.png").convert_alpha() self.rect = self.image.get_rect(center=barrel_pos) direction = pygame.Vector2( m_pos[0] - barrel_pos[0], m_pos[1] - barrel_pos[1] ) if direction.length() > 0: direction = direction.normalize() self.velocity = direction * 10 Passing the velocity into my player group and subtracting it from the player’s centre, effectively creating movement opposite to the direction of the bullets, aka recoil!!! def recoil(self, velocity): self.recoiled = velocity self.rect.x -= (self.recoiled.x * 10) self.rect.y -= (self.recoiled.y * 10) I also made it so that bullets despawn once off-screen, optimising performance. . Finally, I re-ordered my code, making debugging and overall readability much easier. . While my recoil is not fully complete, this is a large step in the right direction. . I hope by the next devlog I have a fully working recoil system and possibly a working level. Who knows! . Aim for the stars and you’ll at least reach the moon.
Dev Log #6 . I have made some absolute serious progress!! . I have added: . Working recoil In-air gun rotation Aiming phase and playing phase (turning aiming guide on and off) Dotted aiming guide This has by far been my best coding session as of late and had little to no complications… . Well there was one… Where my entire recoil system was built on mouse position, a mouse which only controls the direction of the bullet once and never again per level. . So that caused me some grief. But I was able to calculate recoil based on the bullet’s movement rather than the mouse’s position. . A bullet which would spawn and move forward from the barrel despite orientation, solving my problem and making the rest of the other features added much simpler to implement. . In the next few dev logs I hope to have added the following: . Make bullet orientation match barrel orientation Add a start menu soundtrack Bullet trail Sound effects (e.g. gunshot, start button pressed) Complete level (with collisions) I hope progress continues at the rate it is, because if so, I will be drowning in stardust.
Dev Log #7 . Another prosperous coding session today! . I have added the following features: Correct bullet orientation Sound effects Tiled surface (no collisions) I also had to change the screen size as its height and length needed to be divisible by 16 in order for my tiles to be used easily. . I added the pytmx python library to allow me to use Tiled, a software that makes level creation very simple and quickly repeatable. . It should significantly increase my workflow speed when I get far enough in development to actually be making levels. . I also did some fine tuning on the strength of recoil, making it stronger but controllable. . Additionally, I increased the speed at which the gun rotates in air to make aiming more difficult but still manageable. . Overall, 7/10 work day today. . By next devlog I hope to have some of the following complete: Working collision Finish goal that takes you to the next level Possible moving colidable tile Bullet limit and UI to show this I’m back in business now, regained most of the knowledge I lost from my 1 week hiatus. Wishing future me luck for the next devlog! . And all you others out there as well. STAY DETERMINED!!!!!
Dev Log #8 . I new it was too good to be true, progress has slowed yet again. ): . Today I added: ‘Working’ collisions While my collisions ‘work’, they only work when my player rectangle is unchanged. . The issue being when my gun rotates, its rectangle changes size. . This change of size is interpreted as a movement by my collision sytem, therefore once I come in contact with a tile, the bottom of the rectangle slowly becomes bigger and smaller. . this caused it to move to the tops of different tiles, eventually causing it to be flung out of the game window at rapid speed. . I plan to combat this issue with either of these methods: . OPTION A: Pixel perfect collision done through player masks. . This option is harder and can effect preformance if not implemented properly, but with give a smooth and finished collision effect . OPTION B: Set hitbox collision . This option creates a set region on the player, only that region (probably a rectangle shape to make collision detection easy) being able to collide with tiles. . This option will likely be easier, but will look less pollished as the gun barrel would not fall due to gravity, it would stay above the ground while the grip sits on the ground. . My goals for next dev-log are unclear, but for now I hope to have a working collision system at least!!!
Dev Log #9 . Not the best keyboard clacking session, but not the worst. Looking at you Dev Log #4 >:[ . Today I added pixel perfect collision. . First I got the players mask and a list of the rectangle tiles touching my player rectangle. I then listed these rectangles and was able to detect collision based on if they made contact with the players mask. . The next step was collision resolution. . After a detected collision, the location of collision is then increase the y co-ordinate of the player mask, effectivly keeping the player above the ground. This is how collision resolution works for all the other directions, just with varying positions. . With this I then attempted to add a feature that stopped rotation as a surface was hit, to prevent a constanly spinning gun that sits on the floor. . This is still a WIP, but I have been able to make the gun stop all movement once on contact on a wall, but this is unrealistic as in real life if an object makes contact with a wall it does not loose all its momentum. . I will try to combat this isse by adding a bounce effect that gradually reduces momentum on wall contact, rather than causing it to loose all of it. . Next devlog I hope to have a working wall bounce system and maybe a finish goal that, when entered, plays a victory noise and victory screen. . Holding out hope for the future!!
Dev log #10 . DOUBLE DIGITS!! . What I did today: Added a working pause menu Fixed start screen size Spruced up mask collisions An issue im having with my new and improved collision sytem is that when i reduce player velocity on collision, as well as rotation speed, my player comes to a hault. . In real life, as im sure many of you know, a gun isnt likely to ballance on the barrel verticly, its handle will fall due to being heavier. . I do not yet know how to combat this issue, but I have brain stormed some ideas. . I was going to try and find a center of mass, but that wouldn’t work because that would cause my barrel to float at times due to being disproportionally lighter compared to the gun grip, meaning when gravity acted on it, it would be lob sided. . My other idea was to break the gun into 3 rectangles, barrel, handel and inbetween, then give these rectangles set weights. But i was unable to implement that. . I’m going to try some other solutions, but i think this is going to be some of my toughest challenges yet! . Still undesided on the goals for next devlog, we will see what my brain decided that faithfull day.
Dev Log #11 . Not Good. Very NOT Good. . What I achieved today Victory tile added Aiming reticle completely destroyed Fixed aiming reticle Mask detection not working as intended Gun no longer stopping rotation on collision complete loss of sanity OK, fun. How did this all happen? . My aiming reticle misangling issue was caused by setting initial rotation angle to 15. I did this to increse rotation speed. . The issue being this caused my gun image to also be rotated 15 degrees, causing the barrel not to point to my mouse. . I solved the issue by making initial rotation angle to 0, only += it to = 15 once first shot had been fired. . The next issue I have yet to solve is collision resolution. . It had been an underlying issue for some time, and i still don’t yet know how to fix it. But in my attempt to fix it, I then broke my stop_rotation function, meaning rotation now continues despite collision. . Hope to fix these issues by next devlog, then also give my recoil a bit of calibrating as each bullet seems to be weaker than the last, i think this is caused by my collision resolution setting velocity to 0. . Next devlog will hopefully be more fruitful!
#Dev Log 12 . Good honest session today. . Changed my collision resolution as it seemed to be causing me alot of trouble and hurting preformance. . Now using polygon collision detection instead of mask collision as it greatly improves preformance and simplicty of colllision resolution. . Although that is still not perfect. . I had it working quite well to a point but once I tried to prevent wall riding through on ground variables set to True or False, everyhting seemed to go wibledy wobeldy from there. . My collision detection works as follow: Dictionary of tiles is made, each tile with a rect and id (needed to make certain tile types do different things). . From that list, add the tiles with rectangles that colide with the player into a new list . 3.With this list, I then draw a mask on the tile, setting the co-ordinates to the corners of the rect . Last step, use self.polygon_collision() to check for collision . This worked without a hitch, but my collision resolution sytem is not so flawless. . This has been a 3ish day long ordeal, but I want to get it solved now so that once I’ve got the basics done I can divert my attention to more fun things like gun abilities, kill tiles, moving platforms, ect. . Progress is not necessarily slow, just stuck on one convoluted thing. I hope I get things sorted soon, this is starting to be a real de-motervator. . But I got that frisk undertale in me so I’ll stay DETERMINED!!!
Dev Log #13.Unlucky for some, but not for me! . Collision resolution finally working!!!! . Here’s how it works: . SAT algorithm returns the axis with the smallest overlap (this is the shortest distance to separate the player and the tile). . Correct normal line direction so that it points from the tile to the player. . Move player across MTV (Minimum Translation Vector), pushing player out of the tile. Note: MTV is calculated by choosing the smallest overlap in the direction that moves the two shapes apart. . Remove velocity that is parallel to the collision surface, allowing the object to glide across it without getting stuck. . That’s the jist of it. There are some other things I didn’t include, like how only polygons are made for tiles touching the player’s polygon/rect, but I discussed this in a past dev log. . In all honesty, I don’t fully understand the maths behind it, but I was still able to make my own SAT collision system, so I obviously know enough. . Also added some smaller things like a bullet limit and a restart caused by holding the R button down. . This is good progress and should allow me to add more easily things like level select, new Tiled maps, new tile variants that cause different effects, etc. . Next dev log is going to be packed with stuff!!!!.See you then (;
#Dev Log 14 . Ying ang Yang session today: . I did the following: 2 new maps - one I’m keeping a secret for the complete game >;] Level select rect load (not working YET) Kill tile (detection only) Separating code into files outside of main Music Broke…. Level select menu was a perfect mix of challenge and enjoyability. . I loaded the squares in this even patter by creating a rect at (360, 260), then after the first rectangle is created, add 120 to the x value, until x >= 960. . Then I added 120 to y to create a new line and set x back to 360. . The kill tile collision was done the same way as the win tile collision, using tile ID’s. . The only issue I’ve come across is the music suddenyl not working after moving it into its own seperate file, despite it working like an hour before. . I’ve left this issue for tomorrow as I’ve already got a lot of hours under my belt today. . Also the new level is not possible despite all my effort so will have to change that also. . Good progress today, I’ve made a lit of all I want to achieve in Barrel Roll Bullet before the dedline and one by one, I’m checking that list of. . See you next devlog. Maybe then I’ll reveal the space in-between 💣︎♋︎■︎📬︎□︎♑︎♑︎
#Dev Log 15 . Good day at the office. . Did the following today: Working level select Fixed Music Issue Fixed map loading issues (didn’t discover until today) Added tile classes to replace gid based system for tile specific collision My issues today were caused by my moving of code into separate files, but I’m getting there. I’m no longer using from ___ import * and I am instead using import ______. . The sound issue was caused by a variable in settings setting play music to False without my knowledge. . Map loading broke because my maps are only loaded once outside of the while loop, so I fixed that. . Tiles now have a class that can be checked, allowing for different interactions with tiles dependent on tile class. . Thinking about storing some of my variables into match statements for readability but I find using match cases in Settings.py to be really difficult so I will proceed with caution and immense fear!!! . Not sure what tomorrow holds, thinking about making the kill and win tiles do something rather than print win or killed, but might be held up by this switch from many elifs to match cases. . Staying determined, see you next dev log. . PS, a little hint to my little easter egg 📂︎🖮︎
Dev Log #16 . Today was good. I was welmed. . I did the following today: Added working kill tile Fixed image lagging behind player polygon Switched over to match cases Kill tile works as intended, but doen’t ‘kill’ the player yet, it just freezes everything, plays a sound and propts you to restart. . Image lagging behind was a big issue, causing the kill tile to look as if it were killing without contact, but this was cause by the image lag behind. . I tried changing the order of functions in update() but that didn’t work, tried other stuff like changing how some functions work, in the end, it was because i called update after player_group.draw(). Silly me!! . Match case switch over was easy, just the indentation was at times a pain, but I’ve sorted it now, thank goodness! . Going to try and finish the loss screen that appears, adding a level select button and a return to start, but might not as its not strictly necessary, but does look nice. . Not sure what other stuff to add, maybe a new level? . Who knows, see you next Dev Log!!!!
Dev Log #17 . Feel kinda stuck in-between, but once a pass my last hurdle, all of my efforts will be focused on new abilities, new tiles and art, but the basics are sooo close to being complete. . Today i did the following: Level stopwatch Level complete goal changed Edited map Complete goal had to be changed to make animation of win goal possible, like coin pick up in Mario. Uses polygon collision, freezes on contact currently but working on fix. . Level stopwatch works well, and works with pause menu by subtracting time passed in pause menu from counter total on continue button pressed. . Map needed editing as I feel my game is too hard and my muscle memory from 100’s of tries makes it feel easy, but really isn’t. . Tried making a new map that requires you to collect many little stars to reveal the goal but found it hard to find a map that works with wide range of movement. . This issue is caused by gun being useless most of the time on collision with floor as it is aimed the wrong way. . I plan to have the player be able to rotate the gun while its grounded using A or D, this re-ajusting stopping players getting stuck. That or a jump ability. . Next devlog hope to have: Mini stars working New map Rotate/jump when grounded Game in progress music See you next devlog, no 1 day hiatus next time (;
Dev Log #18 . Good day, but stopped early today beacuse, well, i’m afraid… . What I did today: Added mini_stars Added re-align option when grounded Added new map Mini stars are to be collected first, unlocking the finish goal. They are hard coded right now so cant be moved for new levels, but I can change that if need be. . Re-align was initially supposed to allow A to rotate the player one direction and D the other, but my game seemed to really not like decreasing the angle value when grounded. . So I’ve made it so rotation only happens one direction, but a full 360 range of motion is possible. . The new map that uses portals, but the portals are not actually functional yet so, thats a job for tomorrow . . Almost everything added from last devlogs check list, but decided against adding placeholder music during playing state as i think I would go insane from listening to it on loop, so that can wait till the end. . Hope to have a longer more prosperous dev log next time, see you then!!!
Dev Log #19 . Getting lazy, need to lock in and get 3 hours tomorrow. . Today I added: Working portals Time stop ability Portals and time stop ability use object layers in tiles, a much easier solution compared to my use of polygons for complete goals, may change that but not sure. . Time stop ability is pretty simple, works like pause menu, but allows image rotation and enables follow mouse. . Portals work by on contact, moving player position centre to other portal centre. . The velocity changes with the exit direction using the following code: rotation_difference = entry_angle - exit_angle self.velocity.rotate_ip(rotation_difference) Overall, ok day, not sure what I’ll do tmr, but I’m sure theres something hiding on my checklist. . ALSO!!, Fix this horrible performance issue I had, see bellow for comparison
Dev Log #20 . Sorry for the hiatus, not a lot done, but sure I will be soaring tomorrow. . Today I addded: Killable enemies New reset all function Killable enemies act as win conditions, similar to the mini stars, having to all be killed for the goal polygon to spawn. . The reset function made my code much more readable and allowed me to condense all of the restart events like lose velocity, set position here, screen.blit things again if needed. . I started working on 3 buttons that when pressed, open a gate but didn’t get to finishing it sadly. . I want each button to have different press conditions, one can be pressed by bullets only, one only on direct gun contact and the other working with either or. . In later stages, I will have to think how i will communicate this functionality to the player but I’m saving texturing and making the game look good for last. . Hope to have more progress tomorrow. Fingers crossed.
Dev Log #21 . Getting lazy now, saw hacktime was down and decided not to bother doing anything before 12, but I hope I will break this cycle. . Today I added working buttons that when pressed, remove gate blocking path. . Had to over hall all my tile loading and map loading and parts of my collision resolution to allow me to reduce the lag being caused in some levels and be able to remove collision selectively for tile types. . I learn how to use set today. I used a set to store the types of gates that have been opened because it prevents duplicates and allows me to quickly check whether a specific gate is open. . No animations for button presses yet as I want to leave that stuff for the end. . I’m feeling the time crunch now because I really want this to be finished before I get back to school and focus on my studies, but this still counts as practice so I’ll continue a little bit during school days. . I will do better tomorrow I promise, cause I’ve got this far, it would be a waste to stop now.
Dev log #22 . Back to business!! . Today I added: Uncompleted level select lockout Separated tile load into own file Easter egg room added Level lockout works by calculating max_player_level, the furthest level a player can select based on if they have beat the previous levels. . This works buy using a function to check if current player_level is greater than max_player_level, if it is then max_player_level = player level. . Then for level select button with number greater than max_player_level, a red cross is screen.blited ontop,as well as not allowing mouse clicks of the rect from having any function. . Tile file separation helped me remove 150 lines from my main file, improving readability. . My easter egg has a 2% chance of happening and gives the player a custom gun appearance on discovery. . The code used to change the guns appearenece should let me, in future, make custom skins for the gun, skins that could be rewarded for levels complete, secondary level goals reached, ect… . I will not share how to reach my secret room, but I think it would be better for someone to stumble across it by accident. . Good day today, progress is picking up pace again, good job me!!! . Strange, it seems, there is a man here….
Dev Log #23 . Very good day today, embracing the foddian likeness of my game, making sure that the player gets as angry as possible, just to make that feeling of victory feel so sweet. . Here’s what I did today: LOSER document created (must be filled in to reveal hints, which will be added later) Change rotation direction ability New map (Still a WIP) Document uses follow mouse function and draw line function. Starting the line at the mouses previous position and ending it at its new position. . This happens very fast, so the lines do not appear blocky and appear like real pencil drawing. . The change rotation ability uses the pbject layer like my previous time stop ability, and now that I understand how object layers work, i was easily able to make this ability by copying my clock abiltiy load and changing the result of contact. . The result being making rotation speed negative, reversing direction of rotation. . The new map uses a mix of many abilities and objects, but I have not added them in just yet. . I could quite easily I feel but I’ve reached my 3 hour brain capacity limit, because realisticly with the time spent making pngs, finding sounds, reading pygame documentation and waching tutorials, I’ve probably spent about 5. . But rewards are not for the weak or the lazy, and this little project of mine is helping me leaps and bounds for my future A-level comp sci journey. . See you next time, with some jucy new progress!!!!
Dev Log #24 . A progress full day today, but mabye not for the best?? . Today I done the following: Added a charcater diologue box Fixes re-align function so that it works when rotation direction is reversed Just doing little sidequests for now as I’m trying to hide from my enemy, level design. The things is I’m not very good at games, so i dont have the reaction time to create very punishing levels with little room for error. . So to combat this, I end up making really hard levels or super easy ones. . Additionally, I barley add any time to my total when creating levels as it uses a piece of software outside of visual studio. . My character text box is pretty much a recreation of the ones seen in undertale, even using the voice blip of toriel as a place holder. . This should allow me to add a small story that I will make sure to keep simple, like a mario esque plot. . The re-align function was fixed by using the variable rotation direction, then setting that to 1 or -1 depending on contact with reverse direction ability or not . Then multiplying rot_speed by that value reverse the direction that re-align moves. . I will have to knuckle down on level design tomorrow and make sure each level introduces the abilities and tiles one at a time, letting the player get used to them, allowing for levels that include a mix of multiple to be more approachable.
Dev Log #25 . My love for videojuegos has got the better of me. . Over theses 2 days all I have done is made some level maps and fixed the spawing positions of both win condition and the player based on the new maps. . But I have structure now, and rather than geting destracted, I have set myself some goals to complete hopefully by the end of the month, leaving me time to make the UI look nice. . I present to you. THE TOD0 LIST: . A - DIOLOGUE Fix dialogue system Add hint dialogue Add new level dialogue Add completed dialogue B - ABILITIES/TILES Bullet Pickup Ghost bullets Teleport bullets Time SLOW (not stop) Gravity flip ? Map flip ? Breakable tiles Level editor ? C - UI James bond level start animation Gun skin menu All menus with all required buttons D - Miscellaneous Mission objectives (Bad piggies esque) Determine gun skin unlock criteria A FINAL BOSS !?!?! I hope tomorrow if filled with WAY more advancements of the work kind rather than the Minecraft kind (;
Dev Log #26 . Popped ULT today!!! . Today I added the following: Slow time ability Breakable surfaces Bullet pickup Fixed up dialogue system (Not fully complete) Slow time ability works by setting a time to a decimal then multplying the following by it: Velocity (Bullet + Player) Rotation speed Gravity strength Multiplying by a decimal reduces the numbers, emulating slowed time rather than reducing fps which is a bit of a cop-out . Breakable surfaces work similarly to the gate tiles, the tiles having a alpha value of 0 when bullet rect makes contact with tile of that class and adding that tile type to a list: broken_tiles. . All tiles in that list are then ignored by tile collision . Bullet pickup works by detecting rect collision between the player and the surface, when contact is made the players bullet count (representing bullets shot total) is reduced by one, increasing the number of shots available to the player by one. . Dialogue system now works with full words, voice blips are annoying but will fix late stage when adding polish. Will also make it that player has to click mouse to go to next dialogue screen to give them time to read the text. . That is 3 and a bit things of the list, very good progress, juggling summer work, this and most importantly my Minecraft duties has been an upward hill battle but I’m getting there. . See you next develop with more progress!!!
Dev Log #27 . More things checked of the list today: . Today I did: Added gravity flip ability Added teleport bullets Added player mission objectives However, some other things i worked on today are still a work in progress, such as: Diologue system Ghost bullets (travel through walls) Gravity flip works similarily to how slow time works, settings the variable self.gravity_flip to -1 on contact, then multiplying graivty strenght by it, reversing the direction of gravity . This however made my realign function not work when on the ceiling, so i added to re-align that if gravity_flip was negative, to detect ceiling hit rather than grounded, allowing it to work why gravity was flipped. . Teleport bullets work by setting a can teleport function to True on contact, then when true, if bullet collidesrect with tile, self.rect of bullet is equal to self.rect of gun. the can tele[port function is then set to false, making the ability only work once as intended. . Player mission objects are as follows: Complete level Complete level in set ammount of time Complete level with less bullets than provided This uses lists in a way i have never used them before and looks like this total_stars = 0 level_stars = [[False, False, False] for _ in range(levels)] If player completes level, level_stars[Settings.player_level - 1][0] for current player level is set to True. . If player completes level quickly (complete_time < bonus_time), then …[1] is set to true . If player reaches has_won game state with a number of bullets lower than the bullet max, then then …[2] is set to True. . Total stars is incremented by one for each goal completed, and if level_stars[Settings.player_level - 1][1,2 or 3] is already set to true, then the increment is skipped, meaning you can only get 3 stars per level. . That’s all for now, hope to fix the issues I had today in tomorrows devlog!!
Dev Log #28 . Didn’t do alot today, or for the 2 other days… . I finally made ghost bullets work correctly and have changed the dialogue sytem a bit . The ghost bullets working and not working previously was juts a matter of using variables inside the bullet class rather than global ones, making it work better for some reason, I had the assistance of a friend in fixing the issue, and safe to say it solved it . Dialogue sytem has only been changed slightly so not much point documenting the changes, spacing, timing of letters, ect. . Sorry for short devlog, I hope I have more tommorrow.
Dev Log #29 . I’m pretty close to finishing the code side of my game now, the rest of my efforts will soon be focous toward things like: Writing dialogue Making nicer looking UI Making tiles look good rather than coloured blocks Animations Music Today I did the following: Re made the dialogue system AGAIN Created a gun selection screen My dialogue system displays a word at a time and plays a short noise for each word shown, similarily to undertale voice blips. However, I think it sounds quite bad and I plan to replace it with a set dialogue sound that plays at the start, like animal crossing. . My dialogue system now plays on level start and level completion, and does not re-trigger on level repeat, using similar code used in my star tracking code. . Gun select code is similar to my level select code, using a different class but the same code, just changing the lock out code to only unlock once star count is >= button number - 1 * 6, so that each button is unlocked for each 6 stars earned, as well as having the default gun already unlocked. . That’s all for today, I hope to have a complete game by the end of the month so I can have this finished before the school year starts.
Dev Log #30 . The big 30!!! . Done quite a bit today, just last bit of polishing and then we move towards UI, music, level design, ect. . Today I: FINISHED THE DIALOGUE SYTEM Added a leave waiver button (was a softlock) Added a text box to waiver [WIP] Dialogue system works fully (minus sound but thats still a win in my books). Plays on level start and level completion and once dialogue is viewed by the player, it is not shown to them again. . Mouse can be clicked to remove dialogue from the screen, without triggering bullet fire. . Also fixed the issue of the text backround being displayed on re-entry and re-completion of the level, but fixed that easily with a variable, setting it to true or false if level had already been completed, then only displaying the text bg when it was true. . Waiver leave button pretty simple, basic pygame rect collidepoint detection. . Text box sets text_active to true on mouse click, mouse clicks anywhere else set it to false, meaning player can only type when they have clicked on it (when they want to). . I appened every event.unicode into a list on key press, meaning I had a list of the players key storkes, then screen.blitted each letter in the list. . Final touches are making all fields complete required to acess button that is a hyperlink to video of me completing stages with instuctions to help, and also backspace and enter and wordwrap working with the text_box. . Then I think I’m done for the most part on the coding side of things, and will move onto level creation. . The only thing I haven’t completed from my long list from a preious dev_log are: Level editor Upside down ability James bond level start Hint dialogue on multiple deaths Boss fight Not to say these aren’t going to be added but they are not simple things and will not really add to much to my game in all honesty. Given the deadline of end of this month I have given myself, I don’t know if I will have time to add these (except for the James bond level start thing as that is a UI thing that will require art, music ect so might work on that when not coding. . That’s all, thanks for reading (:
Dev Log #31 . I AM FINISHED!!! . Well, pretty much at least. . Today I: Completed the Waiver Made some more levels I made it so that the text box works with word wrap, enter key and backspace key. . I did this by splitting the text into words and lines, then checking each word’s width against the rect boundaries. . If the word exceeds the boundaries x, the texts’ x position is reset and the Y-coordinate is incremented, creating a new line. . The Enter key creates a new line by resetting x and incrementing y, while Backspace removes the last character from the text string, preventing it from being displayed. . The waiver now checks if all fields are filled and allows you to press a button that is connected to a hyperlink that will, in the future, take you to a video created my me showing how each level is complete. . Also made 12 levels today, each new feature is slowly implemented one at time. . That’s all for today.
Dev Log #32 . Made 50 levels today, that is all. . Every 3 levels, a new ability/feature is added. This allows the player to get used to the new thing added, making their later appearance managble as the player is now used to how they function. . I have not set the player and goal location co-ordinates for each level, or other variables like if mini stars are required. . That’s all for today.
Dev Log #33 . As you can probably guess, I have done alot I have done the following: • Gave all levels the correct level variables • Made buttons work correctly when rotated • Made teleport bullets work as intended • Made gates and broken tiles allow bullets to pass through when collision is removed • Created an EXE file of my game for friends to use for playtesting • Made a stat tracker to use playtest information to improve my game • Corrected all file directories that had to be moved for PyInstaller to work properly • Fixed the Easter egg room so it now loads correctly • Added AI declaration comments That is a lots, so let me quick fire explain how i did them Painful repetition, change variables, restart level, change tiles, reset level, change ability position, reset. Repeat for level in levels (do this 50 times) . This was partially assisted by AI, but from what I understand the buttons’ Tiled rotation number is used to adjust the collision rectangle’s position so it matches the rotated button object in tiled. Collision check works as did previously. . Teleport bullets originally tp the player if a bullet fired priviously hit a way after pickup, despite no bullet being fired after pickup and also sometimes caused the player to shoot downwards through tiles. . I fixed the wrong bullet tp by using a self.variable rather than a global one as previously, allowing each bullet to know if they were teleport enabled, rather than all bullets being teleport enabled. . The tile collision isssue was fixed by by moving the player backwards along the bullet’s path until they are outside the tile, preventing the gun from passing through walls and being pulled down . This one will just explain itself (if tile in list, then ignore kill on contact): for tile in Tiles.tiles: if self.rect.colliderect(tile["rect"]): tile_property = tile["property"].get("type") if tile_property in Tiles.open_gates: continue This used pyinstaller, not something i really code or anything so, I’ll just say i did it sucessfully . Stat tracker records bullet count, time and deaths/restarts that a level took on completion. Difficulty of a level can also be decided by a play tester by pressing any number button during a level. . This data is level specific, and on key press of /, will create a json file that holds all the data, which can then be sent for me for review of things like bullet max, time complete bonus time, ect. . Self explanatory, just changed things like “Image/buttn.png” to “Game/Image/button.png” . Restart all function was required in load room function as it contains map load, so the level map that was supposed to load is not displayed instead of the secret easter egg map. . 9.Should have declared AI usage earlier, but I have been checking my chat history and I have been able to determine what sections of my code are AI generated . That’s all, gotta try and keep my daily streak alive this time to score myself a free plush.
Dev Log #34. . Just cleaning some things up now, we are in the home stretch . I did the following: Updated assest Updated object display code fixed broken dialogue Most assets have a fresh new look created in photopea . Buttons can now be loaded at rotated orientations . Dialogue now does display and does not disapear on first level load. This is because the start playing state was being skipped, i fixed this by using a continue, which skipped the rest of the current loop iteration, preventing the start-state code from continuing to run after changing playing_state. . Thats all, most of my time when into design. See you next devlog
Dev Log #35 . Been a bit distracted from this project due to school starting but I’ve been able to get a few things done. . I have done the following: Finished dialogue texts Made it so that dialogue box only appears when there is text Given kill tiles rotatable counterparts Added muzzle flash Added ability pick up sounds Updated a few more assets My Git commits have started to get a bit sloppy as i do these little bits on during my free periods, but im getting back into the swing of things . The dialogue box will only appear if text != “” and will put the player in the start playing state, without requiring a mouse click like it did previously. . Adding sounds was pretty simple so I wil leave an example bellow if self.rect.colliderect(ability["rect"]): if self.gravity_flip > 0: up_gravity_fx.play() else: down_gravity_fx.play() ability["collected"] = True self.gravity_flip *= -1 That’s all, I think 20/09/2026 will be a date for the books as I’m confident I will be finished by then. ALSO, if anyone sees this before ship, could you let me know any ideas for what my 16x16 tile for regular tiles could look like? Many thanks if you respond
Dev Log #36 . I have done most of the updating of UI, having only a few assests left and one level left to edit. . In addition to this, I have also made it so that buttons now appear pressed when pressed, rather than disappearing. . My easter egg room also stops the music correctly on level complete. . The final objectives are as follows: Have gun select each have image of gun Waiver has displayed text Hint video made and linked correctly All button can only be pressed when on screen Finish misc Assets Add death, win, and coins/stars collected based on mission objectives complete Thats all, I think 20/09/2026 could still be the date for the books, but I’ve got to put the burners on to get this finsished to a level of polish I’m happy with.
Dev Log #37 . All code is 100% complete now, the only thing left to do is finish all of the UI and then I am ready to ship. . Today I: Fixed portals Added level skip button Displayed bonus objectives Made button rotation work when pressed also Made gun select display gun images Portal code issue was caused by object overlapping with tiles, cause tile collision resolution to push the player out of the tile, and at times out of the map. Fixed this by teleporting player slightly above the object (above being determined by orientation). . Level skip increases player level, restarts level and spawns player in next level. . Bonus objectives screen.blitted on win, text appears green when objective met, red when it hasn’t . Used updated rotated button rect rather then previous and changed screen.blit to use center of rect rather than topleft . For each button in gun group, i screen.blited that gun into the center of the select gun skin rect . Thats all, hope to ship by tonight.
Dev Log #38 . DONE . I did the following: Added music that plays while in level Removed copyrighted music Finished all GUI Made code neat using ruff Will ship at some point soon. See you on ship day!!!!
Dev Log #39 . THE FINAL DEV LOG . I am finally ready to ship!!! . I did the following: Made a working read me Made a working exe file of my game Removed de-bugging features so game works as intended. Stopped music overlap from happening Removed all copyrighted music (may have mentioned this previously) I used pyinstaller tocreate my exe file. . Level buttons now only work if player max player level is less than or equal to the level you are selecting. . Stopped music overlap by puting stop music into every game state + in load room function . Its been a pleasure to take part in the stardance event. Lets have a look to see how far this project has come!!!
Ships:
Barrel Roll Bullet A recoil-based platformer where, instead of traditional jumping and movement, you shoot to propel yourself around each level. My game includes multiple abilities, unlockable gun skins and 50 levels. The biggest challenge I faced was developing an accurate and efficient collision system. Initially, I planned to use AABB collision, but because it relies on rectangular bounding boxes, I found that the gun barrel could appear to float when rotating or interacting with objects. I then experimented with mask collision to achieve pixel-perfect accuracy. However, using a large number of masks throughout a level caused noticeable drops in performance. I eventually settled on a middle ground using SAT (Separating Axis Theorem) polygon-based collision. This provided much more accurate collision detection for the rotating gun while being significantly more performant than mask collision, allowing me to maintain both responsive gameplay and consistent performance. I am proud of the persistence I have demonstrated throughout the project. During the early stages of development, I encountered significant gaps in my knowledge, particularly as I was new to object-oriented programming. At times, I struggled with seemingly simple tasks, such as correctly initialising a game window or positioning a rectangle where I intended it to be. Despite these difficulties, I continued to learn, troubleshoot and refine my approach rather than abandoning features when they became challenging....
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My own site! by @hakanhsb | Stardance
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My awesome macropad! by @urieloff | Stardance
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Sigma macropad by @Nimoseq | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:49:41Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom macropad for the Hackpad Challenge! The hardest part for me was writing the firmware and getting it all to work properly.", "repo": "https://github.com/N1mos3q/sigma-pad", "demo": ""}]...
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[{"post_id": 74579, "ts": "202 [{"post_id": 74579, "ts": "2026-09-27T17:45:35Z", "hours": 0.2697, "text": "today i made little changes to the case"}, {"post_id": 26049, "ts": "2026-07-10T17:11:02Z", "hours": 4.6997, "text": "Hackpad name: Sigmapad GitHub Repo: https://github.com/N1mos3q/sigma-pad Description:custom-built 3x3 macropad powered by the Seeed Studio XIAO RP2040. Designed for productivity and gaming, it features a rotary encoder for precise volume control, a 0.91” OLED display for real-time status updates, and 8 addressable RGB LEDs for dynamic underglow lighting. Fully customizable via QMK firmware."}, {"post_id": 4385, "ts": "2026-06-07T18:18:46Z", "hours": 3.2008, "text": "I am making a macropad for a Hackpad mission. And i am currently working on the pcb."}]...
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Title: Sigma macropad by @Nimoseq | Stardance
Dev Title: Sigma macropad by @Nimoseq | Stardance
Devlogs:
I am making a macropad for a Hackpad mission. And i am currently working on the pcb.
Hackpad name: Sigmapad GitHub Repo: https://github.com/N1mos3q/sigma-pad Description:custom-built 3x3 macropad powered by the Seeed Studio XIAO RP2040. Designed for productivity and gaming, it features a rotary encoder for precise volume control, a 0.91” OLED display for real-time status updates, and 8 addressable RGB LEDs for dynamic underglow lighting. Fully customizable via QMK firmware.
today i made little changes to the case
Ships:
I made a custom macropad for the Hackpad Challenge! The hardest part for me was writing the firmware and getting it all to work properly....
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My very own WebOS by @Yashi_Gohil | Stardance
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My first slack bot! by @VosDesp | Stardance
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Portfolio Website by @DaintyDust | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T00:20:00Z", "hours": 3.0, "multiplier": 14.51, "payout": 44, "blessing": "neutral", "text": "In the reviews on my previous ships, people gave me alot of feedback on things that were missing or bugged, So i fixed most of them this update. First people asked for a for a fill tool. Secondly a few people pointed out that in a low grid size the paint page was really laggy. Lastly people mentioned that the mobile version was pretty bad. Try out the paint page at: https://daintydust.dev/paint Check out the site at: https://daintydust.dev", "repo": "https://github.com/DaintyDust/DaintyDust.github.io", "demo": "https://daintydust.dev/paint"}, {"ship_num": 2, "ts": "2026-09-30T21:13:00Z", "hours": 12.0, "multiplier": 7.38, "payout": 86, "blessing": "neutral", "text": "I added a sandbox page so people can play around with the text and pixel colors since alot of reviews like that! you can access it at https://daintydust.dev/sandbox (or press “ctrl+/” on any page to popup the commands menu But I didn’t find that enough, i wanted more. So a friend of mine suggested making a kind of paint program where you can draw pixels, shapes and text!", "repo": "https://github.com/DaintyDust/DaintyDust.github.io", "demo": "https://daintydust.dev/paint"}, {"ship_num": 3, "ts": "2026-09-23T21:00:04Z", "hours": 33.0, "multiplier": 5.24, "payout": 123, "blessing": "neutral", "text": "I made a portfolio website to show of my projects. I made the site using react + mantine because mantine UI makes it really easy to add and create components. In the beginning it was pretty challenging because i never created a site in react or with mantine before. So i had to learn all of those from the beginning A friend of mine recommended mantine UI, because it has really nice looking UI components, its free and its opensource! Since i updated my already existing site and rewriting it in react + mantine. I already had a stylesheet to style my website. So i could easily reuse that. Visit the site at: https://daintydust.dev View my portfolio at: https://daintydust.dev/portfolio", "repo": "https://github.com/DaintyDust/DaintyDust.github.io", "demo": "https://daintydust.dev/paint"}]...
|
[{"post_id": 76263, "ts": "202 [{"post_id": 76263, "ts": "2026-10-02T23:36:35Z", "hours": 0.6783, "text": "Added proper mobile support by changing some css selectors"}, {"post_id": 76241, "ts": "2026-10-02T20:26:50Z", "hours": 1.1919, "text": "Fixed the lag on small grid sizes by rebuilding the paint rendering by doing these changes: Drawings are now cached on an offscreen canvas and rendered via a single drawImage() call every frame instead of running 30,000+ fillRect() calls per second. Grouped pixels by color to avoid expensive canvas context switching. maybe still needs some work, but its already alot faster for things like text rendering"}, {"post_id": 75990, "ts": "2026-10-01T21:36:37Z", "hours": 1.1967, "text": "I added a fill tool, this was pretty hard to do since there are some complicated calculations that needed to be made. So for the really hard calculations i used forms online and a bit of AI"}, {"post_id": 75720, "ts": "2026-09-30T21:05:46Z", "hours": 3.6944, "text": "added a text tool to my paint page, you can now add text in different sizes. this was pretty easy to do since i already had a system to display text on my homepage, so i reused most stuff for that also added a tech stack to my portfolio, so others can see what languages i can program in. and I fix a bug where the electrons wouldn’t follow the grid when changing the grid size."}, {"post_id": 75381, "ts": "2026-09-29T21:49:13Z", "hours": 6.2064, "text": "Added a page to paint the pixels. https://daintydust.dev/paint you can use tools like: pencil, brush, rectangle, circle, eraser. or change the brush size or grid size. At first i thought it was pretty easy since i already had a working grid system that could display text. But after alot of trial and error i managed to add the first pen tool. After that was done it was pretty easy adding the other tools"}, {"post_id": 74645, "ts": "2026-09-27T20:44:28Z", "hours": 1.8028, "text": "Added a sandbox page so you can play around with the text and colors and stuff. you can also do this by pressing “ctrl + /” on any page. Also added a projects widget so you can easily go to my portfolio from the homepage"}, {"post_id": 72841, "ts": "2026-09-23T20:58:33Z", "hours": 0.8103, "text": "I updated the readme so i can ship my website!"}, {"post_id": 72784, "ts": "2026-09-23T18:49:33Z", "hours": 5.9961, "text": "added a portfolio page to display all the projects that i’ve worked on! I use multiple mantine packages to make the UI creation much easier. for example for the carousel, image compare and lightbox"}, {"post_id": 67646, "ts": "2026-09-13T20:04:53Z", "hours": 2.1081, "text": "added a page to display all my roblox accounts. it fetches the avatars, usernames and group info from the roblox api based on a list of userid’s."}, {"post_id": 63851, "ts": "2026-09-07T20:39:53Z", "hours": 4.6256, "text": "The site was still pretty laggy on lower end devices. So i reduces the amount of electrons for lower end devices. I also rewrote the whole UI with the mantine UI library. because of this i didn’t have to write my own widget dragging system."}, {"post_id": 48241, "ts": "2026-08-16T15:23:22Z", "hours": 19.7219, "text": "Previously my site was really laggy. my pc used 2gb of ram and 90% GPU (on a 3070 😭) on my site alone. This is why i wanted to rewrite the site. my old site just used basic html/css, thats also another reason i wanted to rewrite my site Since i wanted to learn create a site in react a chose that. Changes: Rewrote and redesigned my site in react. Add secret menu to change the text and colors of the site. Added possibility to add more languages"}]...
|
Title: Portfolio Website by @DaintyDust | Stardanc Title: Portfolio Website by @DaintyDust | Stardance
Devlogs:
Previously my site was really laggy. my pc used 2gb of ram and 90% GPU (on a 3070 😭) on my site alone. This is why i wanted to rewrite the site. my old site just used basic html/css, thats also another reason i wanted to rewrite my site Since i wanted to learn create a site in react a chose that. Changes: Rewrote and redesigned my site in react. Add secret menu to change the text and colors of the site. Added possibility to add more languages
The site was still pretty laggy on lower end devices. So i reduces the amount of electrons for lower end devices. I also rewrote the whole UI with the mantine UI library. because of this i didn’t have to write my own widget dragging system.
added a page to display all my roblox accounts. it fetches the avatars, usernames and group info from the roblox api based on a list of userid’s.
added a portfolio page to display all the projects that i’ve worked on! I use multiple mantine packages to make the UI creation much easier. for example for the carousel, image compare and lightbox
I updated the readme so i can ship my website!
Added a sandbox page so you can play around with the text and colors and stuff. you can also do this by pressing “ctrl + /” on any page. Also added a projects widget so you can easily go to my portfolio from the homepage
Added a page to paint the pixels. https://daintydust.dev/paint you can use tools like: pencil, brush, rectangle, circle, eraser. or change the brush size or grid size. At first i thought it was pretty easy since i already had a working grid system that could display text. But after alot of trial and error i managed to add the first pen tool. After that was done it was pretty easy adding the other tools
added a text tool to my paint page, you can now add text in different sizes. this was pretty easy to do since i already had a system to display text on my homepage, so i reused most stuff for that also added a tech stack to my portfolio, so others can see what languages i can program in. and I fix a bug where the electrons wouldn’t follow the grid when changing the grid size.
I added a fill tool, this was pretty hard to do since there are some complicated calculations that needed to be made. So for the really hard calculations i used forms online and a bit of AI
Fixed the lag on small grid sizes by rebuilding the paint rendering by doing these changes: Drawings are now cached on an offscreen canvas and rendered via a single drawImage() call every frame instead of running 30,000+ fillRect() calls per second. Grouped pixels by color to avoid expensive canvas context switching. maybe still needs some work, but its already alot faster for things like text rendering
Added proper mobile support by changing some css selectors
Ships:
I made a portfolio website to show of my projects. I made the site using react + mantine because mantine UI makes it really easy to add and create components. In the beginning it was pretty challenging because i never created a site in react or with mantine before. So i had to learn all of those from the beginning A friend of mine recommended mantine UI, because it has really nice looking UI components, its free and its opensource! Since i updated my already existing site and rewriting it in react + mantine. I already had a stylesheet to style my website. So i could easily reuse that. Visit the site at: https://daintydust.dev View my portfolio at: https://daintydust.dev/portfolio
I added a sandbox page so people can play around with the text and pixel colors since alot of reviews like that! you can access it at https://daintydust.dev/sandbox (or press “ctrl+/” on any page to popup the commands menu But I didn’t find that enough, i wanted more. So a friend of mine suggested making a kind of paint program where you can draw pixels, shapes and text!
In the reviews on my previous ships, people gave me alot of feedback on things that were missing or bugged, So i fixed most of them this update. First people asked for a for a fill tool. Secondly a few people pointed out that in a low grid size the paint page was really laggy. Lastly people mentioned that the mobile version was pretty bad. Try out the paint page at: https://daintydust.dev/paint Check out the site at: https://daintydust.dev...
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1793148725.9981918
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1793235125.9981918
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147
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DELETED by @Vimthusiast | Stardance
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Vimthusiast
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0
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0.0
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0
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[]
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[]
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Title: DELETED by @Vimthusiast | Stardance
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1792630326.5279934
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1793235126.5279934
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30143
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Magic 8-Ball: Interactive Website by @vedh4_s | St Magic 8-Ball: Interactive Website by @vedh4_s | Stardance...
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vedh4_s
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0
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0.33
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0
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[]
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[{"post_id": 24689, "ts": "202 [{"post_id": 24689, "ts": "2026-07-08T13:25:52Z", "hours": 0.3347, "text": "LOG #1 I’ve just started working on my first project! I’m still learning the basics of HTML code but I hope to learn CSS soon so that I can make my website look pretty :)"}]...
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Title: Magic 8-Ball: Interactive Website by @vedh4 Title: Magic 8-Ball: Interactive Website by @vedh4_s | Stardance
Devlogs:
LOG #1 I’ve just started working on my first project! I’m still learning the basics of HTML code but I hope to learn CSS soon so that I can make my website look pretty :)...
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1792630327.3514388
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1793235127.3514388
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5860
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Untitled by @razvan | Stardance
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razvan
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @razvan | Stardance
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1792630328.1920364
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1793235128.1920364
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18163
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My first slack bot! by @hridhaan | Stardance
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hridhaan
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @hridhaan | Stardanc Title: My first slack bot! by @hridhaan | Stardance...
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1792630329.0477426
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1793235129.0477426
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31451
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My awesome macropad! by @Digtera | Stardance
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Digtera
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Digtera | Stardanc Title: My awesome macropad! by @Digtera | Stardance...
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1792630329.9252193
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1793235129.9252193
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30424
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My own site! by @defnlwy | Stardance
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defnlwy
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T15:22:57Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I tried to create my own website I used claude ai for debugging at some parts. I hope you guys like the project", "repo": "https://github.com/DefneMelisUngor/webme", "demo": "https://loquacious-druid-ba0acb.netlify.app"}]...
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[{"post_id": 46476, "ts": "202 [{"post_id": 46476, "ts": "2026-08-13T18:29:25Z", "hours": 0.3478, "text": "I hope this will be the last devlog before i ship this project and this is the last contact me part"}, {"post_id": 32339, "ts": "2026-07-21T13:24:18Z", "hours": 0.3792, "text": "What do you think about this now page maybe it can be fancier"}, {"post_id": 31344, "ts": "2026-07-19T17:37:22Z", "hours": 0.4628, "text": "this looks better ig"}, {"post_id": 31309, "ts": "2026-07-19T16:35:33Z", "hours": 1.0928, "text": "I’ve add posters of the movies that i liked"}]...
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Title: My own site! by @defnlwy | Stardance
Devlo Title: My own site! by @defnlwy | Stardance
Devlogs:
I’ve add posters of the movies that i liked
this looks better ig
What do you think about this now page maybe it can be fancier
I hope this will be the last devlog before i ship this project and this is the last contact me part
Ships:
Hi! I tried to create my own website I used claude ai for debugging at some parts. I hope you guys like the project...
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1793148729.9668796
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1793235129.9668796
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25612
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Space discovery by @mrspaceresearcher | Stardance
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mrspaceresearcher
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0
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0.0
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0
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[]
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[]
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Title: Space discovery by @mrspaceresearcher | Sta Title: Space discovery by @mrspaceresearcher | Stardance...
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1792630330.7887735
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1793235130.7887735
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27688
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SATELIDOM by @Andrea | Stardance
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Andrea
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1
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18.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T19:11:48Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is done, i wanna be on the builded queque", "repo": "https://github.com/Tei-Pancake/Satelite", "demo": ""}]...
|
[{"post_id": 61525, "ts": "202 [{"post_id": 61525, "ts": "2026-09-04T14:06:40Z", "hours": 2.1242, "text": "I finish building my project!"}, {"post_id": 28955, "ts": "2026-07-15T15:55:33Z", "hours": 1.2781, "text": "Proud of what I did this time, thank you all for the support :) see you next time on a (Hopefully) amazing project, this is everything, Andrea over and Out!"}, {"post_id": 24479, "ts": "2026-07-08T01:44:27Z", "hours": 8.8253, "text": "DEVLOG #2 Today I reached a major milestone in my project: I finished the complete 3D model of my satellite! After many hours of prototyping, wiring components, debugging code, and testing sensors, I finally assembled the full digital design. My goal was to build a compact satellite-inspired device where every component has a real purpose and the necessary sensors remain exposed to interact with the environment. Current hardware: 🔹 Raspberry Pi Pico W 🔹 PIR motion sensor 🔹 DHT11 temperature & humidity sensor 🔹 16×2 I2C LCD display 🔹 Status LED 🔹 Passive buzzer Current features: ✅ Motion detection ✅ Audible and visual intrusion alarm ✅ Real-time temperature and humidity monitoring ✅ LCD interface that alternates between the satellite status and environmental data Next milestone: 📡 Integrate Telegram notifications so the satellite can send real-time intrusion alerts directly to my phone. After that, I’ll move on to 3D printing the enclosure, assembling the final hardware, and testing the complete prototype. It’s exciting to see this idea evolve from a concept into a working project (a sexy one). There is still work to do, but every iteration gets me one step closer to the final satellite. Feedback and suggestions are always welcome!"}, {"post_id": 20770, "ts": "2026-07-02T13:47:28Z", "hours": 6.1689, "text": "DEVLOG #1 This is a summary about what I did from day 1 to day 3 (Today) of my newest project, a satelite, I hope u Like It: Throughout the days, I dedicated myself to making it work, because I didn’t really have an image in my head of how I wanted the polished version to look, so I got to work. I tested each component individually, which were: DHT11: A humidity and temperature sensor. LCD Screen. PIR: Presence sensor (Although let’s call it a motion detector). Buzzer: A little device that produces vibrations to generate sound. LED: Just an LED. Raspberry Pi Pico W: The brain of everything. In general, I didn’t have many problems with the components, EXCEPT for the LCD screen. It gave me the most trouble because I had never worked with one before, and there I was for an hour trying to make it work. Then I realized that I didn’t want to risk my components foolishly, so I did an online test (which I had to repeat because I didn’t do it right). But I already assembled it IRL, and these are its functions: An LED that blinks slowly when the satellite is active. The PIR detects when something moves in its field of vision, and triggers an alarm that is audible through the Buzzer, and the LED starts blinking faster. The DHT11 measures the ambient temperature and humidity and displays it on the LCD screen. The object is identified through a message on the screen. There is another part of the project in development, and I hope to show it soon."}]...
|
Title: SATELIDOM by @Andrea | Stardance
Devlogs:
Title: SATELIDOM by @Andrea | Stardance
Devlogs:
DEVLOG #1 This is a summary about what I did from day 1 to day 3 (Today) of my newest project, a satelite, I hope u Like It: Throughout the days, I dedicated myself to making it work, because I didn’t really have an image in my head of how I wanted the polished version to look, so I got to work. I tested each component individually, which were: DHT11: A humidity and temperature sensor. LCD Screen. PIR: Presence sensor (Although let’s call it a motion detector). Buzzer: A little device that produces vibrations to generate sound. LED: Just an LED. Raspberry Pi Pico W: The brain of everything. In general, I didn’t have many problems with the components, EXCEPT for the LCD screen. It gave me the most trouble because I had never worked with one before, and there I was for an hour trying to make it work. Then I realized that I didn’t want to risk my components foolishly, so I did an online test (which I had to repeat because I didn’t do it right). But I already assembled it IRL, and these are its functions: An LED that blinks slowly when the satellite is active. The PIR detects when something moves in its field of vision, and triggers an alarm that is audible through the Buzzer, and the LED starts blinking faster. The DHT11 measures the ambient temperature and humidity and displays it on the LCD screen. The object is identified through a message on the screen. There is another part of the project in development, and I hope to show it soon.
DEVLOG #2 Today I reached a major milestone in my project: I finished the complete 3D model of my satellite! After many hours of prototyping, wiring components, debugging code, and testing sensors, I finally assembled the full digital design. My goal was to build a compact satellite-inspired device where every component has a real purpose and the necessary sensors remain exposed to interact with the environment. Current hardware: 🔹 Raspberry Pi Pico W 🔹 PIR motion sensor 🔹 DHT11 temperature & humidity sensor 🔹 16×2 I2C LCD display 🔹 Status LED 🔹 Passive buzzer Current features: ✅ Motion detection ✅ Audible and visual intrusion alarm ✅ Real-time temperature and humidity monitoring ✅ LCD interface that alternates between the satellite status and environmental data Next milestone: 📡 Integrate Telegram notifications so the satellite can send real-time intrusion alerts directly to my phone. After that, I’ll move on to 3D printing the enclosure, assembling the final hardware, and testing the complete prototype. It’s exciting to see this idea evolve from a concept into a working project (a sexy one). There is still work to do, but every iteration gets me one step closer to the final satellite. Feedback and suggestions are always welcome!
Proud of what I did this time, thank you all for the support :) see you next time on a (Hopefully) amazing project, this is everything, Andrea over and Out!
I finish building my project!
Ships:
This is done, i wanna be on the builded queque...
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1793148731.0906267
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1793235131.0906267
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15930
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Frictionless by @AnanyaSrivastava | Stardance
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AnanyaSrivastava
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @AnanyaSrivastava | Stardan Title: Frictionless by @AnanyaSrivastava | Stardance...
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1792630331.6343868
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1793235131.6343868
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24156
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My first slack bot! by @jabez8332 | Stardance
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jabez8332
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @jabez8332 | Stardan Title: My first slack bot! by @jabez8332 | Stardance...
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1792630332.4725535
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1793235132.4725535
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35911
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Board-Like by @KIR_KOS | Stardance
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KIR_KOS
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1
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52.0
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702
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T19:07:54Z", "hours": 52.0, "multiplier": 13.53, "payout": 702, "blessing": "neutral", "text": "Board-Like Board-Like is a 2-4 player roguelike videogame where you compete with your friends to get the biggest level in a set amount of rounds. Here’s a quick description of the game loop: -Players throw dice and step on tiles giving buffs/debuffs on quick 1-3 minute rounds. They can save, sacrifice, sell their levels in orded to sabotage other players or gain more levels in the long run thanks to active cards, tiles and passive power-ups gained by the winner of the last round. After a set amount of rounds(5-20), the winner is the player with the highest level. Board-like is fun because of how many combinations you can have with multiple cards, tiles, power-ups and round modifiers making every game you play unique and interesting! You can try it out here: https://kir-kos.itch.io/board-like", "repo": "https://github.com/kirillkosarev79/Board-Like", "demo": "https://kir-kos.itch.io/board-like"}]...
|
[{"post_id": 68225, "ts": "202 [{"post_id": 68225, "ts": "2026-09-14T18:44:28Z", "hours": 3.0883, "text": "Devlog #17 - Last before shipping Hey there! No updates for a while, i decided to fix last bugs and add a bit of QoL features brefore shipping. I have been doing this for almost 2 weeks so i don’t really remember everything i did, this devlog will probably not be full. Changelog Added: New tile: Inverted shop. You can sell your items for levels Players can now set their nicknames, icons and colors before starting the game An option to go back to main menu after finishing a game instead of being softlocked on the scoreboard scene More back buttons instead of ESCAPE to improve itch.io QoL Changed: Main menu background changed to an original one instead of the one i donwloaded from the internet Music now plays in all scenes"}, {"post_id": 60938, "ts": "2026-09-03T16:41:37Z", "hours": 2.2725, "text": "Devlog #16 Hi! I realized I unfortunetely don’t have enough time to complete my project with an online mode, so I’m gonna ship it with one-device mode only. I’ll do a couple of updates polishing the game and adding a bit of content. Fully finishing the game is gonna be done outside of Stardance later. Changelog Added: Players now can choose their nicknames and colors before the game starts New tile: Again. Anyone stepping on it throws the dice again A little crown now appears next to the winner’s nickname at the end of the game Changed: Players are now sorted by level at the scoreboard Various bug fixes"}, {"post_id": 55451, "ts": "2026-08-27T09:29:06Z", "hours": 2.4692, "text": "Devlog #15 Hii! Added a pause menu and settings(you can only change the volume and toggle the console on/off for now). Also there are little cogs in the background of settings instead of dice! I plan to keep expanding already existing content for a bit and then get to making online mode work"}, {"post_id": 52575, "ts": "2026-08-22T19:13:47Z", "hours": 2.0097, "text": "Devlog #14 - ROUND MODIFICATORS An exciting update today! Round modificators! Now every round except the first one will have a randomely chosen round modificator which can affect your strategy while playing. Changelog : Added: Round modificator mechanic New round modificator: Action Time. No Next and Back tiles appear on the board New round modificator: Half dice. All dice rolls are divided by 2(rounded to the lower number) New round modificator: Double XP. All players gain double levels from all sources. New round modificator: No conditions. All tiles have no conditions, meaning their effects wiil be active no matter the player’s level. New debug console command: mod. It changes curent round’s modificator Changed: The tooltip will now change position when out of screen so it’s visible Fixed a bug that caused tooltip to not show up sometimes on the stat-bars for power-ups and cards. Slightly changed the confirm button and roll button’s positions"}, {"post_id": 52236, "ts": "2026-08-22T10:28:05Z", "hours": 1.5842, "text": "Devlog #13 Vectorized the confirm button, looks alot nicer now. But most importantly added a debug console to ease testing. It has a bunch of commands such as add_card, set_level, etc…(see attachement)"}, {"post_id": 50228, "ts": "2026-08-19T11:33:44Z", "hours": 1.6153, "text": "MORE DICE Decided to add an animation for additional dice you can obtain through the Dice power-up(up to 6). This also fixed that bug that crashed the game when it tried to find the texture for the main die with more than 6 dots. Here’s a showcase of what it looks like with all 6 additional dice"}, {"post_id": 48773, "ts": "2026-08-17T09:42:03Z", "hours": 1.2283, "text": "Devlog #12 Changed the roll button and added a proper anymation instead of a label changing numbers. Also made a few other tweaks and bug fixes. Added: A title on top of choice menus indicating which player is choosing Roll button animation Changed: New roll button texture Fixed the bug that caused the game to crash if a player picked a new power-up when they already have the maximum. Fixed the 6th power-up not displaying correctly Removed the label displaying the roll"}, {"post_id": 47358, "ts": "2026-08-15T08:01:13Z", "hours": 3.3764, "text": "Devlog #11 Hello everyone! A small update mostly fixing bugs. Also added a new mechanic. Changelog: Added: When a player gets stuck in a Next-Back loop, a sound effect plays and he skips his turns until the end of the round.(Combined with the Cross Road card this can be used to set traps). Changed: Fixed a bug that caused the power-up choice menu to pop up multiple times simultaneously at the end of the round. Fixed the Shop tile not working properly Fixed a bug that caused the first player to take two turns in a row at the start of the game."}, {"post_id": 46221, "ts": "2026-08-13T09:30:00Z", "hours": 3.7564, "text": "Devlog #10 Hi, no devlog for over a week, i got a bit tired of fixing all the bugs. But i’m back in the game and today’s devlog is mainly about VFX. Changelog Added: New power-up: Safety net. Increases minimal level by 1. New power-up: Assets. Gain 2 levels if you have 3 cards in the end of the round. Visual effect for pressing the roll button. Visual effect for stepping on tile"}, {"post_id": 41471, "ts": "2026-08-05T18:11:49Z", "hours": 3.71, "text": "Devlog #9 - Tiers Changed the weight system to the tier system. Every power-up, tile and card now have their own tier which decides how often they appear. Also added a Shop tile where you can buy power-ups and cards in exchange for levels. Changelog: Added: New tile: Shop. When you step on it, a menu pops-up with 3 random card and/or power-ups for a set price(based on their tiers). Changed: Improved certain card’s textures Updated the weight-based calculation method to use the new tier system. 1 being the most common one and 5 the rarest. Higher conditions now appear in later rounds. For example in round 1 most tiles don’t require any level, but on round 5 most common condition are levels 2-3 meaning you’ll need at least these levels to access most tiles."}, {"post_id": 40013, "ts": "2026-08-03T11:14:18Z", "hours": 2.5736, "text": "Devlog #8 Hi, took a little break after trying to convert some of the UI from pixel-art to vectorial graphics. (i ended up only changing the stat-bars,they look alot cleaner now). Changelog: Added: New card: Air Conditionning. Set any level condition on a tile of you choice. Changed: Changed the way conditions are set for tiles(a complete rework incoming, i want later rounds to have harsher conditions) New stat-bar texture Fixed a bug which caused the game to crash at the end of the round if multiple power-ups were given out"}, {"post_id": 38439, "ts": "2026-07-31T20:04:43Z", "hours": 2.9572, "text": "Devlog #7 - ARROWS! YAY! Hello everyone, worked on tiles and cards that concern arrows (the ones that make you advance or retreat). Also a bit of visual work. Check out Devlog #0 to learn about Board-Like Changelog: Added: New tile: Back. Oppositely to Next, it makes the player who stepped on it to retreat to the previous tile. Weight: 20 New card: Crossroad. Change any tile to Next or Back. Weight: 15 Changed: Completely changed the background’s palette, looks alot better imo Next got a new texture to match Back New portal animation and texture More work into the game’s internal structure improvement. Mostly concerning conditions this time around."}, {"post_id": 37822, "ts": "2026-07-30T19:31:58Z", "hours": 0.3494, "text": "A new portal texture👀"}, {"post_id": 37530, "ts": "2026-07-30T10:38:55Z", "hours": 1.9533, "text": "Devlog #6 - Higher definition textures and updated tooltip. Hello! A quick update focused on visuals. (If you want to know about Board-Like, check out Devlog #0) Changelog: Higher definition textures for the dice button and stat bars Randomize card is now called Rainbow Paint Randomize card has a new texture Tooltip’s border changes color depending on the type of object the cursor is hovering over Tooltip’s text is now centered Tooltip now also works when you hover over other player’s cards on stat bars."}, {"post_id": 36415, "ts": "2026-07-28T15:00:48Z", "hours": 3.5189, "text": "Devlog #5 - Tooltip! Hi! A pretty cool update today! Made a useful tooltip, whenever you hover over a card, a tile or even a power, a tooltip will pop-up to explain what this item does!(see attached video). Also added taxes to the game(beware the IRS) Changelog : Added: 🖱️A tooltip for cards, powers and tiles displaying their name, type and a description 🪙New card: Taxes. Everyone except you looses 1 level for each power-up and card they have.(Level can’t go below 0) Changed: 🤞Bonuses and cards now use the weight system for calculating chances to appear, similar to powers. Improved game sctructure: – 🧑💼Levels are now managed by the LevelManager node(before it was all over the place)"}, {"post_id": 36018, "ts": "2026-07-27T20:49:20Z", "hours": 4.1611, "text": "Devlog #4 Hi! Bringing another update to Board-Like. Now all tiles and power-ups have “weight”, which is their chance to appear. This allowes me to do a much more balanced game where better items appear rarer than others. Also added a new very cool tile, and a couple of power-ups, one of them being a reference to a little something😉 Changelog Added: 📄 New tile: Blank Tile . This tile is blank at the start of the round, whenever a player steps on it, it changes to the player’s color. When current round changes, the player who last stepped on Blank Tile gets an additional power-up. 🟢New power-up: Caesium-137. Player gains 1 level each time they pass through the portals(from any side)(stacking) 🎲New power-up: Another dice. Player now rolls 1 more dice(stacking) ✖️A cancel button when using certain cards Changed: Power-ups now have different weight(chance to appear): – 🦇Vampire: 20 – 🍀The Lucky Clover: 30 – 🎲Another dice: 10 – Caesium-137: 10 Tiles now have different weight(chance to appear): – ➡️Skip To Next: 40 – Level up: 40 – 🧲Magnet: 20 – 🃏Chest with cards: 20 – 📄Blank Tile: 5 🌟Choice menus(for example when choosing powers) now have a pop-up animation. 💊Fixed a lot of Sleeping Pill card related bugs."}, {"post_id": 34717, "ts": "2026-07-25T17:33:43Z", "hours": 3.5053, "text": "Devlog #3 - Screen issue fixed and a new card! Hey everyone, no updates for a little while cause i was out in Belgium to see The Odyssey in IMAX 70MM, truly a unique experience. Anyway, in this update i fixed a weird screen issue which was cutting off part of the screen on smaller displays. Here’s the full changelog: Added: New card: Sleeping Pill. You may sacrifice one level to make another player(or yourself!!!) skip their next turn. Changed: Fixed screen scaling issues Multiple small code fixes"}, {"post_id": 30272, "ts": "2026-07-17T18:22:51Z", "hours": 4.4367, "text": "Devlog#2 Heyy, alot of changes today! Finally changed the background which looks alot nicer than the previous one imo. Also added 2 and 4 player support, and an actual end to the game(tho it doesn’t sort players by their lvl yet). Changelog: Added: 🎚️Number of players slider 🎚️Number of rounds slider 🧮Round counter at the bottom left 📊Ending screen with a scoreboard 👀A neat animation and SFX when tiles appear at the beggining of every round Changed: The background is now glowing in different colors and there are scaling-up-n-down dices all over it. Now playable with 2,3 and 4 player parties! The game finally has a goal and is playable(not so much fun just yet tho, still missing 90% of power-ups and tiles. But most importantly ROUND MODIFIERS ) Included screenshots of the scoreboard, and an example of what the stat bars can look like after 5 rounds. Also a recording showcasing other changes"}, {"post_id": 30013, "ts": "2026-07-17T08:13:53Z", "hours": 2.9414, "text": "Devlog #1 - Power-ups Hello there! Today I’m bringing to life a very important part of Board-Like! Power ups. As i explained in Devlog #0, the winner of the round gets to choose one of 3 random power ups. They all have different effects and synergies.I included a little recording where you can see that all your power-ups are shown on your personal UI, or what i call them - the stat bars . Also wanted to show you some more content, so here’s the dice re-roll card! Here’s the changelog: Added: Power-up choice menu 🍀Lucky Clover power-up:all positive effect are now 15% more likely to happen 🧛Vampire: get a level-up every time you cast a negative effect on another player 🌟A subtle scale up effect on hover for cards(bottom right) and tiles(middle of the screen) Changed: 🗝️Add Card tile texture is now a chest that opens whenever someone steps on it. My next steps are gonna be changing the background because this one looks horrible, adding more cards, tiles and power-ups. If you want a detailed explanation to Board-Like you’re welcome to see Devlog#0 P.S.: You can hear Board-Like’s OST in the video"}, {"post_id": 29379, "ts": "2026-07-16T09:23:02Z", "hours": 0.3833, "text": "Devlog #0 In this post I explain what Board-Like is, it’s state right now, and most importantly what I’m planning to change and add. What’s Board-Like? Board-Like is [like excpected from the name] a rogue-like multiplayer board(style) videogame developped on Godot. The game loop idea is: Quick(1-3 minutes) turn-based rounds where players throw dice, step on tiles, use their cards(to help themselves or punish others) and gain levels The player that crosses the finish line first chooses one of 3(???) power-ups to keep through the whole game, and next round starts. The power ups can have synergies and different rarities. That’s where the “rogue-like” part comes in, every game will feel completely different depending on what power ups you and your friends choose! Well, who wins? The player with the highest level by the end of /to be determined/ rounds! You can gain levels from(but not only!) stepping on special tiles or triggering your power-ups. But it’s not that simple! Levels are very dynamic, you can(and probably will have to) lose, sacrifice or trade your levels in order to obtain even more! Try different tactics and anticipate the next rounds. Oh, and also… ROUND MODIFIERS! Cool, no? The state of the game. I started the developpement in Summer 2025, but quickly abandoned it to priorotize school(and videogames obv). Right now it looks insanely ugly, but also lacks 90% of all mentioned features above. It has 3 different working cards to use(return to start, reroll dice, and change any tile on the board to a random one), 4 tiles(tp to next tile, level up, magnet, and get a card ). No power-ups yet, round modifiers or even an end to the game. So no chaos, no fun, no game. Plans Well, there’s a lot of work to do. I am planning to add everything i mentioned in the first section, plus adding more music, making a complete visual overhaul, and the hardest for me: online multiplayer. I have never done anything with online multiplayer and that’s where i think I’ll meet the most issues. I have no idea where to start with it so if you have any tips feel free to share. Well anyway, there’s a lot to do before that. So, that’s Board-Like! See ya!(Btw the screenshot is what the game looks like rn)"}]...
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Title: Board-Like by @KIR_KOS | Stardance
Devlogs Title: Board-Like by @KIR_KOS | Stardance
Devlogs:
Devlog #0 In this post I explain what Board-Like is, it’s state right now, and most importantly what I’m planning to change and add. What’s Board-Like? Board-Like is [like excpected from the name] a rogue-like multiplayer board(style) videogame developped on Godot. The game loop idea is: Quick(1-3 minutes) turn-based rounds where players throw dice, step on tiles, use their cards(to help themselves or punish others) and gain levels The player that crosses the finish line first chooses one of 3(???) power-ups to keep through the whole game, and next round starts. The power ups can have synergies and different rarities. That’s where the “rogue-like” part comes in, every game will feel completely different depending on what power ups you and your friends choose! Well, who wins? The player with the highest level by the end of /to be determined/ rounds! You can gain levels from(but not only!) stepping on special tiles or triggering your power-ups. But it’s not that simple! Levels are very dynamic, you can(and probably will have to) lose, sacrifice or trade your levels in order to obtain even more! Try different tactics and anticipate the next rounds. Oh, and also… ROUND MODIFIERS! Cool, no? The state of the game. I started the developpement in Summer 2025, but quickly abandoned it to priorotize school(and videogames obv). Right now it looks insanely ugly, but also lacks 90% of all mentioned features above. It has 3 different working cards to use(return to start, reroll dice, and change any tile on the board to a random one), 4 tiles(tp to next tile, level up, magnet, and get a card ). No power-ups yet, round modifiers or even an end to the game. So no chaos, no fun, no game. Plans Well, there’s a lot of work to do. I am planning to add everything i mentioned in the first section, plus adding more music, making a complete visual overhaul, and the hardest for me: online multiplayer. I have never done anything with online multiplayer and that’s where i think I’ll meet the most issues. I have no idea where to start with it so if you have any tips feel free to share. Well anyway, there’s a lot to do before that. So, that’s Board-Like! See ya!(Btw the screenshot is what the game looks like rn)
Devlog #1 - Power-ups Hello there! Today I’m bringing to life a very important part of Board-Like! Power ups. As i explained in Devlog #0, the winner of the round gets to choose one of 3 random power ups. They all have different effects and synergies.I included a little recording where you can see that all your power-ups are shown on your personal UI, or what i call them - the stat bars . Also wanted to show you some more content, so here’s the dice re-roll card! Here’s the changelog: Added: Power-up choice menu 🍀Lucky Clover power-up:all positive effect are now 15% more likely to happen 🧛Vampire: get a level-up every time you cast a negative effect on another player 🌟A subtle scale up effect on hover for cards(bottom right) and tiles(middle of the screen) Changed: 🗝️Add Card tile texture is now a chest that opens whenever someone steps on it. My next steps are gonna be changing the background because this one looks horrible, adding more cards, tiles and power-ups. If you want a detailed explanation to Board-Like you’re welcome to see Devlog#0 P.S.: You can hear Board-Like’s OST in the video
Devlog#2 Heyy, alot of changes today! Finally changed the background which looks alot nicer than the previous one imo. Also added 2 and 4 player support, and an actual end to the game(tho it doesn’t sort players by their lvl yet). Changelog: Added: 🎚️Number of players slider 🎚️Number of rounds slider 🧮Round counter at the bottom left 📊Ending screen with a scoreboard 👀A neat animation and SFX when tiles appear at the beggining of every round Changed: The background is now glowing in different colors and there are scaling-up-n-down dices all over it. Now playable with 2,3 and 4 player parties! The game finally has a goal and is playable(not so much fun just yet tho, still missing 90% of power-ups and tiles. But most importantly ROUND MODIFIERS ) Included screenshots of the scoreboard, and an example of what the stat bars can look like after 5 rounds. Also a recording showcasing other changes
Devlog #3 - Screen issue fixed and a new card! Hey everyone, no updates for a little while cause i was out in Belgium to see The Odyssey in IMAX 70MM, truly a unique experience. Anyway, in this update i fixed a weird screen issue which was cutting off part of the screen on smaller displays. Here’s the full changelog: Added: New card: Sleeping Pill. You may sacrifice one level to make another player(or yourself!!!) skip their next turn. Changed: Fixed screen scaling issues Multiple small code fixes
Devlog #4 Hi! Bringing another update to Board-Like. Now all tiles and power-ups have “weight”, which is their chance to appear. This allowes me to do a much more balanced game where better items appear rarer than others. Also added a new very cool tile, and a couple of power-ups, one of them being a reference to a little something😉 Changelog Added: 📄 New tile: Blank Tile . This tile is blank at the start of the round, whenever a player steps on it, it changes to the player’s color. When current round changes, the player who last stepped on Blank Tile gets an additional power-up. 🟢New power-up: Caesium-137. Player gains 1 level each time they pass through the portals(from any side)(stacking) 🎲New power-up: Another dice. Player now rolls 1 more dice(stacking) ✖️A cancel button when using certain cards Changed: Power-ups now have different weight(chance to appear): – 🦇Vampire: 20 – 🍀The Lucky Clover: 30 – 🎲Another dice: 10 – Caesium-137: 10 Tiles now have different weight(chance to appear): – ➡️Skip To Next: 40 – Level up: 40 – 🧲Magnet: 20 – 🃏Chest with cards: 20 – 📄Blank Tile: 5 🌟Choice menus(for example when choosing powers) now have a pop-up animation. 💊Fixed a lot of Sleeping Pill card related bugs.
Devlog #5 - Tooltip! Hi! A pretty cool update today! Made a useful tooltip, whenever you hover over a card, a tile or even a power, a tooltip will pop-up to explain what this item does!(see attached video). Also added taxes to the game(beware the IRS) Changelog : Added: 🖱️A tooltip for cards, powers and tiles displaying their name, type and a description 🪙New card: Taxes. Everyone except you looses 1 level for each power-up and card they have.(Level can’t go below 0) Changed: 🤞Bonuses and cards now use the weight system for calculating chances to appear, similar to powers. Improved game sctructure: – 🧑💼Levels are now managed by the LevelManager node(before it was all over the place)
Devlog #6 - Higher definition textures and updated tooltip. Hello! A quick update focused on visuals. (If you want to know about Board-Like, check out Devlog #0) Changelog: Higher definition textures for the dice button and stat bars Randomize card is now called Rainbow Paint Randomize card has a new texture Tooltip’s border changes color depending on the type of object the cursor is hovering over Tooltip’s text is now centered Tooltip now also works when you hover over other player’s cards on stat bars.
A new portal texture👀
Devlog #7 - ARROWS! YAY! Hello everyone, worked on tiles and cards that concern arrows (the ones that make you advance or retreat). Also a bit of visual work. Check out Devlog #0 to learn about Board-Like Changelog: Added: New tile: Back. Oppositely to Next, it makes the player who stepped on it to retreat to the previous tile. Weight: 20 New card: Crossroad. Change any tile to Next or Back. Weight: 15 Changed: Completely changed the background’s palette, looks alot better imo Next got a new texture to match Back New portal animation and texture More work into the game’s internal structure improvement. Mostly concerning conditions this time around.
Devlog #8 Hi, took a little break after trying to convert some of the UI from pixel-art to vectorial graphics. (i ended up only changing the stat-bars,they look alot cleaner now). Changelog: Added: New card: Air Conditionning. Set any level condition on a tile of you choice. Changed: Changed the way conditions are set for tiles(a complete rework incoming, i want later rounds to have harsher conditions) New stat-bar texture Fixed a bug which caused the game to crash at the end of the round if multiple power-ups were given out
Devlog #9 - Tiers Changed the weight system to the tier system. Every power-up, tile and card now have their own tier which decides how often they appear. Also added a Shop tile where you can buy power-ups and cards in exchange for levels. Changelog: Added: New tile: Shop. When you step on it, a menu pops-up with 3 random card and/or power-ups for a set price(based on their tiers). Changed: Improved certain card’s textures Updated the weight-based calculation method to use the new tier system. 1 being the most common one and 5 the rarest. Higher conditions now appear in later rounds. For example in round 1 most tiles don’t require any level, but on round 5 most common condition are levels 2-3 meaning you’ll need at least these levels to access most tiles.
Devlog #10 Hi, no devlog for over a week, i got a bit tired of fixing all the bugs. But i’m back in the game and today’s devlog is mainly about VFX. Changelog Added: New power-up: Safety net. Increases minimal level by 1. New power-up: Assets. Gain 2 levels if you have 3 cards in the end of the round. Visual effect for pressing the roll button. Visual effect for stepping on tile
Devlog #11 Hello everyone! A small update mostly fixing bugs. Also added a new mechanic. Changelog: Added: When a player gets stuck in a Next-Back loop, a sound effect plays and he skips his turns until the end of the round.(Combined with the Cross Road card this can be used to set traps). Changed: Fixed a bug that caused the power-up choice menu to pop up multiple times simultaneously at the end of the round. Fixed the Shop tile not working properly Fixed a bug that caused the first player to take two turns in a row at the start of the game.
Devlog #12 Changed the roll button and added a proper anymation instead of a label changing numbers. Also made a few other tweaks and bug fixes. Added: A title on top of choice menus indicating which player is choosing Roll button animation Changed: New roll button texture Fixed the bug that caused the game to crash if a player picked a new power-up when they already have the maximum. Fixed the 6th power-up not displaying correctly Removed the label displaying the roll
MORE DICE Decided to add an animation for additional dice you can obtain through the Dice power-up(up to 6). This also fixed that bug that crashed the game when it tried to find the texture for the main die with more than 6 dots. Here’s a showcase of what it looks like with all 6 additional dice
Devlog #13 Vectorized the confirm button, looks alot nicer now. But most importantly added a debug console to ease testing. It has a bunch of commands such as add_card, set_level, etc…(see attachement)
Devlog #14 - ROUND MODIFICATORS An exciting update today! Round modificators! Now every round except the first one will have a randomely chosen round modificator which can affect your strategy while playing. Changelog : Added: Round modificator mechanic New round modificator: Action Time. No Next and Back tiles appear on the board New round modificator: Half dice. All dice rolls are divided by 2(rounded to the lower number) New round modificator: Double XP. All players gain double levels from all sources. New round modificator: No conditions. All tiles have no conditions, meaning their effects wiil be active no matter the player’s level. New debug console command: mod. It changes curent round’s modificator Changed: The tooltip will now change position when out of screen so it’s visible Fixed a bug that caused tooltip to not show up sometimes on the stat-bars for power-ups and cards. Slightly changed the confirm button and roll button’s positions
Devlog #15 Hii! Added a pause menu and settings(you can only change the volume and toggle the console on/off for now). Also there are little cogs in the background of settings instead of dice! I plan to keep expanding already existing content for a bit and then get to making online mode work
Devlog #16 Hi! I realized I unfortunetely don’t have enough time to complete my project with an online mode, so I’m gonna ship it with one-device mode only. I’ll do a couple of updates polishing the game and adding a bit of content. Fully finishing the game is gonna be done outside of Stardance later. Changelog Added: Players now can choose their nicknames and colors before the game starts New tile: Again. Anyone stepping on it throws the dice again A little crown now appears next to the winner’s nickname at the end of the game Changed: Players are now sorted by level at the scoreboard Various bug fixes
Devlog #17 - Last before shipping Hey there! No updates for a while, i decided to fix last bugs and add a bit of QoL features brefore shipping. I have been doing this for almost 2 weeks so i don’t really remember everything i did, this devlog will probably not be full. Changelog Added: New tile: Inverted shop. You can sell your items for levels Players can now set their nicknames, icons and colors before starting the game An option to go back to main menu after finishing a game instead of being softlocked on the scoreboard scene More back buttons instead of ESCAPE to improve itch.io QoL Changed: Main menu background changed to an original one instead of the one i donwloaded from the internet Music now plays in all scenes
Ships:
Board-Like Board-Like is a 2-4 player roguelike videogame where you compete with your friends to get the biggest level in a set amount of rounds. Here’s a quick description of the game loop: -Players throw dice and step on tiles giving buffs/debuffs on quick 1-3 minute rounds. They can save, sacrifice, sell their levels in orded to sabotage other players or gain more levels in the long run thanks to active cards, tiles and passive power-ups gained by the winner of the last round. After a set amount of rounds(5-20), the winner is the player with the highest level. Board-like is fun because of how many combinations you can have with multiple cards, tiles, power-ups and round modifiers making every game you play unique and interesting! You can try it out here: https://kir-kos.itch.io/board-like...
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1793148733.1780102
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1793235133.1780102
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36643
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Hexapod by @Rhett | Stardance
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Rhett
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0
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0.0
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0
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[]
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[]
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Title: Hexapod by @Rhett | Stardance
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1792630333.3939173
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1793235133.3939173
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4238
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red bull tracker by @neset | Stardance
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neset
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1
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22.29
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336
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T20:00:22Z", "hours": 22.0, "multiplier": 15.51, "payout": 336, "blessing": "neutral", "text": "this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma.", "repo": "https://github.com/nesetkab/redbull", "demo": "https://redbull.nesetk.com"}]...
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[{"post_id": 77666, "ts": "202 [{"post_id": 77666, "ts": "2026-10-07T19:35:28Z", "hours": 0.2911, "text": "bug fixes"}, {"post_id": 77399, "ts": "2026-10-06T19:58:44Z", "hours": 2.0128, "text": "ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks"}, {"post_id": 19639, "ts": "2026-07-01T00:46:56Z", "hours": 1.6789, "text": "more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi"}, {"post_id": 18904, "ts": "2026-06-30T02:59:09Z", "hours": 2.9706, "text": "im highkey across the country but wtv working on makign picker ux way better look at this yummy anim"}, {"post_id": 16070, "ts": "2026-06-26T03:45:21Z", "hours": 1.8869, "text": "working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there"}, {"post_id": 15365, "ts": "2026-06-24T23:49:42Z", "hours": 0.5797, "text": "wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world"}, {"post_id": 15160, "ts": "2026-06-24T17:02:58Z", "hours": 0.585, "text": "statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!"}, {"post_id": 13894, "ts": "2026-06-22T19:36:41Z", "hours": 2.8711, "text": "LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!"}, {"post_id": 12791, "ts": "2026-06-20T22:21:44Z", "hours": 1.43, "text": "new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!"}, {"post_id": 12279, "ts": "2026-06-20T01:40:43Z", "hours": 0.5042, "text": "havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333"}, {"post_id": 12267, "ts": "2026-06-20T01:01:09Z", "hours": 1.1347, "text": "multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!"}, {"post_id": 11668, "ts": "2026-06-19T00:38:31Z", "hours": 0.5356, "text": "added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice."}, {"post_id": 11048, "ts": "2026-06-18T02:29:21Z", "hours": 0.6739, "text": "today count works now. i wanna go eep but ill work on data analysis tmr"}, {"post_id": 11000, "ts": "2026-06-18T00:52:01Z", "hours": 1.2214, "text": "deleting works now. the beginnings of a viewer exists"}, {"post_id": 10916, "ts": "2026-06-17T21:50:28Z", "hours": 0.4422, "text": "finally added all of the red bull flavors, including the sugarfree ones"}, {"post_id": 10709, "ts": "2026-06-17T15:59:38Z", "hours": 3.16, "text": "i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats"}]...
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Title: red bull tracker by @neset | Stardance
Dev Title: red bull tracker by @neset | Stardance
Devlogs:
i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats
finally added all of the red bull flavors, including the sugarfree ones
deleting works now. the beginnings of a viewer exists
today count works now. i wanna go eep but ill work on data analysis tmr
added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice.
multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!
havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333
new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!
LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!
statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!
wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world
working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there
im highkey across the country but wtv working on makign picker ux way better look at this yummy anim
more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi
ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks
bug fixes
Ships:
this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma....
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1793148735.3318043
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1793235135.3318043
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26071
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Paint The Galaxy by @aditi1781 | Stardance
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aditi1781
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T14:41:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image.", "repo": "https://github.com/aditiahuja230-rgb/painttheuniverse", "demo": "https://aditiahuja230-rgb.github.io/painttheuniverse/index.html"}]...
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[{"post_id": 74673, "ts": "202 [{"post_id": 74673, "ts": "2026-09-27T23:35:15Z", "hours": 3.765, "text": "Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images"}]...
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Title: Paint The Galaxy by @aditi1781 | Stardance
Title: Paint The Galaxy by @aditi1781 | Stardance
Devlogs:
Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images
Ships:
Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image....
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1793148737.7111733
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1793235137.7111733
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