|
51258
|
the grass speaks by @saadandbashir | Stardance
|
saadandbashir
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the grass speaks by @saadandbashir | Starda Title: the grass speaks by @saadandbashir | Stardance...
|
1792662891.6221447
|
1793267691.6221447
|
|
28900
|
the heden H N Z by @secretx | Stardance
|
secretx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the heden H N Z by @secretx | Stardance
|
1792731286.3542426
|
1793336086.3542426
|
|
59625
|
the lahcen website by @lahcen | Stardance
|
lahcen
|
1
|
1.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T20:53:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a bare bones site with everything that i know", "repo": "https://github.com/lahcenkhmaissi/site-ig", "demo": "https://lahcenkhmaissi.github.io/site-ig/"}]...
|
[{"post_id": 66959, "ts": "202 [{"post_id": 66959, "ts": "2026-09-12T23:00:03Z", "hours": 0.2972, "text": "i fixed the problemssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 64450, "ts": "2026-09-08T20:51:58Z", "hours": 1.1208, "text": "i just finished my first ever website it’s not much but im happy with how it turned out :)"}]...
|
Title: the lahcen website by @lahcen | Stardance
Title: the lahcen website by @lahcen | Stardance
Devlogs:
i just finished my first ever website it’s not much but im happy with how it turned out :)
i fixed the problemssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!
Ships:
i made a bare bones site with everything that i know...
|
1793000965.4046323
|
1793087365.4046323
|
|
59564
|
the mini ds by @dawoodgg90 | Stardance
|
dawoodgg90
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the mini ds by @dawoodgg90 | Stardance
|
1792803297.5086617
|
1793408097.5086617
|
|
53863
|
the minirover by @Cunha | Stardance
|
Cunha
|
0
|
1.88
|
0
|
[]
|
[{"post_id": 65984, "ts": "202 [{"post_id": 65984, "ts": "2026-09-11T14:17:55Z", "hours": 0.3561, "text": "devlog 3: Long time no see. SO i went on vacation and now im back :D . so finished i revamped a new 3d model, so idk what i need to do next. The desingis way more simple and for easy aceseas aand for repairs i put some screws but i didnt put screws in the remot. i also made the remote blutoothed so you dont have to be running around the minirover. So thats it for me and the next time you seeme it might be because i finishd my project"}, {"post_id": 57233, "ts": "2026-08-29T10:30:04Z", "hours": 0.315, "text": "devlog 2. SO, i”ve done the 3d model in tinkerkad and transfered it to fusion :), its so much easier to do it in tinkercad because i got used to it and ngt fusion is sooo hard( and my projects will not be perfect but ill try my best) i”ve only doned the car and still not the controler, i will probably make the controler and finish this project and go to the next one (for those who are uestening myy time its because tinkerkad its not compadibel with hackatime so i”ve waited 18 minutes in vscode). so see you later"}, {"post_id": 56928, "ts": "2026-08-28T23:09:06Z", "hours": 0.4667, "text": "hi again. you might have seen that ichangged the name of the project name from micromobbile to minirover and thats because i change the project. So the reason that i changed the base of the project its because it will be so much easier to make it with step motor (btw big shoutout to MY GOAT @Nuno for the idea and ythe suport pls o se hi amazing projects) SO, talking about the minirover i finished the code and its correct and il try to make the 3d base in fusion or tinkercad. thats all thx for reading this devlog godbye see you tomoow or today depending on the time zone"}, {"post_id": 55628, "ts": "2026-08-27T16:19:32Z", "hours": 0.7386, "text": "devlog 1 for the micromobile. Hi my name is cunha and im making a project about my favorite sensor the microservo and transforming it in to a car, for my first day i desided to make the code in vs code and made it in irl to test it. I had a tiny prototype from along timre ago and i changed to 2 joystick controle 4 microservos but the problem is tha you have to control it diagonaly the 2 joysticks to controle the microservos at the same time ill see if I can change it to only need to controle them vertecli Idk if i can make proguess or post a devlog tomorrow about the 3d part in fusion so for now good by and for those who read this thank you for reading my first devlog of my first project :D"}]...
|
Title: the minirover by @Cunha | Stardance
Devlog Title: the minirover by @Cunha | Stardance
Devlogs:
devlog 1 for the micromobile. Hi my name is cunha and im making a project about my favorite sensor the microservo and transforming it in to a car, for my first day i desided to make the code in vs code and made it in irl to test it. I had a tiny prototype from along timre ago and i changed to 2 joystick controle 4 microservos but the problem is tha you have to control it diagonaly the 2 joysticks to controle the microservos at the same time ill see if I can change it to only need to controle them vertecli Idk if i can make proguess or post a devlog tomorrow about the 3d part in fusion so for now good by and for those who read this thank you for reading my first devlog of my first project :D
hi again. you might have seen that ichangged the name of the project name from micromobbile to minirover and thats because i change the project. So the reason that i changed the base of the project its because it will be so much easier to make it with step motor (btw big shoutout to MY GOAT @Nuno for the idea and ythe suport pls o se hi amazing projects) SO, talking about the minirover i finished the code and its correct and il try to make the 3d base in fusion or tinkercad. thats all thx for reading this devlog godbye see you tomoow or today depending on the time zone
devlog 2. SO, i”ve done the 3d model in tinkerkad and transfered it to fusion :), its so much easier to do it in tinkercad because i got used to it and ngt fusion is sooo hard( and my projects will not be perfect but ill try my best) i”ve only doned the car and still not the controler, i will probably make the controler and finish this project and go to the next one (for those who are uestening myy time its because tinkerkad its not compadibel with hackatime so i”ve waited 18 minutes in vscode). so see you later
devlog 3: Long time no see. SO i went on vacation and now im back :D . so finished i revamped a new 3d model, so idk what i need to do next. The desingis way more simple and for easy aceseas aand for repairs i put some screws but i didnt put screws in the remot. i also made the remote blutoothed so you dont have to be running around the minirover. So thats it for me and the next time you seeme it might be because i finishd my project...
|
1792767118.81263
|
1793371918.81263
|
|
69808
|
the nothing tab by @seiafunayama | Stardance
|
seiafunayama
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T00:42:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well", "repo": "https://github.com/seia00/nothingtab", "demo": "https://nothingtab.vercel.app"}]...
|
[{"post_id": 80071, "ts": "202 [{"post_id": 80071, "ts": "2026-10-16T04:47:40Z", "hours": 1.6525, "text": "FIRST DEVLOG, introducing the nothingtab1"}]...
|
Title: the nothing tab by @seiafunayama | Stardanc Title: the nothing tab by @seiafunayama | Stardance
Devlogs:
FIRST DEVLOG, introducing the nothingtab1
Ships:
im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well...
|
1793008358.5498178
|
1793094758.5498178
|
|
44391
|
the nug by @meshmash | Stardance
|
meshmash
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the nug by @meshmash | Stardance
|
1792583534.1409888
|
1793188334.1409888
|
|
59961
|
the olden days by @spookyspo_ons | Stardance
|
spookyspo_ons
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the olden days by @spookyspo_ons | Stardanc Title: the olden days by @spookyspo_ons | Stardance...
|
1793030011.3065493
|
1793634811.3065493
|
|
68937
|
the pad by @Arham_pro | Stardance
|
Arham_pro
|
0
|
1.27
|
0
|
[]
|
[{"post_id": 79511, "ts": "202 [{"post_id": 79511, "ts": "2026-10-14T11:34:44Z", "hours": 1.2669, "text": "makingt the hackpad"}]...
|
Title: the pad by @Arham_pro | Stardance
Devlogs: Title: the pad by @Arham_pro | Stardance
Devlogs:
makingt the hackpad...
|
1792475465.7926702
|
1793080265.7926702
|
|
783
|
the pork update by @egg_splats | Stardance
|
egg_splats
|
0
|
16.94
|
0
|
[]
|
[{"post_id": 40266, "ts": "202 [{"post_id": 40266, "ts": "2026-08-03T17:59:42Z", "hours": 0.4353, "text": "hey guys im back from outpost had loads of fun but now i actually gotta finish ts i ported over my pork block to 1.21.11 not much else there is to say tbh yeah anyways now im gonna focus on making the entity n shi i also tried making a custom sound to play after drinking the bottle of fat but the function that does the sound needs a holder of a soundevent for some reason instead of a regular sound event idk"}, {"post_id": 28078, "ts": "2026-07-14T03:23:30Z", "hours": 1.3464, "text": "porting to 1.21.11 - part 2 today i ported over my effects to 1.21.11 im also making this devlog on the way to outpost lmao as of writing im in PHX airport waiting for my flights to san francisco i did a small overhaul of the Feel Full effect, changing the name to Feelin' Full and making it more of a healing/survivability effect at the trade off of speed, rather than speed related buffs cuz it makes more sense that way tbh the leg cramp effect is still the exact same tho lol ( but now 1.21.11 has a new attribute that allows me to change the fall damage requirement which is pretty funny)"}, {"post_id": 24548, "ts": "2026-07-08T05:40:44Z", "hours": 4.9822, "text": "porting to 1.21.11 - part 1 today i ported my mod over to 1.21.11 since apparently fabric docs don’t have an entity section for any other version other than this and 26.1.2 i was highkey having a skill issue trying to figure out how to make entities in 1.21.1 since no fabric docs + kaupenjoe’s tutorials being in an entirely different format + no open source mods in 1.21.1 fabric that i know of tbh porting to 1.21.11 also means more recent updates (specifically spears), which means that more of my regular friends who aren’t hardcore modders can enjoy both modern vanilla and my dumb mod i decided to split my porting process over multiple devlogs cuz im tired rn and i wanna publish something now, so i started off with my items and made a short list of features that need to be ported after updating gradle to the recommended version for 1.21.11, i went into my mod and replaced my code this was also where i found out that 1.21.11 just has more features imo compared to 1.21.1, so ill probably be using this version more often i also decided to take a crack at tooltips again (and they actually worked wow they look so cool!!!!!!!!)"}, {"post_id": 19671, "ts": "2026-07-01T01:37:55Z", "hours": 1.2053, "text": "hey guys im back from fallout reviews and pendant locking in and procrastination and what not anyways time to get back into this today i decided to add textures to the pork block i made. the original meme just used stripped cherry wood as the “texture”, so i pretty much did the same but added extra details to make it look more porky in a sense (fat streaks and dark spots specifically) after that, i made a bottle of fat item which i came up with in the shower. i initially wanted it to be crafted in a brewing stand, but then i found out that its reserved for potions (which i could do, maybe later lol) the bottle of fat serves as an alternative to honeycombs in the candle crafting recipe, since honeycombs are annoying to get in bulk for building imo i also dug around the source code for minecraft and added the honey bottle sounds and animation to the item, which makes this item horrible to use lmao to do list: pork licker mob, make it hostile and spawn when the pork block is broken pork licker boss drops slop bowl funny haha achievements"}, {"post_id": 9718, "ts": "2026-06-16T04:19:01Z", "hours": 3.9064, "text": "this mod is not serious bro 💔 today i added two new effects called Feel Full and Leg Cramp Feel Full is a minor buff in speed stats and health given by the breakfast item from before, while leg cramp is an evil ass near-instant death effect given by (soon to be) pork licker mobs. to make these effects i started off with the fabric docs tutorial, but then moved onto the minecraft source to figure out how they did the stat buffs for effects like speed and haste. once i understood how mojang implemented them, i added them to my mod, making each effect a combination of vanilla effects/attributes (which strangely includes gravity and fall damage) judging by the icons and death message i had way too much fun making these lmao i also added a pork block that doesnt do anything as of now but yeah (texture not made yet)"}, {"post_id": 8524, "ts": "2026-06-14T05:30:36Z", "hours": 2.7069, "text": "i added a cleaver item initially i wanted this item to be an ingredient in crafting bacon and other food items, but i couldn’t get it to preserve when crafting like a milk bucket. although i did look inside the minecraft source and use .craftRemainder(), setting the result to the item results in the cleaver still destroying itself. maybe i’ll try to experiment with some off hand right clicking, but thats for later (its 1:28 am at writing) the cleaver also functions as an iron sword variant, having faster attack speed with lower damage (4 damage with 2 speed)"}, {"post_id": 7158, "ts": "2026-06-11T23:12:16Z", "hours": 1.8222, "text": "got distracted and made a bunch of food items i was lowkey kinda bored today so i decided to just add some pork related food items to the mod (and also to learn more about modding in general) so far, i’ve added raw and cooked bacon, which serve as small but fast food sources, as well as a breakfast item that gives tons of hunger and saturation in exchange for being relatively annoying to craft i also added a neat lil interaction between raw bacon and campfires, where campfires actually cook bacon faster and give more xp than smokers or furnaces since it’s more akin to frying bacon irl (and also i want an excuse for campfires being useful) i also learned about some cool features i can incorporate into my mod, such as adding rarities to color item names and making my breakfast item return the bowl after eating through .usingConvertsTo()"}, {"post_id": 5982, "ts": "2026-06-10T01:08:33Z", "hours": 0.54, "text": "ok i got the item working (huge thanks to @ penguinencounter on slack :D) apparently i just needed to insert the item initializer from the tutorial as an entrypoint in the .json file, since before hand the item wasnt being registered due to the file doing that not being activated or smth anyways cool picture of my item with a texture i made in like 5 seconds"}, {"post_id": 5926, "ts": "2026-06-09T22:04:22Z", "hours": 0.0, "text": "tried again at making the items work, still failed here’s the general overview of what i’m adding to the mod (might add more if my skills grow over time) i followed the tutorial in the fabric docs, but the item wouldn’t show in game even after registering the item under the ingredients creative tab"}, {"post_id": 1846, "ts": "2026-06-04T01:56:25Z", "hours": 0.0, "text": "today i tried to get an item in but failed miserably lmao (but at least i got the loader to work) this joke minecraft mod is based off of a meme i saw months ago that i couldnt get out of my head for a while so now im making it(refer to image 2) this is my first ever minecraft mod so it’ll probably be shitty but at the same time its a shitpost mod so"}]...
|
Title: the pork update by @egg_splats | Stardance
Title: the pork update by @egg_splats | Stardance
Devlogs:
today i tried to get an item in but failed miserably lmao (but at least i got the loader to work) this joke minecraft mod is based off of a meme i saw months ago that i couldnt get out of my head for a while so now im making it(refer to image 2) this is my first ever minecraft mod so it’ll probably be shitty but at the same time its a shitpost mod so
tried again at making the items work, still failed here’s the general overview of what i’m adding to the mod (might add more if my skills grow over time) i followed the tutorial in the fabric docs, but the item wouldn’t show in game even after registering the item under the ingredients creative tab
ok i got the item working (huge thanks to @ penguinencounter on slack :D) apparently i just needed to insert the item initializer from the tutorial as an entrypoint in the .json file, since before hand the item wasnt being registered due to the file doing that not being activated or smth anyways cool picture of my item with a texture i made in like 5 seconds
got distracted and made a bunch of food items i was lowkey kinda bored today so i decided to just add some pork related food items to the mod (and also to learn more about modding in general) so far, i’ve added raw and cooked bacon, which serve as small but fast food sources, as well as a breakfast item that gives tons of hunger and saturation in exchange for being relatively annoying to craft i also added a neat lil interaction between raw bacon and campfires, where campfires actually cook bacon faster and give more xp than smokers or furnaces since it’s more akin to frying bacon irl (and also i want an excuse for campfires being useful) i also learned about some cool features i can incorporate into my mod, such as adding rarities to color item names and making my breakfast item return the bowl after eating through .usingConvertsTo()
i added a cleaver item initially i wanted this item to be an ingredient in crafting bacon and other food items, but i couldn’t get it to preserve when crafting like a milk bucket. although i did look inside the minecraft source and use .craftRemainder(), setting the result to the item results in the cleaver still destroying itself. maybe i’ll try to experiment with some off hand right clicking, but thats for later (its 1:28 am at writing) the cleaver also functions as an iron sword variant, having faster attack speed with lower damage (4 damage with 2 speed)
this mod is not serious bro 💔 today i added two new effects called Feel Full and Leg Cramp Feel Full is a minor buff in speed stats and health given by the breakfast item from before, while leg cramp is an evil ass near-instant death effect given by (soon to be) pork licker mobs. to make these effects i started off with the fabric docs tutorial, but then moved onto the minecraft source to figure out how they did the stat buffs for effects like speed and haste. once i understood how mojang implemented them, i added them to my mod, making each effect a combination of vanilla effects/attributes (which strangely includes gravity and fall damage) judging by the icons and death message i had way too much fun making these lmao i also added a pork block that doesnt do anything as of now but yeah (texture not made yet)
hey guys im back from fallout reviews and pendant locking in and procrastination and what not anyways time to get back into this today i decided to add textures to the pork block i made. the original meme just used stripped cherry wood as the “texture”, so i pretty much did the same but added extra details to make it look more porky in a sense (fat streaks and dark spots specifically) after that, i made a bottle of fat item which i came up with in the shower. i initially wanted it to be crafted in a brewing stand, but then i found out that its reserved for potions (which i could do, maybe later lol) the bottle of fat serves as an alternative to honeycombs in the candle crafting recipe, since honeycombs are annoying to get in bulk for building imo i also dug around the source code for minecraft and added the honey bottle sounds and animation to the item, which makes this item horrible to use lmao to do list: pork licker mob, make it hostile and spawn when the pork block is broken pork licker boss drops slop bowl funny haha achievements
porting to 1.21.11 - part 1 today i ported my mod over to 1.21.11 since apparently fabric docs don’t have an entity section for any other version other than this and 26.1.2 i was highkey having a skill issue trying to figure out how to make entities in 1.21.1 since no fabric docs + kaupenjoe’s tutorials being in an entirely different format + no open source mods in 1.21.1 fabric that i know of tbh porting to 1.21.11 also means more recent updates (specifically spears), which means that more of my regular friends who aren’t hardcore modders can enjoy both modern vanilla and my dumb mod i decided to split my porting process over multiple devlogs cuz im tired rn and i wanna publish something now, so i started off with my items and made a short list of features that need to be ported after updating gradle to the recommended version for 1.21.11, i went into my mod and replaced my code this was also where i found out that 1.21.11 just has more features imo compared to 1.21.1, so ill probably be using this version more often i also decided to take a crack at tooltips again (and they actually worked wow they look so cool!!!!!!!!)
porting to 1.21.11 - part 2 today i ported over my effects to 1.21.11 im also making this devlog on the way to outpost lmao as of writing im in PHX airport waiting for my flights to san francisco i did a small overhaul of the Feel Full effect, changing the name to Feelin' Full and making it more of a healing/survivability effect at the trade off of speed, rather than speed related buffs cuz it makes more sense that way tbh the leg cramp effect is still the exact same tho lol ( but now 1.21.11 has a new attribute that allows me to change the fall damage requirement which is pretty funny)
hey guys im back from outpost had loads of fun but now i actually gotta finish ts i ported over my pork block to 1.21.11 not much else there is to say tbh yeah anyways now im gonna focus on making the entity n shi i also tried making a custom sound to play after drinking the bottle of fat but the function that does the sound needs a holder of a soundevent for some reason instead of a regular sound event idk...
|
1792601313.1895173
|
1793206113.1895173
|
|
61232
|
the project by @Infernodemon | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the project by @Infernodemon | Stardance
|
1793040468.6722941
|
1793645268.6722941
|
|
61233
|
the project by @Infernodemon | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the project by @Infernodemon | Stardance
|
1793040469.5706532
|
1793645269.5706532
|
|
860
|
the rising star by @Richard | Stardance
|
Richard
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the rising star by @Richard | Stardance
|
1792806670.3361459
|
1793411470.3361459
|
|
11520
|
the rocket shooter by @zhirkopro115 | Stardance
|
zhirkopro115
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the rocket shooter by @zhirkopro115 | Stard Title: the rocket shooter by @zhirkopro115 | Stardance...
|
1792594403.9119406
|
1793199203.9119406
|
|
5943
|
the rocket simulator by @notlocbug | Stardance
|
notlocbug
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the rocket simulator by @notlocbug | Starda Title: the rocket simulator by @notlocbug | Stardance...
|
1792504310.4880755
|
1793109110.4880755
|
|
7758
|
the rude slack bot by @shivank | Stardance
|
shivank
|
1
|
16.44
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T10:13:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack, but which can respond to you. You can make your good mood into something different. It’s response. Can be anywhere from funny to annoying. Good luck.", "repo": "https://github.com/ShivankVibes/rude-slack-bot-tempilate", "demo": "https://hackclub.enterprise.slack.com/archives/D0B8KPXM3HP"}]...
|
[{"post_id": 9720, "ts": "2026 [{"post_id": 9720, "ts": "2026-06-16T04:23:58Z", "hours": 15.4383, "text": "Added fall backs in case of the Gemini reply failing and added Easter eggs"}, {"post_id": 2657, "ts": "2026-06-05T10:12:20Z", "hours": 0.3508, "text": "a rude slack bot, how is the poster?"}, {"post_id": 2649, "ts": "2026-06-05T09:45:01Z", "hours": 0.9972, "text": "the “kindest” slack bot on earth"}]...
|
Title: the rude slack bot by @shivank | Stardance
Title: the rude slack bot by @shivank | Stardance
Devlogs:
the “kindest” slack bot on earth
a rude slack bot, how is the poster?
Added fall backs in case of the Gemini reply failing and added Easter eggs
Ships:
I made a Slack, but which can respond to you. You can make your good mood into something different. It’s response. Can be anywhere from funny to annoying. Good luck....
|
1793091151.6211393
|
1793177551.6211393
|
|
25384
|
the sattelite tracker by @incodingwetrust | Starda the sattelite tracker by @incodingwetrust | Stardance...
|
incodingwetrust
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the sattelite tracker by @incodingwetrust | Title: the sattelite tracker by @incodingwetrust | Stardance...
|
1792565258.2851062
|
1793170058.2851062
|
|
70515
|
the screen that is kinda a clock by @Arham_pro | S the screen that is kinda a clock by @Arham_pro | Stardance...
|
Arham_pro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the screen that is kinda a clock by @Arham_ Title: the screen that is kinda a clock by @Arham_pro | Stardance...
|
1793033236.324694
|
1793897236.324694
|
|
58223
|
the servo dancing project by @Mukund_Zolgikar | St the servo dancing project by @Mukund_Zolgikar | Stardance...
|
Mukund_Zolgikar
|
0
|
0.29
|
0
|
[]
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[{"post_id": 62719, "ts": "202 [{"post_id": 62719, "ts": "2026-09-06T06:52:28Z", "hours": 0.2872, "text": "i am making a servo dancing and led dancing simulator for my entertainment when i am bore"}]...
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Title: the servo dancing project by @Mukund_Zolgik Title: the servo dancing project by @Mukund_Zolgikar | Stardance
Devlogs:
i am making a servo dancing and led dancing simulator for my entertainment when i am bore...
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1792741933.515664
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1793346733.515664
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640
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the slacking-off bot by @Monstermoy | Stardance
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Monstermoy
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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: the slacking-off bot by @Monstermoy | Stard Title: the slacking-off bot by @Monstermoy | Stardance...
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1792662843.6575456
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1793267643.6575456
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64223
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the solar by @fita | Stardance
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fita
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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: the solar by @fita | Stardance
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1793058798.3098679
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1793663598.3098679
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39604
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the start of the robot by @paubacarditanda | Stard the start of the robot by @paubacarditanda | Stardance...
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paubacarditanda
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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: the start of the robot by @paubacarditanda Title: the start of the robot by @paubacarditanda | Stardance...
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1792662525.7909653
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1793267325.7909653
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68681
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the stupidest website OAT by @stellenium | Stardan the stupidest website OAT by @stellenium | Stardance...
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stellenium
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0
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51.63
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0
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[]
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[{"post_id": 77940, "ts": "202 [{"post_id": 77940, "ts": "2026-10-08T21:10:49Z", "hours": 51.6322, "text": "test devlog"}]...
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Title: the stupidest website OAT by @stellenium | Title: the stupidest website OAT by @stellenium | Stardance
Devlogs:
test devlog...
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1793123574.3718257
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1793728374.3718257
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35677
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the thing by @BigJuice | Stardance
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BigJuice
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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: the thing by @BigJuice | Stardance
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1792641046.605633
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1793245846.605633
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57208
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the thing by @rizz | Stardance
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rizz
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1
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11.93
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T14:05:06Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I Made I made Toolbox , a small website where people can find useful everyday tools in one place. It includes a focus timer, task list, notes, password generator, unit converter, customs calculator, color picker, calculator, random picker, and habit tracker. I also added a hand drawn style, pastel colours, dark mode, local saving, breadcrumbs, loading animations, keyboard support, and an interactive 3D background with floating shapes and particle effects. What Was Challenging The hardest part was making the website look interesting without making it difficult to use. I tried several different styles before finding the current hand drawn and colourful look. Adding the 3D background was also challenging because it needed to feel alive while keeping the text and tools easy to see. Another difficult part was making all the tools work properly inside the same modal system. Each tool needed its own controls, buttons, results, reset behavior, and error handling. The breadcrumb navigation and deep links were also challenging. I wanted users to be able to open a specific tool directly and still use the browser back button normally. Dark mode took more work than expected too. Changing only the background colour looked bad, so I had to adjust the cards, text, borders, shadows, forms, and 3D background separately. What I Am Proud Of I am proud that Toolbox is not just a design mockup. The tools actually work. You can add tasks, write notes, generate passwords, convert values, calculate numbers, choose random options, and track habits. Notes, tasks, habits, and theme settings can also be saved in the browser. I am especially proud of the 3D background because I built it with a canvas instead of relying on a large 3D library. It reacts to the mouse, moves objects through depth, and creates particles when the page is clicked. I am also proud of the small accessibility details. The cards, icons, and arrows can be opened with the keyboard. Modals can be closed with Escape, and the site has reduced motion support. What People Should Know Before Testing The project currently works without an account or backend. Tasks, notes, habits, and theme settings are saved only in the browser being used. If browser storage is cleared, that information will disappear. The data will not automatically appear on another device. Authentication and cloud sync are planned but are not active yet. The customs calculator is only a rough estimate using simple example rates. It should not be used as official tax or customs advice. To test the project, try these things: Open a tool card. Click the icon on a card. Click the arrow on a card. Open a card with Enter or Space. Close a modal with Escape. Try the “See the tools” button. Switch between light mode and dark mode. Add and complete a task. Write a note, reload the page, and check if it stayed saved. Mark a few days in the habit tracker. Open a calculator directly with ?tool=calculator . Open a tool and use the browser back button. Move the mouse around the 3D background. Click the page and watch the particle effect. For the best test, run the project with a local server: python3 -m http.server 8000", "repo": "https://github.com/STEVEALEX-source/bleh", "demo": "https://stevealex-source.github.io/bleh/"}]...
|
[{"post_id": 80124, "ts": "202 [{"post_id": 80124, "ts": "2026-10-16T09:25:02Z", "hours": 2.6553, "text": "added new stuff and made it into a proper webos with all the features"}, {"post_id": 70060, "ts": "2026-09-18T11:25:41Z", "hours": 1.2719, "text": "changed the UI cuz it got flagged as AI even tho i didn’t use Ai"}, {"post_id": 68063, "ts": "2026-09-14T13:38:02Z", "hours": 3.0397, "text": "Devlog 08 — Current state and the next backend stepToolbox now combines a pastel hand-drawn interface, ten working browser tools, skeleton loading states, breadcrumb navigation, deep links, local persistence, and an interactive 3D canvas background.The current app works as a static frontend. Tasks, notes, habits, and theme preferences stay in browser storage. No account is required for the existing version.Supabase was selected as the planned backend for the next stage. The intended implementation is email authentication, user-owned records, row-level security, cloud sync, offline fallback, and migration from local storage after sign-in.That backend work has not been faked or partially hidden in the frontend. It still needs a Supabase project URL, public anon key, database schema, and security policies before it can be connected safely.The current deployable project contains index.html, style.css, script.js, and 404.html. The frontend can be deployed now, while authentication and synchronization remain the next planned milestone."}, {"post_id": 65759, "ts": "2026-09-11T03:25:29Z", "hours": 2.2308, "text": "so aghh i have rewrote the code and added some more options but i accidentally deleted my Os cuz i tried to play val by dual booting ahem…i lost all my files."}, {"post_id": 62934, "ts": "2026-09-06T14:09:01Z", "hours": 0.2836, "text": "Devlog 06 — Breadcrumbs, deep links, and history The site now has an actual navigation state instead of relying only on scrolling. A breadcrumb row shows the current location and a live status message. It changes between Home, Tools, and About as the user moves through the page. Hovering over a tool card reports the tool name in the status area. Opening a tool updates the URL with a query parameter such as: Plain Text /?tool=calculator This means a specific tool can be shared directly. Browser back and forward navigation also restores or closes the modal correctly. This stage made the application feel more like a small web app instead of a static collection of panels."}, {"post_id": 62216, "ts": "2026-09-05T14:04:37Z", "hours": 0.2981, "text": "Devlog 05 — Adding more tools and loading feedback I expanded Toolbox from seven tools to ten. The new tools are a basic calculator, a random picker, and a habit tracker. The calculator handles basic arithmetic, decimals, clearing, backspace, and divide-by-zero handling. The random picker accepts one option per line and chooses one result. The habit tracker stores a habit name and marks progress across the last seven days. I also added a visible skeleton loader when opening a modal. The loading state is short, but it gives the interface a clear transition instead of making the tool appear abruptly. The habit tracker still works without an account by using local browser storage."}, {"post_id": 61358, "ts": "2026-09-04T07:23:04Z", "hours": 0.3933, "text": "Devlog 04 — Improving the tools and interaction The project then moved from visual work into interaction design. Tool cards became keyboard accessible. Users can open cards with Enter or Space, and tool icons and arrows can also be focused and activated directly. The modal now manages focus more carefully. It moves focus into the dialog when opened, locks page scrolling, closes on Escape, and returns focus to the original card after closing. The password generator was also improved to use cryptographically stronger random values instead of relying only on Math.random(). The theme toggle stores its state locally and exposes its state through aria-pressed. These changes made the site feel less like a visual experiment and more like a real usable interface."}, {"post_id": 60714, "ts": "2026-09-03T08:37:07Z", "hours": 0.8158, "text": "Devlog 03 — Adding the hand-drawn style The next pass moved Toolbox toward a hand-drawn notebook style. I added handwritten display fonts, uneven rotations, sketch borders, paper textures, dashed outlines, irregular icon shapes, and offset shadows. The goal was to make the interface feel assembled by hand rather than generated from a standard component library. The cards received small imperfections instead of perfectly symmetrical decoration. Buttons, labels, notes, and headings started using a more informal visual language. I also added reduced-motion support so the hand-drawn animation would not become a problem for users who prefer less movement. This was the point where Toolbox developed a recognisable personality."}, {"post_id": 60116, "ts": "2026-09-02T08:48:56Z", "hours": 0.3106, "text": "Devlog 02 — Reworking the visual direction The first visual direction felt too much like a generic landing page, so I rebuilt the layout around a quieter utility interface. I changed the typography, spacing, card proportions, modal layout, and responsive behavior. The hero became less promotional and more like an entry point into a small collection of tools. The copy was shortened and made more direct. Instead of trying to sell the product, the page started explaining what it actually does. The card layout became easier to scan. Each card received a number, a short description, a category label, and a clear open action. This stage established the basic visual rule for the project: the interface should feel like a useful object, not a marketing page."}, {"post_id": 59686, "ts": "2026-09-01T16:39:17Z", "hours": 0.7372, "text": "Devlog 01 — Starting with a small toolbox I started building Toolbox as a simple browser page for the little tasks that usually lead to opening five more tabs. The first version focused on three files: index.html, style.css, and script.js. The page had a hero section, a tool grid, a modal system, a theme toggle, and a few local utilities. The first tools were a focus timer, task list, notes area, password generator, unit converter, customs estimate, and color picker. The goal was deliberately small: open the page, choose a tool, finish the job, and leave. The important early decision was to keep everything client-side. Tasks and notes could use browser storage, while calculators and converters could work without a server."}]...
|
Title: the thing by @rizz | Stardance
Devlogs:
De Title: the thing by @rizz | Stardance
Devlogs:
Devlog 01 — Starting with a small toolbox I started building Toolbox as a simple browser page for the little tasks that usually lead to opening five more tabs. The first version focused on three files: index.html, style.css, and script.js. The page had a hero section, a tool grid, a modal system, a theme toggle, and a few local utilities. The first tools were a focus timer, task list, notes area, password generator, unit converter, customs estimate, and color picker. The goal was deliberately small: open the page, choose a tool, finish the job, and leave. The important early decision was to keep everything client-side. Tasks and notes could use browser storage, while calculators and converters could work without a server.
Devlog 02 — Reworking the visual direction The first visual direction felt too much like a generic landing page, so I rebuilt the layout around a quieter utility interface. I changed the typography, spacing, card proportions, modal layout, and responsive behavior. The hero became less promotional and more like an entry point into a small collection of tools. The copy was shortened and made more direct. Instead of trying to sell the product, the page started explaining what it actually does. The card layout became easier to scan. Each card received a number, a short description, a category label, and a clear open action. This stage established the basic visual rule for the project: the interface should feel like a useful object, not a marketing page.
Devlog 03 — Adding the hand-drawn style The next pass moved Toolbox toward a hand-drawn notebook style. I added handwritten display fonts, uneven rotations, sketch borders, paper textures, dashed outlines, irregular icon shapes, and offset shadows. The goal was to make the interface feel assembled by hand rather than generated from a standard component library. The cards received small imperfections instead of perfectly symmetrical decoration. Buttons, labels, notes, and headings started using a more informal visual language. I also added reduced-motion support so the hand-drawn animation would not become a problem for users who prefer less movement. This was the point where Toolbox developed a recognisable personality.
Devlog 04 — Improving the tools and interaction The project then moved from visual work into interaction design. Tool cards became keyboard accessible. Users can open cards with Enter or Space, and tool icons and arrows can also be focused and activated directly. The modal now manages focus more carefully. It moves focus into the dialog when opened, locks page scrolling, closes on Escape, and returns focus to the original card after closing. The password generator was also improved to use cryptographically stronger random values instead of relying only on Math.random(). The theme toggle stores its state locally and exposes its state through aria-pressed. These changes made the site feel less like a visual experiment and more like a real usable interface.
Devlog 05 — Adding more tools and loading feedback I expanded Toolbox from seven tools to ten. The new tools are a basic calculator, a random picker, and a habit tracker. The calculator handles basic arithmetic, decimals, clearing, backspace, and divide-by-zero handling. The random picker accepts one option per line and chooses one result. The habit tracker stores a habit name and marks progress across the last seven days. I also added a visible skeleton loader when opening a modal. The loading state is short, but it gives the interface a clear transition instead of making the tool appear abruptly. The habit tracker still works without an account by using local browser storage.
Devlog 06 — Breadcrumbs, deep links, and history The site now has an actual navigation state instead of relying only on scrolling. A breadcrumb row shows the current location and a live status message. It changes between Home, Tools, and About as the user moves through the page. Hovering over a tool card reports the tool name in the status area. Opening a tool updates the URL with a query parameter such as: Plain Text /?tool=calculator This means a specific tool can be shared directly. Browser back and forward navigation also restores or closes the modal correctly. This stage made the application feel more like a small web app instead of a static collection of panels.
so aghh i have rewrote the code and added some more options but i accidentally deleted my Os cuz i tried to play val by dual booting ahem…i lost all my files.
Devlog 08 — Current state and the next backend stepToolbox now combines a pastel hand-drawn interface, ten working browser tools, skeleton loading states, breadcrumb navigation, deep links, local persistence, and an interactive 3D canvas background.The current app works as a static frontend. Tasks, notes, habits, and theme preferences stay in browser storage. No account is required for the existing version.Supabase was selected as the planned backend for the next stage. The intended implementation is email authentication, user-owned records, row-level security, cloud sync, offline fallback, and migration from local storage after sign-in.That backend work has not been faked or partially hidden in the frontend. It still needs a Supabase project URL, public anon key, database schema, and security policies before it can be connected safely.The current deployable project contains index.html, style.css, script.js, and 404.html. The frontend can be deployed now, while authentication and synchronization remain the next planned milestone.
changed the UI cuz it got flagged as AI even tho i didn’t use Ai
added new stuff and made it into a proper webos with all the features
Ships:
What I Made I made Toolbox , a small website where people can find useful everyday tools in one place. It includes a focus timer, task list, notes, password generator, unit converter, customs calculator, color picker, calculator, random picker, and habit tracker. I also added a hand drawn style, pastel colours, dark mode, local saving, breadcrumbs, loading animations, keyboard support, and an interactive 3D background with floating shapes and particle effects. What Was Challenging The hardest part was making the website look interesting without making it difficult to use. I tried several different styles before finding the current hand drawn and colourful look. Adding the 3D background was also challenging because it needed to feel alive while keeping the text and tools easy to see. Another difficult part was making all the tools work properly inside the same modal system. Each tool needed its own controls, buttons, results, reset behavior, and error handling. The breadcrumb navigation and deep links were also challenging. I wanted users to be able to open a specific tool directly and still use the browser back button normally. Dark mode took more work than expected too. Changing only the background colour looked bad, so I had to adjust the cards, text, borders, shadows, forms, and 3D background separately. What I Am Proud Of I am proud that Toolbox is not just a design mockup. The tools actually work. You can add tasks, write notes, generate passwords, convert values, calculate numbers, choose random options, and track habits. Notes, tasks, habits, and theme settings can also be saved in the browser. I am especially proud of the 3D background because I built it with a canvas instead of relying on a large 3D library. It reacts to the mouse, moves objects through depth, and creates particles when the page is clicked. I am also proud of the small accessibility details. The cards, icons, and arrows can be opened with the keyboard. Modals can be closed with Escape, and the site has reduced motion support. What People Should Know Before Testing The project currently works without an account or backend. Tasks, notes, habits, and theme settings are saved only in the browser being used. If browser storage is cleared, that information will disappear. The data will not automatically appear on another device. Authentication and cloud sync are planned but are not active yet. The customs calculator is only a rough estimate using simple example rates. It should not be used as official tax or customs advice. To test the project, try these things: Open a tool card. Click the icon on a card. Click the arrow on a card. Open a card with Enter or Space. Close a modal with Escape. Try the “See the tools” button. Switch between light mode and dark mode. Add and complete a task. Write a note, reload the page, and check if it stayed saved. Mark a few days in the habit tracker. Open a calculator directly with ?tool=calculator . Open a tool and use the browser back button. Move the mouse around the 3D background. Click the page and watch the particle effect. For the best test, run the project with a local server: python3 -m http.server 8000...
|
1793004951.5803804
|
1793091351.5803804
|
|
63299
|
the thinker by @boredchef | Stardance
|
boredchef
|
0
|
10.13
|
0
|
[]
|
[{"post_id": 77729, "ts": "202 [{"post_id": 77729, "ts": "2026-10-08T03:19:47Z", "hours": 4.7036, "text": "after letting my breadboard project sit on my desk for the past week or so i decided to try and finish up the project because all i had to do was finish up the firmware. to write the firmware what i did was figure out how to handle multiple buttons, then with those buttons i used an enum to be able to check or change what the alarm’s state was from set time, set alarm, ringing or normal. something i thought was going to be challenging was handling multiple buttons but it ended up being sort of similar to one button except now it just had an index to check for in the buttonstate and button pin. now for next time i will will need to work on the display code once i actually get my hands on the components since all i had was my 3 pushbuttons, rotary encoder and buzzer to test with my arduino mega. i cannot wait to see how my pcb will look like irl!"}, {"post_id": 73861, "ts": "2026-09-26T06:31:37Z", "hours": 0.3708, "text": "today the only time i had to code was when i got home at around 10 but now I am here and I decided to get on my computer to work on the firmware for my alarm clock. since i don’t have an esp32 yet or the actual display, i decided to go with good ol serial print and use my arduino mega to debug the components i had at hand. i wired a rotary encoder to the arduino mega and had to lookup the pinout for it but it was sort of similar to the one i had in my PCB schematic. it was pretty fun once i uploaded the code because i was able to see the values go crazy in the serial monitor. then i i figured out a basic way to make the current time comparing millis to the last millis and then adding a second and boom we have time which i will use to compare to the alarm time. the position in the rotary encoder will be used to add/subtract when setting alarm/current time. i am very glad i got this out of the way!"}, {"post_id": 72992, "ts": "2026-09-24T05:49:40Z", "hours": 0.8794, "text": "Locked in and finished up the cad in Onshape. First I made sure to fix up the extrudes/sketches since they looked off and intersected with each other which made me think it was not ok so I fixed that up, then I added the holes and some fillets as well as changing the color up. This took me more like 30ish minutes to do as I would repeat something twice before I actually got it to work. I’m really starting to get the hang of sketching something then extruding it to add shapes to my design."}, {"post_id": 72953, "ts": "2026-09-24T03:18:22Z", "hours": 2.4311, "text": "I spent a lot of time yesterday trying to design the rough draft of my case in Onshape. It was really difficult at first to figure out some of the tools but then I got the hang of it like the sketching corner rectangles and center circles. The dimension tool made it really easy though to make sure things were the right tolerance etc. I think I will take some more time to finish up the design since it still some work. I also spent some time adding a rotary encoder to the pcb because I think it would be easier to use a knob to set the clock time than spamming the keyswitch 😄 Adding the rotary encoder was fairly easy as it only uses 3 pins from what I remember and I used labels to make a cleaner schematic"}, {"post_id": 70438, "ts": "2026-09-19T06:02:53Z", "hours": 1.7436, "text": "I routed my alarm clock components in KiCad which was pretty easy to to do and I fixed up the 3D models that didn’t show up at first in the 3D viewer such as the ESP32 and the keyswitches. I really enjoyed organizing the things because it made me think about how they should all connect and it helped me understand how it’ll work. I think next time I will edit the pcb a little bit more actually to have round corners."}]...
|
Title: the thinker by @boredchef | Stardance
Devl Title: the thinker by @boredchef | Stardance
Devlogs:
I routed my alarm clock components in KiCad which was pretty easy to to do and I fixed up the 3D models that didn’t show up at first in the 3D viewer such as the ESP32 and the keyswitches. I really enjoyed organizing the things because it made me think about how they should all connect and it helped me understand how it’ll work. I think next time I will edit the pcb a little bit more actually to have round corners.
I spent a lot of time yesterday trying to design the rough draft of my case in Onshape. It was really difficult at first to figure out some of the tools but then I got the hang of it like the sketching corner rectangles and center circles. The dimension tool made it really easy though to make sure things were the right tolerance etc. I think I will take some more time to finish up the design since it still some work. I also spent some time adding a rotary encoder to the pcb because I think it would be easier to use a knob to set the clock time than spamming the keyswitch 😄 Adding the rotary encoder was fairly easy as it only uses 3 pins from what I remember and I used labels to make a cleaner schematic
Locked in and finished up the cad in Onshape. First I made sure to fix up the extrudes/sketches since they looked off and intersected with each other which made me think it was not ok so I fixed that up, then I added the holes and some fillets as well as changing the color up. This took me more like 30ish minutes to do as I would repeat something twice before I actually got it to work. I’m really starting to get the hang of sketching something then extruding it to add shapes to my design.
today the only time i had to code was when i got home at around 10 but now I am here and I decided to get on my computer to work on the firmware for my alarm clock. since i don’t have an esp32 yet or the actual display, i decided to go with good ol serial print and use my arduino mega to debug the components i had at hand. i wired a rotary encoder to the arduino mega and had to lookup the pinout for it but it was sort of similar to the one i had in my PCB schematic. it was pretty fun once i uploaded the code because i was able to see the values go crazy in the serial monitor. then i i figured out a basic way to make the current time comparing millis to the last millis and then adding a second and boom we have time which i will use to compare to the alarm time. the position in the rotary encoder will be used to add/subtract when setting alarm/current time. i am very glad i got this out of the way!
after letting my breadboard project sit on my desk for the past week or so i decided to try and finish up the project because all i had to do was finish up the firmware. to write the firmware what i did was figure out how to handle multiple buttons, then with those buttons i used an enum to be able to check or change what the alarm’s state was from set time, set alarm, ringing or normal. something i thought was going to be challenging was handling multiple buttons but it ended up being sort of similar to one button except now it just had an index to check for in the buttonstate and button pin. now for next time i will will need to work on the display code once i actually get my hands on the components since all i had was my 3 pushbuttons, rotary encoder and buzzer to test with my arduino mega. i cannot wait to see how my pcb will look like irl!...
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1793051313.5280802
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1793656113.5280802
|
|
4883
|
the typescript tickler by @MetalFruit | Stardance
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MetalFruit
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0
|
14.1
|
0
|
[]
|
[{"post_id": 1786, "ts": "2026 [{"post_id": 1786, "ts": "2026-06-04T00:01:41Z", "hours": 14.0981, "text": "Providing an interface for creating families of related objects without specifying their concrete classes. Pick one factory, and every product it returns is guaranteed to belong to the same matching family. (I’m practicing writing in typescript with generic code)"}]...
|
Title: the typescript tickler by @MetalFruit | Sta Title: the typescript tickler by @MetalFruit | Stardance
Devlogs:
Providing an interface for creating families of related objects without specifying their concrete classes. Pick one factory, and every product it returns is guaranteed to belong to the same matching family. (I’m practicing writing in typescript with generic code)...
|
1792518578.0004063
|
1793123378.0004063
|
|
53436
|
the vine climber' by @Shadik | Stardance
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Shadik
|
0
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0.0
|
0
|
[]
|
[]
|
Title: the vine climber' by @Shadik | Stardanc Title: the vine climber' by @Shadik | Stardance...
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1792748915.547619
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1793353715.547619
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6767
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the viper squad chronicle by @ | Stardance
|
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0
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0.0
|
0
|
[]
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[]
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Title: the viper squad chronicle by @ | Stardance
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1792587067.9925182
|
1793191867.9925182
|
|
42742
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the walnut initiative by @shouryasharan27 | Starda the walnut initiative by @shouryasharan27 | Stardance...
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shouryasharan27
|
0
|
1.04
|
0
|
[]
|
[{"post_id": 69189, "ts": "202 [{"post_id": 69189, "ts": "2026-09-16T15:49:20Z", "hours": 0.5153, "text": "some more additions"}, {"post_id": 40888, "ts": "2026-08-04T18:08:45Z", "hours": 0.5283, "text": "a website for the organisation i work with"}]...
|
Title: the walnut initiative by @shouryasharan27 | Title: the walnut initiative by @shouryasharan27 | Stardance
Devlogs:
a website for the organisation i work with
some more additions...
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1792522097.0452693
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1793126897.0452693
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15256
|
the way to teal(just kill) by @love | Stardance
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love
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2
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60.67
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877
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T00:30:44Z", "hours": 23.0, "multiplier": 18.83, "payout": 413, "blessing": "neutral", "text": "this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"ship_num": 2, "ts": "2026-06-21T13:09:47Z", "hours": 25.0, "multiplier": 18.23, "payout": 464, "blessing": "neutral", "text": "i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}]...
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[{"post_id": 31312, "ts": "202 [{"post_id": 31312, "ts": "2026-07-19T16:42:06Z", "hours": 4.2094, "text": "DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE"}, {"post_id": 30937, "ts": "2026-07-18T22:54:39Z", "hours": 8.4639, "text": "DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs"}, {"post_id": 28633, "ts": "2026-07-15T00:29:18Z", "hours": 1.1447, "text": "mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!"}, {"post_id": 28494, "ts": "2026-07-14T19:34:05Z", "hours": 5.3678, "text": "DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality"}, {"post_id": 26518, "ts": "2026-07-11T11:21:23Z", "hours": 5.4061, "text": "DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss"}, {"post_id": 17327, "ts": "2026-06-28T02:11:05Z", "hours": 11.3172, "text": "DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff"}, {"post_id": 13096, "ts": "2026-06-21T13:00:34Z", "hours": 2.7217, "text": "DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 12239, "ts": "2026-06-19T23:54:55Z", "hours": 4.3089, "text": "DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after"}, {"post_id": 11305, "ts": "2026-06-18T14:29:13Z", "hours": 0.5894, "text": "THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D"}, {"post_id": 10797, "ts": "2026-06-17T18:26:42Z", "hours": 2.7661, "text": "DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!"}, {"post_id": 10574, "ts": "2026-06-17T11:42:16Z", "hours": 1.5328, "text": "DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)"}, {"post_id": 9462, "ts": "2026-06-15T20:27:16Z", "hours": 1.6878, "text": "DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == \"chase\" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == \"attack\": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload(\"res://Particles/enemyExplode.tscn\") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = \"idle\" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game"}, {"post_id": 9354, "ts": "2026-06-15T18:10:19Z", "hours": 2.9417, "text": "DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early"}, {"post_id": 8257, "ts": "2026-06-13T18:56:58Z", "hours": 1.4006, "text": "DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 8086, "ts": "2026-06-13T14:35:14Z", "hours": 2.2019, "text": "DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 7998, "ts": "2026-06-13T10:48:12Z", "hours": 1.0583, "text": "DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T"}, {"post_id": 7964, "ts": "2026-06-13T09:10:34Z", "hours": 0.4461, "text": "mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)"}, {"post_id": 7754, "ts": "2026-06-12T23:03:36Z", "hours": 0.6658, "text": "DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game"}, {"post_id": 7503, "ts": "2026-06-12T14:46:54Z", "hours": 1.8969, "text": "DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt"}, {"post_id": 7442, "ts": "2026-06-12T12:05:00Z", "hours": 0.9031, "text": "DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```"}, {"post_id": 7416, "ts": "2026-06-12T10:55:30Z", "hours": 0.325, "text": "devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands"}]...
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Title: the way to teal(just kill) by @love | Stard Title: the way to teal(just kill) by @love | Stardance
Devlogs:
devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands
DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```
DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt
DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game
mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)
DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T
DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early
DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == "chase" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == "attack": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload("res://Particles/enemyExplode.tscn") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = "idle" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game
DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)
DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!
THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D
DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after
DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff
DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss
DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality
mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!
DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs
DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE
Ships:
i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!
this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T03:17:47Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an interactive website full of fun moments of joy. the hardest part of this project was getting the website to work well with the aesthetics and design, and also getting the color swatches to work. when testing my project. I’m overall very happy with this project and It definitely my favourite project I’ve made yet! I hope you enjoy it as much as I do!! enjoy!!", "repo": "https://github.com/gamingwithjulesk-blip/joy.com", "demo": ""}]...
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[{"post_id": 19704, "ts": "202 [{"post_id": 19704, "ts": "2026-07-01T03:09:08Z", "hours": 0.8558, "text": "added another feature"}, {"post_id": 9265, "ts": "2026-06-15T15:39:57Z", "hours": 2.5347, "text": "AGHHHHHHH IT FINALLY WORKS!!!!!!!!!!!! I am so happy! that took so many tries lol . I decided to go for a pastel rainbow moth theme cause I love moths and rainbows and I thought it would be cute and calming."}, {"post_id": 6518, "ts": "2026-06-10T23:20:23Z", "hours": 5.1753, "text": "in the last five hours I have finished almost all of the code for the website, tried running the site for the first time (the entire thing crashed immediately), debuged and tried again…twice, began working on the web design, ran it again, made two whole new fetures which brought me back to square one with the whole crashing issue, and now I’m writing this while crashing out on my bed. so a pretty productive 5 hours if you ask me. I also am trying to decide what ascetic I wanna make the website…I’m thinking whimsical maybe moth themed? I’m open to any suggestions"}, {"post_id": 3256, "ts": "2026-06-06T03:10:13Z", "hours": 3.1036, "text": "I’ve finished most of the base code for the main features and image uploading software now I’m going to work on expanding the data base for the generation options, and the actual website designing part! wish me luck!"}, {"post_id": 1254, "ts": "2026-06-03T03:36:25Z", "hours": 1.1122, "text": "today I spent a full hour writing and re writhing the same lines of code 17 times and the problem is not even fixed yet. my brain is officially mush."}, {"post_id": 559, "ts": "2026-06-02T01:41:52Z", "hours": 0.4092, "text": "today I started the noble journey of making joy.com. joy.com is the cosiest corner of the internet, having everything from free colouring pages designed by me, to daily affirmations. joy.com is a place for kindness, love, and cozy entertainment, no matter who you are."}]...
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Title: the world of moths by @julesthecrow | Stard Title: the world of moths by @julesthecrow | Stardance
Devlogs:
today I started the noble journey of making joy.com. joy.com is the cosiest corner of the internet, having everything from free colouring pages designed by me, to daily affirmations. joy.com is a place for kindness, love, and cozy entertainment, no matter who you are.
today I spent a full hour writing and re writhing the same lines of code 17 times and the problem is not even fixed yet. my brain is officially mush.
I’ve finished most of the base code for the main features and image uploading software now I’m going to work on expanding the data base for the generation options, and the actual website designing part! wish me luck!
in the last five hours I have finished almost all of the code for the website, tried running the site for the first time (the entire thing crashed immediately), debuged and tried again…twice, began working on the web design, ran it again, made two whole new fetures which brought me back to square one with the whole crashing issue, and now I’m writing this while crashing out on my bed. so a pretty productive 5 hours if you ask me. I also am trying to decide what ascetic I wanna make the website…I’m thinking whimsical maybe moth themed? I’m open to any suggestions
AGHHHHHHH IT FINALLY WORKS!!!!!!!!!!!! I am so happy! that took so many tries lol . I decided to go for a pastel rainbow moth theme cause I love moths and rainbows and I thought it would be cute and calming.
added another feature
Ships:
I made an interactive website full of fun moments of joy. the hardest part of this project was getting the website to work well with the aesthetics and design, and also getting the color swatches to work. when testing my project. I’m overall very happy with this project and It definitely my favourite project I’ve made yet! I hope you enjoy it as much as I do!! enjoy!!...
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Title: the worst webos by @maxel347 | Stardance
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[]
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Title: the-os by @mystyy | Stardance
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1792604921.6591897
|
1793209721.6591897
|
|
69490
|
theChosen0ne by @theChosen0ne | Stardance
|
theChosen0ne
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: theChosen0ne by @theChosen0ne | Stardance
|
1792857047.6644025
|
1793721047.6644025
|
|
7797
|
the_back by @raviiiibro | Stardance
|
raviiiibro
|
0
|
0.0
|
0
|
[]
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[]
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Title: the_back by @raviiiibro | Stardance
|
1792709686.962957
|
1793314486.962957
|
|
51385
|
thenewtab by @JSnap | Stardance
|
JSnap
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thenewtab by @JSnap | Stardance
|
1792669707.1265392
|
1793274507.1265392
|
|
42064
|
theodrone by @SCAMMARAS | Stardance
|
SCAMMARAS
|
0
|
8.25
|
0
|
[]
|
[{"post_id": 49689, "ts": "202 [{"post_id": 49689, "ts": "2026-08-18T16:08:19Z", "hours": 0.8003, "text": "devlog 6 | Today i found the parts and made a BOM for them and uplaoded it to github. I also added the schematic a the pcb preview on it as well"}, {"post_id": 49187, "ts": "2026-08-17T20:32:48Z", "hours": 0.5411, "text": "Devlog 4 or 5 | So i searched and find out how to order a pcb . FIrst i though of getting my pcb from pcbway but it was way to expensive like 30 $ 5 pieces cause of the fees , so i switched to jclpcb and i think it’s less expensive atleast the site shows that it only costs 4 $ but i think it’s without the delivery fees but it’s still less expensive from pcbway as in pcbway the chips costed 5$ without the fees . I also change my pcb a little so it can be done. I am also thinking of soldering manually the pcb and i would like to know what i need in order to do so . I asked claude and it said that a soldering station and hot air with solder is enough ."}, {"post_id": 48923, "ts": "2026-08-17T14:15:59Z", "hours": 1.5347, "text": "devlog 4 | I made the pcb , but i couldn’t connect 3 pins so i decided to connected them with wires , as this first pcb will serve as the prototype and if it works i will try making adjustements so the board doesn’t need those wires . If you have any suggestions on how to wire this pcb better please comment , here is the present look of the pcb"}, {"post_id": 48466, "ts": "2026-08-16T20:23:40Z", "hours": 3.5994, "text": "Devlog 3 | I searched the internet to find a diffrent way of making a drone and i found that you can make your pcb so i started building one with the help of ai . First i made a pcb but realised it wouldn’t work as it needs a esc that costs more than my budget can handle as i trying to cut cost to nearly being only 25$. Anyway i had to restart the pcb design and i stopped after making the schematic. I would really love if there was a way of making the pcb wiring proccess faster as i find it annoying. That’s all for today . See you tommorow with new updates"}, {"post_id": 38138, "ts": "2026-07-31T11:27:52Z", "hours": 0.4, "text": "Devlog 2 | i made my Github repo and requested my funding . Hope it’ll get accepted"}, {"post_id": 38132, "ts": "2026-07-31T11:02:15Z", "hours": 1.3767, "text": "Devlog 1 | today i started with my drone project. I made the frame in Fusion 360 and found the components , that i will need . I also made my wiring diagram and the BOM."}]...
|
Title: theodrone by @SCAMMARAS | Stardance
Devlog Title: theodrone by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | today i started with my drone project. I made the frame in Fusion 360 and found the components , that i will need . I also made my wiring diagram and the BOM.
Devlog 2 | i made my Github repo and requested my funding . Hope it’ll get accepted
Devlog 3 | I searched the internet to find a diffrent way of making a drone and i found that you can make your pcb so i started building one with the help of ai . First i made a pcb but realised it wouldn’t work as it needs a esc that costs more than my budget can handle as i trying to cut cost to nearly being only 25$. Anyway i had to restart the pcb design and i stopped after making the schematic. I would really love if there was a way of making the pcb wiring proccess faster as i find it annoying. That’s all for today . See you tommorow with new updates
devlog 4 | I made the pcb , but i couldn’t connect 3 pins so i decided to connected them with wires , as this first pcb will serve as the prototype and if it works i will try making adjustements so the board doesn’t need those wires . If you have any suggestions on how to wire this pcb better please comment , here is the present look of the pcb
Devlog 4 or 5 | So i searched and find out how to order a pcb . FIrst i though of getting my pcb from pcbway but it was way to expensive like 30 $ 5 pieces cause of the fees , so i switched to jclpcb and i think it’s less expensive atleast the site shows that it only costs 4 $ but i think it’s without the delivery fees but it’s still less expensive from pcbway as in pcbway the chips costed 5$ without the fees . I also change my pcb a little so it can be done. I am also thinking of soldering manually the pcb and i would like to know what i need in order to do so . I asked claude and it said that a soldering station and hot air with solder is enough .
devlog 6 | Today i found the parts and made a BOM for them and uplaoded it to github. I also added the schematic a the pcb preview on it as well...
|
1792496940.8926327
|
1793101740.8926327
|
|
70607
|
thepdi-blog by @Thepdi | Stardance
|
Thepdi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thepdi-blog by @Thepdi | Stardance
|
1792489653.849651
|
1793094453.849651
|
|
38150
|
thermal fighter by @cugtheog | Stardance
|
cugtheog
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thermal fighter by @cugtheog | Stardance
|
1792795824.5863748
|
1793400624.5863748
|
|
43901
|
thermistor Themometer by @jonathanajokpaniovo | St thermistor Themometer by @jonathanajokpaniovo | Stardance...
|
jonathanajokpaniovo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thermistor Themometer by @jonathanajokpanio Title: thermistor Themometer by @jonathanajokpaniovo | Stardance...
|
1792565551.4717717
|
1793170351.4717717
|
|
47734
|
thestarsirius by @zenia | Stardance
|
zenia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thestarsirius by @zenia | Stardance
|
1792526013.2324376
|
1793130813.2324376
|
|
60336
|
thing 2 by @Anderson | Stardance
|
Anderson
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thing 2 by @Anderson | Stardance
|
1793033420.292996
|
1793638220.292996
|
|
51659
|
thing by @Anderson | Stardance
|
Anderson
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thing by @Anderson | Stardance
|
1792680644.8863728
|
1793285444.8863728
|
|
63658
|
thing by @maxg123445 | Stardance
|
maxg123445
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thing by @maxg123445 | Stardance
|
1793054844.6479003
|
1793659644.6479003
|
|
44713
|
thing by @plastuchino | Stardance
|
plastuchino
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T20:23:54Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made i had great time here.", "repo": "https://github.com/prem1309p/project_hackSDR", "demo": "https://toomanyheys.com"}]...
|
[{"post_id": 42198, "ts": "202 [{"post_id": 42198, "ts": "2026-08-06T20:15:05Z", "hours": 0.2667, "text": "this is something that is cool."}]...
|
Title: thing by @plastuchino | Stardance
Devlogs: Title: thing by @plastuchino | Stardance
Devlogs:
this is something that is cool.
Ships:
made i had great time here....
|
1793112449.9633389
|
1793198849.9633389
|
|
56478
|
thing by @sevennn_39 | Stardance
|
sevennn_39
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thing by @sevennn_39 | Stardance
|
1792666060.7278814
|
1793270860.7278814
|