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32952
|
ultimate versatile guitar by @Marc3ll24 | Stardanc ultimate versatile guitar by @Marc3ll24 | Stardance...
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Marc3ll24
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0
|
0.0
|
0
|
[]
|
[]
|
Title: ultimate versatile guitar by @Marc3ll24 | S Title: ultimate versatile guitar by @Marc3ll24 | Stardance...
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1792659053.5543673
|
1793263853.5543673
|
|
49143
|
ultimative Hackpad by @Wilma | Stardance
|
Wilma
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultimative Hackpad by @Wilma | Stardance
|
1792579861.0488114
|
1793184661.0488114
|
|
49144
|
ultimative Hackpad by @Wilma | Stardance
|
Wilma
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultimative Hackpad by @Wilma | Stardance
|
1792579863.2566123
|
1793184663.2566123
|
|
14096
|
ultimtaum by @slayeroffred | Stardance
|
slayeroffred
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultimtaum by @slayeroffred | Stardance
|
1792730870.5690634
|
1793335670.5690634
|
|
68075
|
ultra light pad by @harrybutler1337 | Stardance
|
harrybutler1337
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultra light pad by @harrybutler1337 | Stard Title: ultra light pad by @harrybutler1337 | Stardance...
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1792468490.7760828
|
1793073290.7760828
|
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28443
|
ultra sonic scanner by @Gmax | Stardance
|
Gmax
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultra sonic scanner by @Gmax | Stardance
|
1792515260.1896706
|
1793120060.1896706
|
|
62228
|
ultrabot by @Emanuele | Stardance
|
Emanuele
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultrabot by @Emanuele | Stardance
|
1792435833.9302256
|
1793040633.9302256
|
|
32154
|
ultrasonic car by @akharish248 | Stardance
|
akharish248
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ultrasonic car by @akharish248 | Stardance
|
1792749084.1286857
|
1793353884.1286857
|
|
6017
|
um yh by @Funmi | Stardance
|
Funmi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: um yh by @Funmi | Stardance
|
1792799474.9075937
|
1793404274.9075937
|
|
2489
|
umers Slack Bot by @umer | Stardance
|
umer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: umers Slack Bot by @umer | Stardance
|
1792687860.4631793
|
1793292660.4631793
|
|
5187
|
unchild by @hamsal | Stardance
|
hamsal
|
1
|
2.0
|
8
|
[{"ship_num": 1, "hours": 2.0, [{"ship_num": 1, "hours": 2.0, "multiplier": 3.67, "payout": 8, "blessing": "neutral", "text": "i made a biography of a kpop group unchild with a little quiz", "repo": "https://github.com/hamsal39/unchild", "demo": "https://hamsal39.github.io/unchild/", "ts": "2026-07-01T18:55:26Z"}]...
|
[{"post_id": 16486, "ts": "202 [{"post_id": 16486, "ts": "2026-06-26T20:39:38Z", "hours": 0.0, "text": "i just finished the easiest part which is the main part that i just put the basic info by the way in later devlogs u will see that i changed the avatars and tracks"}, {"post_id": 18559, "ts": "2026-06-29T19:08:54Z", "hours": 0.0, "text": "i have been working on the spotify part of my biography of unchild instead of the wrong tracks i put their 2 songs since their debut"}, {"post_id": 19426, "ts": "2026-06-30T19:04:57Z", "hours": 0.0, "text": "memberssssssss"}, {"post_id": 20163, "ts": "2026-07-01T18:23:51Z", "hours": 0.0, "text": "finished! i added a quiz, their music, their members and if you didn’t know about unchild before hope you become a CHACHA after this"}, {"post_id": 20934, "ts": "2026-07-02T17:44:42Z", "hours": 0.0, "text": "Shipping failed soooo……. made some touches"}, {"post_id": 22770, "ts": "2026-07-05T11:02:41Z", "hours": 0.0, "text": "at this point i am ready to quit. but one more try"}]...
|
Title: unchild by @hamsal | Stardance
Devlogs:
i Title: unchild by @hamsal | Stardance
Devlogs:
i just finished the easiest part which is the main part that i just put the basic info by the way in later devlogs u will see that i changed the avatars and tracks
i have been working on the spotify part of my biography of unchild instead of the wrong tracks i put their 2 songs since their debut
memberssssssss
finished! i added a quiz, their music, their members and if you didn’t know about unchild before hope you become a CHACHA after this
Shipping failed soooo……. made some touches
at this point i am ready to quit. but one more try
Ships:
i made a biography of a kpop group unchild with a little quiz...
|
1792878815.4123626
|
1793742815.4123626
|
|
52894
|
uncomMonACROPAD by @LeoMos | Stardance
|
LeoMos
|
0
|
17.6
|
0
|
[]
|
[{"post_id": 68773, "ts": "202 [{"post_id": 68773, "ts": "2026-09-15T18:44:14Z", "hours": 2.5833, "text": "finally finished the case, shipping"}, {"post_id": 66615, "ts": "2026-09-12T13:49:20Z", "hours": 5.4456, "text": "i finished the pbc and the diagram, the cut on the pbc is for the encoder and a button, both mounted on the side, those can connect on jp"}, {"post_id": 64784, "ts": "2026-09-09T13:25:50Z", "hours": 0.7336, "text": "pbc is taking too long, but this is what icomed up with, the encoder shoiuld sit on left sideconnected to jp99a1/b1 (edited footprint to have the gnd pad on center) if that dont work well, plan b is noprmal placing on top of line 1, the other jp are for other button"}, {"post_id": 59494, "ts": "2026-09-01T11:15:57Z", "hours": 5.45, "text": "so basically i comed up whit this idea, thoise side button, the pad in photo is one that i made earlier, it was with a pico(raspberry pi pico, circuitpy, adafruit-hid lib, and each button a pin, not maix, and everytingg was soldered whit a mess of wire) wile i was developing the pcb i comed up with this idea, the matrix of button is 4 button on 3 line but there is actually an 4th row. On the 4th row the first button is the sw on the rotary encoder, the other 3 are jp(those pin that are also on the microcontroller) but instead of there is the red button in photo on the first and the other 2 mayby illl add something, if some one can help me wiring the rotatryencoder orizzontally pls write me on comment or on slack"}, {"post_id": 58393, "ts": "2026-08-30T19:58:31Z", "hours": 3.3897, "text": "‘’‘Probably went to far my first pbc ever’’’ but i will not quit, more twist and updates soon"}]...
|
Title: uncomMonACROPAD by @LeoMos | Stardance
Dev Title: uncomMonACROPAD by @LeoMos | Stardance
Devlogs:
‘’‘Probably went to far my first pbc ever’’’ but i will not quit, more twist and updates soon
so basically i comed up whit this idea, thoise side button, the pad in photo is one that i made earlier, it was with a pico(raspberry pi pico, circuitpy, adafruit-hid lib, and each button a pin, not maix, and everytingg was soldered whit a mess of wire) wile i was developing the pcb i comed up with this idea, the matrix of button is 4 button on 3 line but there is actually an 4th row. On the 4th row the first button is the sw on the rotary encoder, the other 3 are jp(those pin that are also on the microcontroller) but instead of there is the red button in photo on the first and the other 2 mayby illl add something, if some one can help me wiring the rotatryencoder orizzontally pls write me on comment or on slack
pbc is taking too long, but this is what icomed up with, the encoder shoiuld sit on left sideconnected to jp99a1/b1 (edited footprint to have the gnd pad on center) if that dont work well, plan b is noprmal placing on top of line 1, the other jp are for other button
i finished the pbc and the diagram, the cut on the pbc is for the encoder and a button, both mounted on the side, those can connect on jp
finally finished the case, shipping...
|
1792727541.201321
|
1793332341.201321
|
|
19427
|
undecided name by @jaychauhan | Stardance
|
jaychauhan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: undecided name by @jaychauhan | Stardance
|
1792651693.3547797
|
1793256493.3547797
|
|
5331
|
undef by @undef | Stardance
|
undef
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: undef by @undef | Stardance
|
1792698866.2607589
|
1793303666.2607589
|
|
44854
|
underactuated robotic hand by @gyandakshin | Stard underactuated robotic hand by @gyandakshin | Stardance...
|
gyandakshin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: underactuated robotic hand by @gyandakshin Title: underactuated robotic hand by @gyandakshin | Stardance...
|
1792601673.7336578
|
1793206473.7336578
|
|
67858
|
undertail-its still you by @jaydenphilipbiju | Sta undertail-its still you by @jaydenphilipbiju | Stardance...
|
jaydenphilipbiju
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: undertail-its still you by @jaydenphilipbij Title: undertail-its still you by @jaydenphilipbiju | Stardance...
|
1792468332.842781
|
1793073132.842781
|
|
60490
|
undertale style warioware game by @tr_Blu | Starda undertale style warioware game by @tr_Blu | Stardance...
|
tr_Blu
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 65752, "ts": "202 [{"post_id": 65752, "ts": "2026-09-11T03:12:52Z", "hours": 0.7203, "text": "worked on art and main menu"}, {"post_id": 65158, "ts": "2026-09-10T03:12:47Z", "hours": 0.2778, "text": "started the menu and planning for the game i wanted to actually plan and try to make this game like a real game dev instead of just jumping straight into it i want to research and plan before I’m making the game"}]...
|
Title: undertale style warioware game by @tr_Blu | Title: undertale style warioware game by @tr_Blu | Stardance
Devlogs:
started the menu and planning for the game i wanted to actually plan and try to make this game like a real game dev instead of just jumping straight into it i want to research and plan before I’m making the game
worked on art and main menu...
|
1792425120.7242506
|
1793029920.7242506
|
|
7634
|
undivisible.dev by @undivisible | Stardance
|
undivisible
|
0
|
8.52
|
0
|
[]
|
[{"post_id": 12342, "ts": "202 [{"post_id": 12342, "ts": "2026-06-20T04:03:20Z", "hours": 6.1964, "text": "added a route to my page for llms to properly be able to fetch the content without bloat. https://undivisible.dev/llms-full.txt"}, {"post_id": 2505, "ts": "2026-06-05T01:08:17Z", "hours": 2.3219, "text": "thoughts on my website?"}]...
|
Title: undivisible.dev by @undivisible | Stardance Title: undivisible.dev by @undivisible | Stardance
Devlogs:
thoughts on my website?
added a route to my page for llms to properly be able to fetch the content without bloat. https://undivisible.dev/llms-full.txt...
|
1792810100.0265539
|
1793414900.0265539
|
|
62960
|
unhumanweb by @rajaryan1492007 | Stardance
|
rajaryan1492007
|
0
|
3.16
|
0
|
[]
|
[{"post_id": 70283, "ts": "202 [{"post_id": 70283, "ts": "2026-09-18T21:22:50Z", "hours": 3.1639, "text": "making my engine website"}]...
|
Title: unhumanweb by @rajaryan1492007 | Stardance
Title: unhumanweb by @rajaryan1492007 | Stardance
Devlogs:
making my engine website...
|
1792439448.5022466
|
1793044248.5022466
|
|
53461
|
uni-os by @sabrina_ | Stardance
|
sabrina_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: uni-os by @sabrina_ | Stardance
|
1792749125.6784256
|
1793353925.6784256
|
|
49550
|
unify by @aceauspicio | Stardance
|
aceauspicio
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: unify by @aceauspicio | Stardance
|
1792597758.0467966
|
1793202558.0467966
|
|
323
|
unin by @notchapplez | Stardance
|
notchapplez
|
0
|
1.79
|
0
|
[]
|
[{"post_id": 44157, "ts": "202 [{"post_id": 44157, "ts": "2026-08-09T18:46:05Z", "hours": 1.7878, "text": "started with uniconf support, allowing third-party developers to use unin to streamline installation processes"}]...
|
Title: unin by @notchapplez | Stardance
Devlogs:
Title: unin by @notchapplez | Stardance
Devlogs:
started with uniconf support, allowing third-party developers to use unin to streamline installation processes...
|
1792522222.3289762
|
1793127022.3289762
|
|
71174
|
unipards_fms by @ElvisTang | Stardance
|
ElvisTang
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T12:22:57Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I modified come of the visuals shown to the audience.", "repo": "https://github.com/ElvisTang0823/unipards-2027fms", "demo": "https://github.com/ElvisTang0823/unipards-2027fms/blob/main/README.md"}]...
|
[{"post_id": 82257, "ts": "202 [{"post_id": 82257, "ts": "2026-10-24T12:18:02Z", "hours": 21.5606, "text": "I modified some of the visuals shown to the audience."}]...
|
Title: unipards_fms by @ElvisTang | Stardance
Dev Title: unipards_fms by @ElvisTang | Stardance
Devlogs:
I modified some of the visuals shown to the audience.
Ships:
I modified come of the visuals shown to the audience....
|
1792993983.7654564
|
1793080383.7654564
|
|
67318
|
unique by @vashi_21 | Stardance
|
vashi_21
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T18:02:20Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built XIAO-MAO, an interactive desktop cat pet developed in Godot! Getting the input handling right was the trickiest part. Initially dragging the pet or dropping her would accidentally trigger her to open my website. Adding right clicks (website link) using precise input logic took some debugging. Also the main issue I ran into while working on this project was getting the sizes of the window correct but i eventually figured it out. I am really proud of making a complete, functional desktop pet from scratch and getting my very first virtual pet project published! Her working behavior turned out super clean. Download: cat_pet.exe from my itch.io page. Controls: 1. Right click to open my custom website. 2. Click & Drag to move her anywhere across the screen. OS: Windows PC.", "repo": "https://github.com/wizard21-sudo/meow", "demo": "https://wookwink.itch.io/xiao-mao"}]...
|
[{"post_id": 79361, "ts": "202 [{"post_id": 79361, "ts": "2026-10-13T17:10:33Z", "hours": 1.1278, "text": "Today I worked on refining my desktop cat’s movements and interactions. I fixed the landing behavior so the cat rests cleanly right above the Windows taskbar when dropped . I also fixed the code so my cat will open my website only when right clicked . Lastly I updated the export setup and published the final standalone build on itch.io <3"}, {"post_id": 79049, "ts": "2026-10-12T14:19:54Z", "hours": 0.9861, "text": "I scaled up my desktop pet cat sprite and updated the collision shape to restore smooth drag-and-drop functioning. Also fixed the idle animation freeze by adding timer countdown logic and correcting a variable name typo. Added a cool feature for my pet from the given guide , I think it is really thoughtful that they included how to add more interesting features to the desktop pet in the guide so we all can level up our project !"}, {"post_id": 78813, "ts": "2026-10-11T17:51:21Z", "hours": 2.0822, "text": "Added boundary movements and drag controls. Resolved node hierarchy paths by just dragging it onto the main node, mismatched animation name from the guide (silly me) by just inserting my name in the code , and runtime errors. Fixed active debugger pauses and successfully got up to point 6 in the guide lets see if I can ship it before playground ends. lol !!"}, {"post_id": 78126, "ts": "2026-10-09T17:09:46Z", "hours": 0.8847, "text": "Just finished up to point 3 in the guide “Art and Script” and my Cat sprite setup is complete now the next step remains to make my sprite move. I also want to credit julesleech.itch.io for this free to use cute cat sprite animation <3"}]...
|
Title: unique by @vashi_21 | Stardance
Devlogs:
J Title: unique by @vashi_21 | Stardance
Devlogs:
Just finished up to point 3 in the guide “Art and Script” and my Cat sprite setup is complete now the next step remains to make my sprite move. I also want to credit julesleech.itch.io for this free to use cute cat sprite animation <3
Added boundary movements and drag controls. Resolved node hierarchy paths by just dragging it onto the main node, mismatched animation name from the guide (silly me) by just inserting my name in the code , and runtime errors. Fixed active debugger pauses and successfully got up to point 6 in the guide lets see if I can ship it before playground ends. lol !!
I scaled up my desktop pet cat sprite and updated the collision shape to restore smooth drag-and-drop functioning. Also fixed the idle animation freeze by adding timer countdown logic and correcting a variable name typo. Added a cool feature for my pet from the given guide , I think it is really thoughtful that they included how to add more interesting features to the desktop pet in the guide so we all can level up our project !
Today I worked on refining my desktop cat’s movements and interactions. I fixed the landing behavior so the cat rests cleanly right above the Windows taskbar when dropped . I also fixed the code so my cat will open my website only when right clicked . Lastly I updated the export setup and published the final standalone build on itch.io <3
Ships:
I built XIAO-MAO, an interactive desktop cat pet developed in Godot! Getting the input handling right was the trickiest part. Initially dragging the pet or dropping her would accidentally trigger her to open my website. Adding right clicks (website link) using precise input logic took some debugging. Also the main issue I ran into while working on this project was getting the sizes of the window correct but i eventually figured it out. I am really proud of making a complete, functional desktop pet from scratch and getting my very first virtual pet project published! Her working behavior turned out super clean. Download: cat_pet.exe from my itch.io page. Controls: 1. Right click to open my custom website. 2. Click & Drag to move her anywhere across the screen. OS: Windows PC....
|
1793008269.3947763
|
1793094669.3947763
|
|
30211
|
unisnap by @qb | Stardance
|
qb
|
1
|
15.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T15:00:26Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is unisnap - a lightweight macOS toolbar utility for window management. I made it because it was bothersome to keep rearranging my windows to maximise my productivity, and traditional methods like raycast commands are too slow. So, I’ve merged all the features I want into one, and condensed it into a tiny footprint that fits in the top toolbar. This was basically my first time building a macOS anything in Xcode, so that was certainly challenging. A lot of the times the coordinates weren’t matching; the alignment was offset; and it didn’t quite work how I wanted it. But after many attempts, I’ve finished it, and I’m quite proud of that. In the end, the result was rather polished and I liked it a lot, so I guess that’s great!", "repo": "https://github.com/qubixal/unisnap", "demo": "https://github.com/qubixal/unisnap/releases/tag/v0.2"}]...
|
[{"post_id": 22679, "ts": "202 [{"post_id": 22679, "ts": "2026-07-05T07:21:29Z", "hours": 3.8189, "text": "i swear this is the last devlog even tho i shipped already… v0.2 release Bug Fixes: issues #1 #2 on github #1: wallpaper capture only works for sometimes (due to beta feature) wallpaper capture is currently a beta; it uses NSWorkspace.shared.desktopImageURL(for:) to get the URL for the wallpaper, then prompts access to your folder where the wallpaper is actually stored even with sandbox disabled. This only works for static wallpapers . Apple built-in dynamic / slideshow / video wallpapers will NOT work.the API has also been depreciated since macOS 14. (This also looks incredibly suspicious when it’s just retrieving an image). Fix 1: use CGWindowListCreateImage to take a screenshot of the wallpaper/desktop and then theme from that, but that requires screen capture permissions + couldn’t get it working Fix 2: feature removed in favour of using desktop system accent + light/dark theme. #2: window layouts switch sometimes. fix: profile editor puts row 0 at bottom (based on +/- grid system). but absoluteFrame (LayoutProfile.swift:25) applies row 0 to the top of the screen. switched indexing to be correct way. Theming is now determined by system set accent colour + light/dark theme to avoid requiring any additional permissions. some redundancies removed. New dmg installation background."}, {"post_id": 21868, "ts": "2026-07-04T01:10:08Z", "hours": 0.2764, "text": "Finished up unisnap and the proper README docs (formatting issues previously). You should now be able to follow through on that README and install it for yourself with no problem! A few things worth mentioning that I didn’t get into in my previous devlogs: unisnap just utilises the AXUIElement API, reads the window position/size/title and writes them to match the set layout. it is also that coordinate math that caused most of the pain for me. unisnap was designed to be ultra-compact, taking up the least possible footprint while maximising your productivity. That’s why I decided to put it in your toolbar, so that you can access it anytime without occupying a large window to configure all the settings/profiles etc. The drag-to-create custom profile editor is where the 3727+4 (custom+default) possible layouts number comes from. It is max 1-4 columns × max 1-3 rows, and accounting for every combination + merged cell you get 3731. Wallpaper theming is a beta. It’s not really that big of a deal either as this project has limited UI. Known limitations/bugs include: no multi-monitor support unsigned app (so macOS will quarantine it); there’s a one-line terminal fix in the README. It is available as proper .dmg release (or you can download v0.1 zip version)."}, {"post_id": 21514, "ts": "2026-07-03T14:55:57Z", "hours": 10.8861, "text": "unisnap - a lightweight macOS toolbar utility for window management. now available on github for v0.1 (macOS only…) here -> https://github.com/qubixal/unisnap I wanted to solve a long time problem I had. In Windows 11, there was a set option where dragging the window above the screen could reorganise them into halves/quarters of the screen. This is doable with raycast, but it takes long (manually config each window). So, I made: unisnap! No need to manually config desktop layout! No more manual reconfig required when you suddenly want another app in a different place! Basically fully customisable everything! No AI slop integration / cloud / account / selling your data, 100% open source! There are: 3731 possible custom layouts for you to try! hope this helped anyone? or just me lol"}]...
|
Title: unisnap by @qb | Stardance
Devlogs:
unisna Title: unisnap by @qb | Stardance
Devlogs:
unisnap - a lightweight macOS toolbar utility for window management. now available on github for v0.1 (macOS only…) here -> https://github.com/qubixal/unisnap I wanted to solve a long time problem I had. In Windows 11, there was a set option where dragging the window above the screen could reorganise them into halves/quarters of the screen. This is doable with raycast, but it takes long (manually config each window). So, I made: unisnap! No need to manually config desktop layout! No more manual reconfig required when you suddenly want another app in a different place! Basically fully customisable everything! No AI slop integration / cloud / account / selling your data, 100% open source! There are: 3731 possible custom layouts for you to try! hope this helped anyone? or just me lol
Finished up unisnap and the proper README docs (formatting issues previously). You should now be able to follow through on that README and install it for yourself with no problem! A few things worth mentioning that I didn’t get into in my previous devlogs: unisnap just utilises the AXUIElement API, reads the window position/size/title and writes them to match the set layout. it is also that coordinate math that caused most of the pain for me. unisnap was designed to be ultra-compact, taking up the least possible footprint while maximising your productivity. That’s why I decided to put it in your toolbar, so that you can access it anytime without occupying a large window to configure all the settings/profiles etc. The drag-to-create custom profile editor is where the 3727+4 (custom+default) possible layouts number comes from. It is max 1-4 columns × max 1-3 rows, and accounting for every combination + merged cell you get 3731. Wallpaper theming is a beta. It’s not really that big of a deal either as this project has limited UI. Known limitations/bugs include: no multi-monitor support unsigned app (so macOS will quarantine it); there’s a one-line terminal fix in the README. It is available as proper .dmg release (or you can download v0.1 zip version).
i swear this is the last devlog even tho i shipped already… v0.2 release Bug Fixes: issues #1 #2 on github #1: wallpaper capture only works for sometimes (due to beta feature) wallpaper capture is currently a beta; it uses NSWorkspace.shared.desktopImageURL(for:) to get the URL for the wallpaper, then prompts access to your folder where the wallpaper is actually stored even with sandbox disabled. This only works for static wallpapers . Apple built-in dynamic / slideshow / video wallpapers will NOT work.the API has also been depreciated since macOS 14. (This also looks incredibly suspicious when it’s just retrieving an image). Fix 1: use CGWindowListCreateImage to take a screenshot of the wallpaper/desktop and then theme from that, but that requires screen capture permissions + couldn’t get it working Fix 2: feature removed in favour of using desktop system accent + light/dark theme. #2: window layouts switch sometimes. fix: profile editor puts row 0 at bottom (based on +/- grid system). but absoluteFrame (LayoutProfile.swift:25) applies row 0 to the top of the screen. switched indexing to be correct way. Theming is now determined by system set accent colour + light/dark theme to avoid requiring any additional permissions. some redundancies removed. New dmg installation background.
Ships:
this is unisnap - a lightweight macOS toolbar utility for window management. I made it because it was bothersome to keep rearranging my windows to maximise my productivity, and traditional methods like raycast commands are too slow. So, I’ve merged all the features I want into one, and condensed it into a tiny footprint that fits in the top toolbar. This was basically my first time building a macOS anything in Xcode, so that was certainly challenging. A lot of the times the coordinates weren’t matching; the alignment was offset; and it didn’t quite work how I wanted it. But after many attempts, I’ve finished it, and I’m quite proud of that. In the end, the result was rather polished and I liked it a lot, so I guess that’s great!...
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1792972591.8211646
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1793058991.8211646
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22064
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unity game by @bella1000 | Stardance
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bella1000
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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: unity game by @bella1000 | Stardance
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1792673622.9867432
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1793278422.9867432
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68002
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univeerse by @aohara2947 | Stardance
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aohara2947
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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: univeerse by @aohara2947 | Stardance
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1792468440.653264
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1793073240.653264
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36788
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universe generator by @dhruvika_973 | Stardance
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dhruvika_973
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0
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0.0
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Title: universe generator by @dhruvika_973 | Stard Title: universe generator by @dhruvika_973 | Stardance...
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1792673599.6579697
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1793278399.6579697
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56581
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universe today by @alyah | Stardance
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alyah
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T23:28:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files.", "repo": "https://github.com/lyri3aly/universe-today", "demo": "https://lyri3aly.github.io/universe-today/"}]...
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[{"post_id": 65082, "ts": "202 [{"post_id": 65082, "ts": "2026-09-09T23:21:39Z", "hours": 0.5256, "text": "decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans."}, {"post_id": 64566, "ts": "2026-09-09T02:24:23Z", "hours": 1.0472, "text": "officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable."}, {"post_id": 61934, "ts": "2026-09-05T03:25:12Z", "hours": 1.4894, "text": "completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission."}]...
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Title: universe today by @alyah | Stardance
Devlo Title: universe today by @alyah | Stardance
Devlogs:
completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission.
officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable.
decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans.
Ships:
I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files....
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1793004878.1770887
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1793091278.1770887
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3443
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unknown by @Ecubides | Stardance
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Ecubides
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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: unknown by @Ecubides | Stardance
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1792749280.7239587
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1793354080.7239587
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70946
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unlock the shop by @strawberry | Stardance
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strawberry
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0
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0.27
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[{"post_id": 81814, "ts": "202 [{"post_id": 81814, "ts": "2026-10-22T16:35:19Z", "hours": 0.2653, "text": "meow meow give me stickers please"}]...
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Title: unlock the shop by @strawberry | Stardance
Title: unlock the shop by @strawberry | Stardance
Devlogs:
meow meow give me stickers please...
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1792687638.2711866
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1793292438.2711866
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21544
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unmarked by @deadinside | Stardance
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deadinside
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0
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[]
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Title: unmarked by @deadinside | Stardance
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1792767091.8907392
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1793371891.8907392
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34938
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unnamed game by @swedishsplidney | Stardance
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swedishsplidney
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0
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7.42
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0
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[]
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[{"post_id": 35732, "ts": "202 [{"post_id": 35732, "ts": "2026-07-27T11:10:56Z", "hours": 7.4161, "text": "sketching all of this was just spent making some concept art (tbh i kinda just wanted an excuse to do some art and log it lol) my art process is: blender concept model with matcap sketch in krita shade the sketch coloring shade the coloring i have not started doing any actual game stuff or coding, because slate engine isnt far enough in development yet lol"}]...
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Title: unnamed game by @swedishsplidney | Stardanc Title: unnamed game by @swedishsplidney | Stardance
Devlogs:
sketching all of this was just spent making some concept art (tbh i kinda just wanted an excuse to do some art and log it lol) my art process is: blender concept model with matcap sketch in krita shade the sketch coloring shade the coloring i have not started doing any actual game stuff or coding, because slate engine isnt far enough in development yet lol...
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1792698552.7780848
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1793303352.7780848
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54510
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unnamed~ by @nayela | Stardance
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nayela
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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: unnamed~ by @nayela | Stardance
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1792792450.8540602
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1793397250.8540602
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33786
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unpk by @fabianbuthere | Stardance
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fabianbuthere
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0
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2.74
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0
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[]
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[{"post_id": 26727, "ts": "202 [{"post_id": 26727, "ts": "2026-07-11T18:07:22Z", "hours": 2.7372, "text": "First version is there, complete with support for tar, gzip, zip, rar, bz2 and more, as well as directory flattening."}]...
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Title: unpk by @fabianbuthere | Stardance
Devlogs Title: unpk by @fabianbuthere | Stardance
Devlogs:
First version is there, complete with support for tar, gzip, zip, rar, bz2 and more, as well as directory flattening....
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1792533263.8128853
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1793138063.8128853
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41834
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unstupefying rastar rc car by @todorso31 | Stardan unstupefying rastar rc car by @todorso31 | Stardance...
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todorso31
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0
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0.0
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0
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[]
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Title: unstupefying rastar rc car by @todorso31 | Title: unstupefying rastar rc car by @todorso31 | Stardance...
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1792486257.7271416
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1793091057.7271416
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30175
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unsure what to name by @chai_joanne0505 | Stardanc unsure what to name by @chai_joanne0505 | Stardance...
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chai_joanne0505
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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: unsure what to name by @chai_joanne0505 | S Title: unsure what to name by @chai_joanne0505 | Stardance...
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1792659245.2268252
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1793264045.2268252
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11058
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unthinkmail by @undivisible | Stardance
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undivisible
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0
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0.54
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0
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[]
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[{"post_id": 4222, "ts": "2026 [{"post_id": 4222, "ts": "2026-06-07T13:36:26Z", "hours": 0.5442, "text": "added an icloud preset to my email mcp use it"}]...
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Title: unthinkmail by @undivisible | Stardance
De Title: unthinkmail by @undivisible | Stardance
Devlogs:
added an icloud preset to my email mcp use it...
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1792702509.046543
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1793307309.046543
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67611
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untitled (a game) by @hann | Stardance
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hann
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0
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0.0
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0
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[]
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[]
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Title: untitled (a game) by @hann | Stardance
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1792468139.0350726
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1793072939.0350726
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67612
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untitled dream game by @-Sophie- | Stardance
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-Sophie-
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0
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0.96
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0
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[]
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[{"post_id": 76319, "ts": "202 [{"post_id": 76319, "ts": "2026-10-03T05:40:43Z", "hours": 0.9631, "text": "New untitled dream game! This game is basically like heavily rpg inspired almost but it’s also not. Also, the premise is supposed to be like combat but psychological because a lot of fighting in games is physical but I want there to be some kinda mental aspect to the fighting in this game. Dream switches This is the main mechanic where you’re teleported into another dimension, the person you’re fighting’s mind. In their mind there will be different dream settings and once you escape the first dream you go to the second – dreams don’t make sense. For example you transition from their childhood neighborhood to a random day at school they had. You’re doing this on a time crunch + the person’s mind agents are chasing you. You’re trying to find their inner mind (through the dream switches) and ignite it. I worked on a bit of how it could look like; a very basic prototype. made at the crisp hour of almost 12am"}]...
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Title: untitled dream game by @-Sophie- | Stardanc Title: untitled dream game by @-Sophie- | Stardance
Devlogs:
New untitled dream game! This game is basically like heavily rpg inspired almost but it’s also not. Also, the premise is supposed to be like combat but psychological because a lot of fighting in games is physical but I want there to be some kinda mental aspect to the fighting in this game. Dream switches This is the main mechanic where you’re teleported into another dimension, the person you’re fighting’s mind. In their mind there will be different dream settings and once you escape the first dream you go to the second – dreams don’t make sense. For example you transition from their childhood neighborhood to a random day at school they had. You’re doing this on a time crunch + the person’s mind agents are chasing you. You’re trying to find their inner mind (through the dream switches) and ignite it. I worked on a bit of how it could look like; a very basic prototype. made at the crisp hour of almost 12am...
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1792468139.8598692
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1793072939.8598692
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10016
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untitled fighting game by @brny | Stardance
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brny
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0
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0.36
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0
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[]
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[{"post_id": 3671, "ts": "2026 [{"post_id": 3671, "ts": "2026-06-06T18:33:53Z", "hours": 0.36, "text": "Untitled fighting game is a silly fighting game where you can fight against everything. It takes a lot of inspirtation from old roblox games. Im making it in godot and making it 3d, currently i made the player move and gave it an arm"}]...
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Title: untitled fighting game by @brny | Stardance Title: untitled fighting game by @brny | Stardance
Devlogs:
Untitled fighting game is a silly fighting game where you can fight against everything. It takes a lot of inspirtation from old roblox games. Im making it in godot and making it 3d, currently i made the player move and gave it an arm...
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1792727583.559631
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1793332383.559631
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18271
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untitled project by @d_alsalim | Stardance
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d_alsalim
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0
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0.0
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0
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[]
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[]
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Title: untitled project by @d_alsalim | Stardance
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1792565250.5779412
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1793170050.5779412
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43276
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untitled rhythm roguelike by @tongyu | Stardance
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tongyu
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0
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0.55
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0
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[]
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[{"post_id": 39825, "ts": "202 [{"post_id": 39825, "ts": "2026-08-03T02:26:47Z", "hours": 0.5531, "text": "i’m making a roguelike rhythm game where you have to use rhythm to fight enemies!! this is just the start. for the base mechanic i’m kind of just ripping off rhythm heaven’s beatspell game lol, more interesting stuff coming soon hopefully :p"}]...
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Title: untitled rhythm roguelike by @tongyu | Star Title: untitled rhythm roguelike by @tongyu | Stardance
Devlogs:
i’m making a roguelike rhythm game where you have to use rhythm to fight enemies!! this is just the start. for the base mechanic i’m kind of just ripping off rhythm heaven’s beatspell game lol, more interesting stuff coming soon hopefully :p...
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1792540394.6534123
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1793145194.6534123
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60769
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untitled rpg game by @vojtahojda1 | Stardance
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vojtahojda1
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0
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0.0
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0
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[]
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[]
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Title: untitled rpg game by @vojtahojda1 | Stardan Title: untitled rpg game by @vojtahojda1 | Stardance...
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1792428620.4372382
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1793033420.4372382
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24794
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untitled shooting game by @DJ-13 | Stardance
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DJ-13
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0
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0.0
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0
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[]
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[]
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Title: untitled shooting game by @DJ-13 | Stardanc Title: untitled shooting game by @DJ-13 | Stardance...
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1792799301.676436
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1793404101.676436
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59594
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untitled text editor by @alessandro_09 | Stardance
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alessandro_09
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0
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19.28
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0
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[]
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[{"post_id": 81826, "ts": "202 [{"post_id": 81826, "ts": "2026-10-22T17:22:50Z", "hours": 2.1894, "text": "Day 5 - First GUI Rework!! I was a bit busy so I didn’t post a devlog yesterday, but anyway.. I FINALLY DID THE FIRST GUI REWORK!!! It took some time to plan and layout everything and it’s still not perfect. I’ll keep working onto it and make it better. I wanted to make a better one real quick just because I was bored. Useless to say, I’m using Raygui (again) for the GUI! I know that there are probably better libraries but I really love all the raylib ecosystem and I just want to learn even more about it! Thank god the creatore of raygui made a layout software for it, otherwise it would have been a PAIN to make everything look good. Anyway, like I said, everything is still a WORK IN PROGRESS . What’s next? Now, it’s time to work on file loading, saving, editing and creating! After that, I’ll probably work on the GUI again since I want to add styles, some menus and other things. I’m not sure if I’ll add more things after the GUI, I’m not sure cause Stardance is ending soon so I want to ship a working software before it ends so I’ll have to be fast. I’ll keep working on this project anyway cause I’m starting to love it a lot so I want to make it even better! SCREENSHOTSSS!!! YEAH"}, {"post_id": 81305, "ts": "2026-10-20T19:19:00Z", "hours": 4.5569, "text": "Day 4 - WE ARE SO BACK Okay, it’s been like… 27 days… I know yeah, I was quite busy and didn’t pay attention at stardance at all. But I kept working on the project from time to time But now.. I decided to finally lock in! After some time, I finally managed to get it work nicely and has basic functions! MULTI LINE TEXT!!! Hell yeah! I can finally write multi line text without problems! It should work good but could give some errors from time to time. Not sure.. Anyway, I also added a cursor, two debug optiosn to just see the actual cursor position cause on the screen it shows the value + 1 and then a way to see the grid where the text goes! I also added the space when you press Tab (need to adjust it cause I think it’s not the right way to implement it) Another thing I added is the possibility to move the cursor with the arrow keys! And that’s pretty much all for now… yeah. What I’m working on now? Now, I’ll start working on a way to add the scrollbar, maybe a way to select with the mouse where the cursor go and maybe I’ll start adding a way to create, edit and save files… Hope I’ll do it in time. Oh, also I’ll start working on a GUI hopefully. As of now it’s basically ass and it’s only with a light theme. If I manage, I could try to add dark theme. Thank you for everything! Here’s some screenshot of the program!"}, {"post_id": 72886, "ts": "2026-09-23T22:58:08Z", "hours": 4.6356, "text": "Day 3 - It’s almost here.. Okay.. since I went back to school I didn’t have time and even forgot to do devlogs to be fair. Yeah I know.. I’m lazy and pretty forgetful.. BUT WORRY NOT AS STARDANCE HAS BEEN EXTENDED UNTIL 31st OF OCTOBER!! So I have enough time to continue, polish off and ship this project of mine! Anyway, even though I haven’t made any significant devlog, it doesn’t mean I haven’t done anything… Actually, I managed to refactor pretty much the entire code to use OOP and classes! yayyy! Somehow I managed to learn the basics of OOP and as of now it’s actually quite nice and easier to work with, I guess. Other than that.. I’m actually even closer to get it done than ever! As of now, I’m writing a TextBuffer class that will handle all of the attributes and methods regarding the text modification! There’s still a lot to add but eventually, I’m getting there… In the next devlogs I’ll try and explain the structure more and maybe, if I’m not lazy, in about 3-4 devlogs I might actually be able to finish the TextBuffer class and could easily write multi-line text!!! (Devlogs will probably start again from monday cause Im too busy this weekend.) See y’all on the next devlog!"}, {"post_id": 67187, "ts": "2026-09-13T07:48:26Z", "hours": 2.3928, "text": "Day 2 - I honestly don’t know Okay. It’s been 4 days and I haven’t made too much progress since I was busy doing things and I need to go back to school tomorrow so I’m going to be even more busier. Quick recap What did I do? I’m trying to actually make the user be able to write… It kinda worked at the start, but only in one line so know I’m trying to figure out a way to do multiple lines as it should. Rewriting the entire code And I’m also deciding if I should rewrite the entire code to use OOP and check if it’s better but it’s going to be a pain. Even because I never used OOP in C++ to be fair but I’m gonna give it a try anyway. Respectfully? I’m going crazy"}, {"post_id": 64929, "ts": "2026-09-09T17:26:30Z", "hours": 5.5047, "text": "Day 1 - First devlog!! And just like I said before… There we are with my new project!! Yayy! My custom text editor! The project will be a simple text editor coded in C++! Since I still want to work on raylib, it will be based on that, cause I don’t want to learn OpenGL yet and do everything from 0… And even because I truly love the raylib library! Features? So, at this moment I’m still not sure of what I’m gonna add so I’ll start listing the features once I have a decent base of the project since it’s still a mess! If you have any idea or feature that you’d like, please, don’t hesitate to request it! I’m open to feedback of all kind! So just make a comment or shoot a DM! Why a text editor?… Isn’t that quite difficult? Yeah.. It is, as a matter of fact, with this devlog I logged about 5h 27mins cause nothing worked at first and there’s basically nothing. I can just press Enter and Backspace to add and remove lines. That’s all. But being a programmer is a journey that never ends. You never stop learning new things, especially from the start, or at least this is my opinion. I don’t care if the project is messy, bad, unoptimized and probably worse compared to others! My goal is to learn to make better things, and the only way to do it is to create things and push yourself even harder. Being a programmer is something that I truly love and I’m always looking to get better and learn new things, especially as a beginner. Even if it means trying to make hard projects like this one and maybe failing.. But I don’t see it as a failure, I see it as a way to get better and improve myself. And I truly hope that everyone can do the same. Do whatever you want and always believe in yourself. Last thing Alright, enough with the speech and let’s put and end to this devlog. I’ll work on creating the repo later and I’m gonna show a screenshot of the status of the project at this exact moment! Another thing… You may have notice that the project’s name has “untitled”, that’s because I don’t have a name for my software.. So please, if you have any suggestion on the name write them on the comments! Thank you everyone and see y’all on the next devlog!"}]...
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Title: untitled text editor by @alessandro_09 | St Title: untitled text editor by @alessandro_09 | Stardance
Devlogs:
Day 1 - First devlog!! And just like I said before… There we are with my new project!! Yayy! My custom text editor! The project will be a simple text editor coded in C++! Since I still want to work on raylib, it will be based on that, cause I don’t want to learn OpenGL yet and do everything from 0… And even because I truly love the raylib library! Features? So, at this moment I’m still not sure of what I’m gonna add so I’ll start listing the features once I have a decent base of the project since it’s still a mess! If you have any idea or feature that you’d like, please, don’t hesitate to request it! I’m open to feedback of all kind! So just make a comment or shoot a DM! Why a text editor?… Isn’t that quite difficult? Yeah.. It is, as a matter of fact, with this devlog I logged about 5h 27mins cause nothing worked at first and there’s basically nothing. I can just press Enter and Backspace to add and remove lines. That’s all. But being a programmer is a journey that never ends. You never stop learning new things, especially from the start, or at least this is my opinion. I don’t care if the project is messy, bad, unoptimized and probably worse compared to others! My goal is to learn to make better things, and the only way to do it is to create things and push yourself even harder. Being a programmer is something that I truly love and I’m always looking to get better and learn new things, especially as a beginner. Even if it means trying to make hard projects like this one and maybe failing.. But I don’t see it as a failure, I see it as a way to get better and improve myself. And I truly hope that everyone can do the same. Do whatever you want and always believe in yourself. Last thing Alright, enough with the speech and let’s put and end to this devlog. I’ll work on creating the repo later and I’m gonna show a screenshot of the status of the project at this exact moment! Another thing… You may have notice that the project’s name has “untitled”, that’s because I don’t have a name for my software.. So please, if you have any suggestion on the name write them on the comments! Thank you everyone and see y’all on the next devlog!
Day 2 - I honestly don’t know Okay. It’s been 4 days and I haven’t made too much progress since I was busy doing things and I need to go back to school tomorrow so I’m going to be even more busier. Quick recap What did I do? I’m trying to actually make the user be able to write… It kinda worked at the start, but only in one line so know I’m trying to figure out a way to do multiple lines as it should. Rewriting the entire code And I’m also deciding if I should rewrite the entire code to use OOP and check if it’s better but it’s going to be a pain. Even because I never used OOP in C++ to be fair but I’m gonna give it a try anyway. Respectfully? I’m going crazy
Day 3 - It’s almost here.. Okay.. since I went back to school I didn’t have time and even forgot to do devlogs to be fair. Yeah I know.. I’m lazy and pretty forgetful.. BUT WORRY NOT AS STARDANCE HAS BEEN EXTENDED UNTIL 31st OF OCTOBER!! So I have enough time to continue, polish off and ship this project of mine! Anyway, even though I haven’t made any significant devlog, it doesn’t mean I haven’t done anything… Actually, I managed to refactor pretty much the entire code to use OOP and classes! yayyy! Somehow I managed to learn the basics of OOP and as of now it’s actually quite nice and easier to work with, I guess. Other than that.. I’m actually even closer to get it done than ever! As of now, I’m writing a TextBuffer class that will handle all of the attributes and methods regarding the text modification! There’s still a lot to add but eventually, I’m getting there… In the next devlogs I’ll try and explain the structure more and maybe, if I’m not lazy, in about 3-4 devlogs I might actually be able to finish the TextBuffer class and could easily write multi-line text!!! (Devlogs will probably start again from monday cause Im too busy this weekend.) See y’all on the next devlog!
Day 4 - WE ARE SO BACK Okay, it’s been like… 27 days… I know yeah, I was quite busy and didn’t pay attention at stardance at all. But I kept working on the project from time to time But now.. I decided to finally lock in! After some time, I finally managed to get it work nicely and has basic functions! MULTI LINE TEXT!!! Hell yeah! I can finally write multi line text without problems! It should work good but could give some errors from time to time. Not sure.. Anyway, I also added a cursor, two debug optiosn to just see the actual cursor position cause on the screen it shows the value + 1 and then a way to see the grid where the text goes! I also added the space when you press Tab (need to adjust it cause I think it’s not the right way to implement it) Another thing I added is the possibility to move the cursor with the arrow keys! And that’s pretty much all for now… yeah. What I’m working on now? Now, I’ll start working on a way to add the scrollbar, maybe a way to select with the mouse where the cursor go and maybe I’ll start adding a way to create, edit and save files… Hope I’ll do it in time. Oh, also I’ll start working on a GUI hopefully. As of now it’s basically ass and it’s only with a light theme. If I manage, I could try to add dark theme. Thank you for everything! Here’s some screenshot of the program!
Day 5 - First GUI Rework!! I was a bit busy so I didn’t post a devlog yesterday, but anyway.. I FINALLY DID THE FIRST GUI REWORK!!! It took some time to plan and layout everything and it’s still not perfect. I’ll keep working onto it and make it better. I wanted to make a better one real quick just because I was bored. Useless to say, I’m using Raygui (again) for the GUI! I know that there are probably better libraries but I really love all the raylib ecosystem and I just want to learn even more about it! Thank god the creatore of raygui made a layout software for it, otherwise it would have been a PAIN to make everything look good. Anyway, like I said, everything is still a WORK IN PROGRESS . What’s next? Now, it’s time to work on file loading, saving, editing and creating! After that, I’ll probably work on the GUI again since I want to add styles, some menus and other things. I’m not sure if I’ll add more things after the GUI, I’m not sure cause Stardance is ending soon so I want to ship a working software before it ends so I’ll have to be fast. I’ll keep working on this project anyway cause I’m starting to love it a lot so I want to make it even better! SCREENSHOTSSS!!! YEAH...
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29700
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unwanted traffic by @hen | Stardance
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hen
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69.22
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[{"post_id": 76335, "ts": "202 [{"post_id": 76335, "ts": "2026-10-03T07:34:30Z", "hours": 9.0322, "text": "DEVLOG 13 Sprites and stuff Not much to say here. Aside from game balancing, I’m starting to draw out sprites for the game in order to make it more appealing to the players and for whoever is looking at the devlog. Yeah I see you. If you’re curious, I’m drawing all of the sprites myself on Clip Studio Paint, and the linework/coloring will be largely inspired by flash-era games like Alien Hominid and Castle Crashers. (But I can’t draw that well…) Timelapses should be on Lapse if you’re interested. https://lapse.hackclub.com/user/@hen Stick around… again!"}, {"post_id": 74712, "ts": "2026-09-28T01:37:33Z", "hours": 8.9883, "text": "DEVLOG 12 harry potter or something I’ve said this line in a number of devlogs before, but… BLOOD is meant to be both a currency and health, in order to increase the risk in decision making. In this wave of updates, I added abilities, which consume BLOOD but deal massive amounts of damage. Later abilities also grant movement. – Using an ability takes up both your health and currency for future upgrades, but in return you can kill enemies or clusters of enemies for a greater net payout. It can also be used to get out of bad situations. The caveat is to use them wisely, as using them too quickly will leave you weakened. I also added animated icons, but OBS was being too laggy… I still attached some images though. The majority of the gameplay loop is done, so redrawing everything is a very high priority at this moment. Stay tuned!!! The game will look VERY different."}, {"post_id": 72544, "ts": "2026-09-23T05:33:56Z", "hours": 5.2136, "text": "DEVLOG 11 But wait, there’s more… I added two new enemy types: – Tank: Takes more hits to kill, does more damage, collides with the player (forcing the player to either jump over them or risk HP killing them for big bonuses). Encountered at 500m. – Shooter: Slightly more health than a base zombie, and rapidly shoots fast projectiles for the same damage. Sounds annoying, but encountered at 1000m, by which point the player should be either strong enough to facetank it, one-shot it, or attack it from afar with abilities. You can parry the bullets, but it’s very hard. Perhaps it could be extra rewarding. I think this is going to be all the enemies I’m adding in this version, the reason being that I want there to be an end goal (2000m distance) without getting too complex. – The enemies will get higher health and damage as the player travels further, but that will be it. The game is designed around punishing carelessness as well as awarding deliberate decision-making. In an earlier devlog, I mentioned that all obstacles and enemies will be the same each run (for each player). In this sense, the player improves in skill at the same time that they buy upgrades; two improvements per mistake. These are still not the actual sprites… As soon as the gameplay and UI are done, it’s going to be a cramming session of drawing. I just figured out how to use Lapse so maybe you can find my work there. Hint: I posted a video already :) Stay tuned for more…"}, {"post_id": 72026, "ts": "2026-09-22T00:56:16Z", "hours": 8.7139, "text": "DEVLOG 10 The gameplay loop is being further developed… there’s upgrades now! In an earlier devlog, I mentioned that there was a mechanic called REVENGE which drained your blood for a strong, temporary boost. In contrast, UPGRADES are an alternative that gives you small, permanent boosts, but sets you back to the starting position. The point is to choose which path fits your style! I also added a main menu, but the background is coming soon. As a reminder, everything art and music related will be human-made, without AI. If you have any feedback, let me know! Stick around for future updates :)"}, {"post_id": 68540, "ts": "2026-09-15T08:57:46Z", "hours": 10.0889, "text": "DEVLOG 9 In an earlier devlog, I mentioned that I wanted “BLOOD” to simultaneously act as currency, health, and possibly ability points. I also wanted peak blood to play a role as not just a leaderboard stat, but as something important to gameplay. With that in mind, I drafted the following systems: REBIRTH and REVENGE. REBIRTH: When your BLOOD reaches 0, or you end the run early (preserving blood and peak blood) to buy upgrades. Upgrades cost both BLOOD and PEAK BLOOD, so you can either continue using blood to keep the run going (acting as a larger health and ability pool, and having a chance to get blood / peak blood even higher), or end it earlier to spend it on upgrades. REVENGE: Available upon DEATH. Requires PEAK BLOOD to be greater than 100. Continue the run by setting your BLOOD to PEAK BLOOD. BLOOD and PEAK BLOOD will drain to 100 in 30 seconds, but the duration is extended or lowered from BLOOD gain and loss. In exchange, the player has enhanced stats for the duration of REVENGE. ~ In this sense, the player is forced to gamble their resources at all times, at stake to skill but unbeknownst of future obstacles. I believe this will make for a very engaging gameplay loop, but playtesting needs to be done to ensure it’s not frustrating or too punishing. However, I don’t know of any loops similar to this. If it’s the first, I am very excited for it. ~ For Devlog 9, I added buttons that appear on death for REBIRTH and REVENGE, where the former will reset the map and revenge will keep the game going. I also implemented tooltips with these buttons for more in-depth explanation when necessary. However, I recognize that this can eventually make the game text-heavy, so an in-game tutorial will be in the works. ~ And of course, these buttons will have custom assets! As a reminder, although some code is AI-generated, ALL OF THE ARTWORK, SPRITES, 3D MODELS, AND MUSIC ARE AND WILL BE COMPLETELY HUMANMADE. ~ Stick around for future updates :)"}, {"post_id": 53882, "ts": "2026-08-24T16:14:59Z", "hours": 6.2717, "text": "DEVLOG 8 There is DANGER… The enemies are actually real instead of menacing vocaloid pears!! The first type I introduced is a zombie, which can… — Run toward the player — Jump over obstacles (with a varying height according to how high the obstacle actually is) — Kill. I’m actually pretty proud of the jumping solution (though maybe a professional wouldn’t like it…) — First, the zombie casts a raycast in front of itself, from its feet. The length of this raycast depends on how fast it’s going, so that higher speeds don’t make the zombie bump into the obstacle before actually getting over it. — Then, the zombie casts a raycast from the sky and descends until it hits the top of the obstacle. From the feet to the top, this gives obstacle height from which necessary jump strength can be calculated from a kinematics formula. (Yay AP Physics or something) There’s going to be more enemy variations in the future, but it takes a while… here are some plausible ideas though: — An enemy that physically blocks the player — An enemy that shoots projectiles — An enemy that explodes on death and therefore must be avoided instead of killed Aside from enemy variations, I’m going to keep working on things like a lose/restart screen and an upgrade menu. Stay tuned?"}, {"post_id": 48547, "ts": "2026-08-16T23:54:51Z", "hours": 5.0914, "text": "DEVLOG 7 I’m getting excited for how this is gonna turn out. With an actual prototype on hand, I can handle the fun side of the gameplay loop, the others being a respawn and upgrade system. I added procedural generation in order to create the map, which assigns the player a random seed from which a map is created. This makes for a unique but consistent map, and will hopefully reinforce the idea of the player learning from their mistakes because every run will be a chance to correct them. So far, in this map generation, there is a house, trash can, and tree, managed with the ScriptableObjects feature in Unity (which lets me store data for each prop more efficiently). These objects are assigned weights to affect the probability of each appearing on an object spawn. Although I knew probability weights existed, learning it conceptually and applying it was a little weird because I didn’t learn this in my statistics class. The house is tall and solid, but I added a grab feature to jump when approaching high ledges. This should make vertically scaling sections of the map more realistic in the future. The trash cans are also solid but can be knocked over. The tree can be walked through because it’s a background prop, but there will probably be variations that act as obstacles. Next on the list is adding enemy AIs, so the player can lose health to a secondary lose condition and that attacking is just as important as running."}, {"post_id": 44297, "ts": "2026-08-09T23:13:36Z", "hours": 2.1175, "text": "DEVLOG 6 Since this is supposed to be a side scroller, the lose condition is a horde of enemies that comes in from the left side and drains the player’s health. I did a lot of experimenting and reading documentation with Unity’s Mathf class, using it for things like exponential health drain (Pow, FloorToInt, Clamp). In the video is a placeholder sprite… but you can totally see the terror of the monsters… right?"}, {"post_id": 44227, "ts": "2026-08-09T20:53:58Z", "hours": 4.0431, "text": "DEVLOG 5 I added a mechanic that acts as both health and currency: blood. The idea is that killing enemies gives blood, getting hit loses blood, and saving blood can be used for upgrades. Balancing it this way will require a lot of thinking about game theory, but hopefully it’ll make gameplay more risk-intense while still being engaging and rewarding. I designed this UI block based on old Flash games and I’m going to try to lean toward that aesthetic."}, {"post_id": 31524, "ts": "2026-07-20T00:24:54Z", "hours": 2.4925, "text": "DEVLOG 4 Another main mechanic: attacking, and enemies that can die. After a few more critical mechanics are added, such as player health and enemy behaviors, I’ll finally be able to make this more unique."}, {"post_id": 25106, "ts": "2026-07-09T03:09:11Z", "hours": 3.3958, "text": "DEVLOG 3 REAL SPRITES!! Kind of… I drew out a bunch of prototype sprites on Clip Studio Paint and used an online website to generate a sprite sheet. Afterward, I sliced that sprite sheet into individual frames that could be selected in groups for each animation. Then, I had to use an Animation Controller to control when each animations played under certain conditions. I think I’ve said it in another devlog, but it’s way harder than it looks for the first time around. I have years of experience in Scratch but this is the complexity that comes with professional tools (Unity). Also, if you’re curious, I attached reference art for the character; lore coming soon? (It might relate to future gameplay mechanics…)"}, {"post_id": 20726, "ts": "2026-07-02T12:28:47Z", "hours": 2.5383, "text": "DEVLOG 2 I added jumping, but it took way longer than I thought. The plan was to make this high-action, so a simple up and down jump, like in many traditional platformers, would’ve been “restrictive” by putting the player a predefined amount of time in the air. Instead, I implemented variable jumping, where if you release the jump button early, you fall earlier. I drew inspiration from Hollow Knight (a metroidvania), but this was popularized by Super Mario Bros. Next on my priority list would either be coyote time (giving the player a small window to jump when off the platform) or working on attack hitboxes for the main gameplay loop. I’ll add actual sprites soon!! I have some concept art, they just need to be animation-ready and blend into the game."}, {"post_id": 20574, "ts": "2026-07-02T05:58:36Z", "hours": 1.2333, "text": "DEVLOG 1 My first proof-of-concept for this game: horizontal movement. It doesn’t look like much for an hour of work, but it turns out Unity can be very hard to learn… But anyways, it exists and that means it can continue to improve. I’ll also explain why the game is called ‘unwanted traffic’ in a future devlog. The player character does have a backstory."}]...
|
Title: unwanted traffic by @hen | Stardance
Devlo Title: unwanted traffic by @hen | Stardance
Devlogs:
DEVLOG 1 My first proof-of-concept for this game: horizontal movement. It doesn’t look like much for an hour of work, but it turns out Unity can be very hard to learn… But anyways, it exists and that means it can continue to improve. I’ll also explain why the game is called ‘unwanted traffic’ in a future devlog. The player character does have a backstory.
DEVLOG 2 I added jumping, but it took way longer than I thought. The plan was to make this high-action, so a simple up and down jump, like in many traditional platformers, would’ve been “restrictive” by putting the player a predefined amount of time in the air. Instead, I implemented variable jumping, where if you release the jump button early, you fall earlier. I drew inspiration from Hollow Knight (a metroidvania), but this was popularized by Super Mario Bros. Next on my priority list would either be coyote time (giving the player a small window to jump when off the platform) or working on attack hitboxes for the main gameplay loop. I’ll add actual sprites soon!! I have some concept art, they just need to be animation-ready and blend into the game.
DEVLOG 3 REAL SPRITES!! Kind of… I drew out a bunch of prototype sprites on Clip Studio Paint and used an online website to generate a sprite sheet. Afterward, I sliced that sprite sheet into individual frames that could be selected in groups for each animation. Then, I had to use an Animation Controller to control when each animations played under certain conditions. I think I’ve said it in another devlog, but it’s way harder than it looks for the first time around. I have years of experience in Scratch but this is the complexity that comes with professional tools (Unity). Also, if you’re curious, I attached reference art for the character; lore coming soon? (It might relate to future gameplay mechanics…)
DEVLOG 4 Another main mechanic: attacking, and enemies that can die. After a few more critical mechanics are added, such as player health and enemy behaviors, I’ll finally be able to make this more unique.
DEVLOG 5 I added a mechanic that acts as both health and currency: blood. The idea is that killing enemies gives blood, getting hit loses blood, and saving blood can be used for upgrades. Balancing it this way will require a lot of thinking about game theory, but hopefully it’ll make gameplay more risk-intense while still being engaging and rewarding. I designed this UI block based on old Flash games and I’m going to try to lean toward that aesthetic.
DEVLOG 6 Since this is supposed to be a side scroller, the lose condition is a horde of enemies that comes in from the left side and drains the player’s health. I did a lot of experimenting and reading documentation with Unity’s Mathf class, using it for things like exponential health drain (Pow, FloorToInt, Clamp). In the video is a placeholder sprite… but you can totally see the terror of the monsters… right?
DEVLOG 7 I’m getting excited for how this is gonna turn out. With an actual prototype on hand, I can handle the fun side of the gameplay loop, the others being a respawn and upgrade system. I added procedural generation in order to create the map, which assigns the player a random seed from which a map is created. This makes for a unique but consistent map, and will hopefully reinforce the idea of the player learning from their mistakes because every run will be a chance to correct them. So far, in this map generation, there is a house, trash can, and tree, managed with the ScriptableObjects feature in Unity (which lets me store data for each prop more efficiently). These objects are assigned weights to affect the probability of each appearing on an object spawn. Although I knew probability weights existed, learning it conceptually and applying it was a little weird because I didn’t learn this in my statistics class. The house is tall and solid, but I added a grab feature to jump when approaching high ledges. This should make vertically scaling sections of the map more realistic in the future. The trash cans are also solid but can be knocked over. The tree can be walked through because it’s a background prop, but there will probably be variations that act as obstacles. Next on the list is adding enemy AIs, so the player can lose health to a secondary lose condition and that attacking is just as important as running.
DEVLOG 8 There is DANGER… The enemies are actually real instead of menacing vocaloid pears!! The first type I introduced is a zombie, which can… — Run toward the player — Jump over obstacles (with a varying height according to how high the obstacle actually is) — Kill. I’m actually pretty proud of the jumping solution (though maybe a professional wouldn’t like it…) — First, the zombie casts a raycast in front of itself, from its feet. The length of this raycast depends on how fast it’s going, so that higher speeds don’t make the zombie bump into the obstacle before actually getting over it. — Then, the zombie casts a raycast from the sky and descends until it hits the top of the obstacle. From the feet to the top, this gives obstacle height from which necessary jump strength can be calculated from a kinematics formula. (Yay AP Physics or something) There’s going to be more enemy variations in the future, but it takes a while… here are some plausible ideas though: — An enemy that physically blocks the player — An enemy that shoots projectiles — An enemy that explodes on death and therefore must be avoided instead of killed Aside from enemy variations, I’m going to keep working on things like a lose/restart screen and an upgrade menu. Stay tuned?
DEVLOG 9 In an earlier devlog, I mentioned that I wanted “BLOOD” to simultaneously act as currency, health, and possibly ability points. I also wanted peak blood to play a role as not just a leaderboard stat, but as something important to gameplay. With that in mind, I drafted the following systems: REBIRTH and REVENGE. REBIRTH: When your BLOOD reaches 0, or you end the run early (preserving blood and peak blood) to buy upgrades. Upgrades cost both BLOOD and PEAK BLOOD, so you can either continue using blood to keep the run going (acting as a larger health and ability pool, and having a chance to get blood / peak blood even higher), or end it earlier to spend it on upgrades. REVENGE: Available upon DEATH. Requires PEAK BLOOD to be greater than 100. Continue the run by setting your BLOOD to PEAK BLOOD. BLOOD and PEAK BLOOD will drain to 100 in 30 seconds, but the duration is extended or lowered from BLOOD gain and loss. In exchange, the player has enhanced stats for the duration of REVENGE. ~ In this sense, the player is forced to gamble their resources at all times, at stake to skill but unbeknownst of future obstacles. I believe this will make for a very engaging gameplay loop, but playtesting needs to be done to ensure it’s not frustrating or too punishing. However, I don’t know of any loops similar to this. If it’s the first, I am very excited for it. ~ For Devlog 9, I added buttons that appear on death for REBIRTH and REVENGE, where the former will reset the map and revenge will keep the game going. I also implemented tooltips with these buttons for more in-depth explanation when necessary. However, I recognize that this can eventually make the game text-heavy, so an in-game tutorial will be in the works. ~ And of course, these buttons will have custom assets! As a reminder, although some code is AI-generated, ALL OF THE ARTWORK, SPRITES, 3D MODELS, AND MUSIC ARE AND WILL BE COMPLETELY HUMANMADE. ~ Stick around for future updates :)
DEVLOG 10 The gameplay loop is being further developed… there’s upgrades now! In an earlier devlog, I mentioned that there was a mechanic called REVENGE which drained your blood for a strong, temporary boost. In contrast, UPGRADES are an alternative that gives you small, permanent boosts, but sets you back to the starting position. The point is to choose which path fits your style! I also added a main menu, but the background is coming soon. As a reminder, everything art and music related will be human-made, without AI. If you have any feedback, let me know! Stick around for future updates :)
DEVLOG 11 But wait, there’s more… I added two new enemy types: – Tank: Takes more hits to kill, does more damage, collides with the player (forcing the player to either jump over them or risk HP killing them for big bonuses). Encountered at 500m. – Shooter: Slightly more health than a base zombie, and rapidly shoots fast projectiles for the same damage. Sounds annoying, but encountered at 1000m, by which point the player should be either strong enough to facetank it, one-shot it, or attack it from afar with abilities. You can parry the bullets, but it’s very hard. Perhaps it could be extra rewarding. I think this is going to be all the enemies I’m adding in this version, the reason being that I want there to be an end goal (2000m distance) without getting too complex. – The enemies will get higher health and damage as the player travels further, but that will be it. The game is designed around punishing carelessness as well as awarding deliberate decision-making. In an earlier devlog, I mentioned that all obstacles and enemies will be the same each run (for each player). In this sense, the player improves in skill at the same time that they buy upgrades; two improvements per mistake. These are still not the actual sprites… As soon as the gameplay and UI are done, it’s going to be a cramming session of drawing. I just figured out how to use Lapse so maybe you can find my work there. Hint: I posted a video already :) Stay tuned for more…
DEVLOG 12 harry potter or something I’ve said this line in a number of devlogs before, but… BLOOD is meant to be both a currency and health, in order to increase the risk in decision making. In this wave of updates, I added abilities, which consume BLOOD but deal massive amounts of damage. Later abilities also grant movement. – Using an ability takes up both your health and currency for future upgrades, but in return you can kill enemies or clusters of enemies for a greater net payout. It can also be used to get out of bad situations. The caveat is to use them wisely, as using them too quickly will leave you weakened. I also added animated icons, but OBS was being too laggy… I still attached some images though. The majority of the gameplay loop is done, so redrawing everything is a very high priority at this moment. Stay tuned!!! The game will look VERY different.
DEVLOG 13 Sprites and stuff Not much to say here. Aside from game balancing, I’m starting to draw out sprites for the game in order to make it more appealing to the players and for whoever is looking at the devlog. Yeah I see you. If you’re curious, I’m drawing all of the sprites myself on Clip Studio Paint, and the linework/coloring will be largely inspired by flash-era games like Alien Hominid and Castle Crashers. (But I can’t draw that well…) Timelapses should be on Lapse if you’re interested. https://lapse.hackclub.com/user/@hen Stick around… again!...
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upside-down welcome page by @Ggiver | Stardance
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Ggiver
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Title: upside-down welcome page by @Ggiver | Stard Title: upside-down welcome page by @Ggiver | Stardance...
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1793361169.7358513
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upyouwake by @suvyakthacharya | Stardance
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suvyakthacharya
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Title: upyouwake by @suvyakthacharya | Stardance
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url-tools slack bot by @crazydave | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T13:30:07Z", "hours": 1.0, "multiplier": 2.98, "payout": 4, "blessing": "neutral", "text": "I made a slack bot that lets you shorten URLs and turn text or URLs into QR codes. I followed the slack bot tutorial and the shortened urls are generated by is.gd and the QR codes are generated by a free api.", "repo": "https://github.com/rufus-gh/slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 18484, "ts": "202 [{"post_id": 18484, "ts": "2026-06-29T17:25:00Z", "hours": 0.4631, "text": "Added a longer delay before it times out so hopefully that fixes the errors that have been stopping it from getting approved."}, {"post_id": 16147, "ts": "2026-06-26T07:37:02Z", "hours": 0.6417, "text": "I switched to using my own url shortener as the other api’s weren’t working with slack (so my ship got rejected, should be fixed now), it kept on timing out on the response so it would just send an error message. I used the url shortening from my other projecting and just wrote a small bit of code to have an api for short url creation. I then set it up with nest again and it took forever to get the Nest server working as for some reason the internet connection on the nest would just randomly stop working so the bot wouldn’t work either."}, {"post_id": 15641, "ts": "2026-06-25T13:10:51Z", "hours": 1.4167, "text": "Added bot commands to create QR codes as well as url shortening. I was trying to create the QR generation myself using an npm package but I couldn’t figure out how to send an image from a “data:” url so I instead switched to a free API, and I did the same for the url shortening. I also tried to host it using vercel but it didn’t work so I instead switched to using the hack club nest. Feel free to try it out with this on the slack: /url-tools-help ."}]...
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Title: url-tools slack bot by @crazydave | Stardan Title: url-tools slack bot by @crazydave | Stardance
Devlogs:
Added bot commands to create QR codes as well as url shortening. I was trying to create the QR generation myself using an npm package but I couldn’t figure out how to send an image from a “data:” url so I instead switched to a free API, and I did the same for the url shortening. I also tried to host it using vercel but it didn’t work so I instead switched to using the hack club nest. Feel free to try it out with this on the slack: /url-tools-help .
I switched to using my own url shortener as the other api’s weren’t working with slack (so my ship got rejected, should be fixed now), it kept on timing out on the response so it would just send an error message. I used the url shortening from my other projecting and just wrote a small bit of code to have an api for short url creation. I then set it up with nest again and it took forever to get the Nest server working as for some reason the internet connection on the nest would just randomly stop working so the bot wouldn’t work either.
Added a longer delay before it times out so hopefully that fixes the errors that have been stopping it from getting approved.
Ships:
I made a slack bot that lets you shorten URLs and turn text or URLs into QR codes. I followed the slack bot tutorial and the shortened urls are generated by is.gd and the QR codes are generated by a free api....
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