|
1965
|
Untitled project by @lolodotzip | Stardance
|
lolodotzip
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @lolodotzip | Stardance
|
1793253100.916275
|
1793857900.916275
|
|
1966
|
Life App by @Dimi | Stardance
|
Dimi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Life App by @Dimi | Stardance
|
1793163214.6951623
|
1793768014.6951623
|
|
1967
|
Galaxy Defender by @robajr2026 | Stardance
|
robajr2026
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Galaxy Defender by @robajr2026 | Stardance
|
1793148908.3518667
|
1793753708.3518667
|
|
1968
|
einar by @srivamsirajesh | Stardance
|
srivamsirajesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: einar by @srivamsirajesh | Stardance
|
1793173847.6823559
|
1793778647.6823559
|
|
1969
|
My first slack bot! by @sunbrrst | Stardance
|
sunbrrst
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sunbrrst | Stardanc Title: My first slack bot! by @sunbrrst | Stardance...
|
1792731317.0656557
|
1793336117.0656557
|
|
1970
|
My first slack bot! by @MorarityCodez | Stardance
|
MorarityCodez
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @MorarityCodez | Sta Title: My first slack bot! by @MorarityCodez | Stardance...
|
1793390004.2338755
|
1793994804.2338755
|
|
1971
|
My first slack bot! by @alimusaali | Stardance
|
alimusaali
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @alimusaali | Starda Title: My first slack bot! by @alimusaali | Stardance...
|
1793314181.406454
|
1793918981.406454
|
|
1972
|
Untitled project by @Anukalp | Stardance
|
Anukalp
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Anukalp | Stardance
|
1792716829.7814717
|
1793321629.7814717
|
|
1974
|
Daileap 3.0 by @LeaHCim | Stardance
|
LeaHCim
|
0
|
44.18
|
0
|
[]
|
[{"post_id": 80393, "ts": "202 [{"post_id": 80393, "ts": "2026-10-17T14:30:41Z", "hours": 6.82, "text": "This was so hard and I still dont really have it! So I just want to make these gems that you can collect. And I want them to bob up and down randomly. Turns out after 6 hours of trying around there is no good solution. Ok I am really picky, but under my constraints there really wasnt anything. So then began the game of “If first you dont success, lower your expectations till you do” And now I almost got it. But if you dont know whats not really working in the animation you probably wont notice it so. I just wont tell you"}, {"post_id": 77923, "ts": "2026-10-08T19:40:09Z", "hours": 6.7644, "text": "On the surface I added a few more textures to work with. Which are great thanks Craftpix! But there was a major overhaul in the backend and I did some levels which I am gonna show in the next devlog when I will have some more done."}, {"post_id": 75308, "ts": "2026-09-29T18:12:22Z", "hours": 1.5397, "text": "Thanks too all the trouble I had in the last devlog! I now didnt have too many issues implementing a debug game window. Its soo useful"}, {"post_id": 74658, "ts": "2026-09-27T21:42:46Z", "hours": 3.26, "text": "Git and Godot arent friends. Whoever said that you just have to tick the “git” mark on godot. Well f you. I just took 3 hrs of my time to fix sth that shouldnt need fixing just cause git cant understand everything godot does and the other way around. I spend many attempts trying to make “mkdirs” work. I think they do now. But maybe shenanigans will come back. I do not look forward to this. Basically nth about the game changed in this Devlog. I am sorry. I will just have to create my own Repository System for Godot. jk! PS. Because there is nothing new to show. Here is a screenshot of the demo running again:("}, {"post_id": 74581, "ts": "2026-09-27T17:46:29Z", "hours": 1.4928, "text": "Improvements and Fixes: I fixed some stuff on the saving, now it wont duplicate some files accidentally. Also notice the layer icon on the bottom right. This now makes it easier what you are actually editing when painting the map!"}, {"post_id": 73557, "ts": "2026-09-25T12:06:42Z", "hours": 4.8614, "text": "Today I made a pipette function. It was easier then expected, except actually showing the item when one has been picked. The scrolling was hard. But unfortunately I cant really show that with a screenshot, so I also made a level. And I must say, the editor seems to work pretty good.:)"}, {"post_id": 73280, "ts": "2026-09-24T18:57:52Z", "hours": 1.4497, "text": "DELETE! now you can delete level chunks and also some more settings"}, {"post_id": 72875, "ts": "2026-09-23T22:24:59Z", "hours": 8.6072, "text": "I implemented rotation! And also a bunch of backend thats just a pain. I had to redo the whole saving and loading system. Its more reliable now and its not as ugly. Also there is a indicator when the file isnt unsaved!"}, {"post_id": 71960, "ts": "2026-09-21T21:13:57Z", "hours": 6.4528, "text": "I did a lot of stuff in the backend. I cant really explain but I will try. The Items you can see on the left are building blocks. And I had to make a general resource that accounts for all the variants and sources and place styles etc. I managed it after like 5 hours. Anyway now you are finaly able to place blocks!"}, {"post_id": 66925, "ts": "2026-09-12T21:59:58Z", "hours": 2.9272, "text": "I am working hard on the level editor. I am making this way to good. But I feel if I dont make it properly I wont be motivated to make levels. So a lot of this time I spend figuring out what I did last a few months ago. I really should write that down… Anyways now I can select building blocks on the right!"}]...
|
Title: Daileap 3.0 by @LeaHCim | Stardance
Devlog Title: Daileap 3.0 by @LeaHCim | Stardance
Devlogs:
I am working hard on the level editor. I am making this way to good. But I feel if I dont make it properly I wont be motivated to make levels. So a lot of this time I spend figuring out what I did last a few months ago. I really should write that down… Anyways now I can select building blocks on the right!
I did a lot of stuff in the backend. I cant really explain but I will try. The Items you can see on the left are building blocks. And I had to make a general resource that accounts for all the variants and sources and place styles etc. I managed it after like 5 hours. Anyway now you are finaly able to place blocks!
I implemented rotation! And also a bunch of backend thats just a pain. I had to redo the whole saving and loading system. Its more reliable now and its not as ugly. Also there is a indicator when the file isnt unsaved!
DELETE! now you can delete level chunks and also some more settings
Today I made a pipette function. It was easier then expected, except actually showing the item when one has been picked. The scrolling was hard. But unfortunately I cant really show that with a screenshot, so I also made a level. And I must say, the editor seems to work pretty good.:)
Improvements and Fixes: I fixed some stuff on the saving, now it wont duplicate some files accidentally. Also notice the layer icon on the bottom right. This now makes it easier what you are actually editing when painting the map!
Git and Godot arent friends. Whoever said that you just have to tick the “git” mark on godot. Well f you. I just took 3 hrs of my time to fix sth that shouldnt need fixing just cause git cant understand everything godot does and the other way around. I spend many attempts trying to make “mkdirs” work. I think they do now. But maybe shenanigans will come back. I do not look forward to this. Basically nth about the game changed in this Devlog. I am sorry. I will just have to create my own Repository System for Godot. jk! PS. Because there is nothing new to show. Here is a screenshot of the demo running again:(
Thanks too all the trouble I had in the last devlog! I now didnt have too many issues implementing a debug game window. Its soo useful
On the surface I added a few more textures to work with. Which are great thanks Craftpix! But there was a major overhaul in the backend and I did some levels which I am gonna show in the next devlog when I will have some more done.
This was so hard and I still dont really have it! So I just want to make these gems that you can collect. And I want them to bob up and down randomly. Turns out after 6 hours of trying around there is no good solution. Ok I am really picky, but under my constraints there really wasnt anything. So then began the game of “If first you dont success, lower your expectations till you do” And now I almost got it. But if you dont know whats not really working in the animation you probably wont notice it so. I just wont tell you...
|
1792756273.3982334
|
1793361073.3982334
|
|
1975
|
My awesome macropad! by @ray | Stardance
|
ray
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ray | Stardance
|
1793202860.80169
|
1793807660.80169
|
|
1976
|
My awesome macropad! by @Marius | Stardance
|
Marius
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Marius | Stardance
|
1793321394.88516
|
1793926194.88516
|
|
1977
|
Purrfect Day by @juhi | Stardance
|
juhi
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 343, "ts": "2026- [{"post_id": 343, "ts": "2026-06-01T17:24:51Z", "hours": 0.0, "text": "😀"}]...
|
Title: Purrfect Day by @juhi | Stardance
Devlogs: Title: Purrfect Day by @juhi | Stardance
Devlogs:
😀...
|
1792918348.8584974
|
1793782348.8584974
|
|
1978
|
Belote by @Martin | Stardance
|
Martin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Belote by @Martin | Stardance
|
1793414847.4598615
|
1794019647.4598615
|
|
1979
|
My awesome macropad! by @samanwaydefi | Stardance
|
samanwaydefi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @samanwaydefi | Sta Title: My awesome macropad! by @samanwaydefi | Stardance...
|
1793227925.060435
|
1793832725.060435
|
|
1980
|
My awesome macropad! by @sibhatabay | Stardance
|
sibhatabay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sibhatabay | Stard Title: My awesome macropad! by @sibhatabay | Stardance...
|
1793418752.0229683
|
1794023552.0229683
|
|
1981
|
Cool Music Controller by @Vasilakos | Stardance
|
Vasilakos
|
0
|
2.65
|
0
|
[]
|
[{"post_id": 60710, "ts": "202 [{"post_id": 60710, "ts": "2026-09-03T08:33:07Z", "hours": 1.8292, "text": "Finally got an idea and finished the schematic it’s essentially gonna be a music controller as the title suggests and what’s gonna be cool about it is that the oled screen and backlit leds will pulsate to the music that plays which will be a pain in the ass to program but hey we’ll see."}, {"post_id": 60157, "ts": "2026-09-02T10:48:23Z", "hours": 0.8219, "text": "so this kicad and in general pcb building always interested me but holy cow is it a complicated and difficult thing to get into and understand, but I believe with trial and error I am gonna get better at this so let’s see. right now I am at the total start so all you gonna see is just the PCB editor stuff. Don’t really know what I am gonna do exactly to make my hackpad special but I have some ideas."}]...
|
Title: Cool Music Controller by @Vasilakos | Stard Title: Cool Music Controller by @Vasilakos | Stardance
Devlogs:
so this kicad and in general pcb building always interested me but holy cow is it a complicated and difficult thing to get into and understand, but I believe with trial and error I am gonna get better at this so let’s see. right now I am at the total start so all you gonna see is just the PCB editor stuff. Don’t really know what I am gonna do exactly to make my hackpad special but I have some ideas.
Finally got an idea and finished the schematic it’s essentially gonna be a music controller as the title suggests and what’s gonna be cool about it is that the oled screen and backlit leds will pulsate to the music that plays which will be a pain in the ass to program but hey we’ll see....
|
1792745650.6558418
|
1793350450.6558418
|
|
1982
|
My first slack bot! by @junlongni05 | Stardance
|
junlongni05
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @junlongni05 | Stard Title: My first slack bot! by @junlongni05 | Stardance...
|
1793382868.7509987
|
1793987668.7509987
|
|
1984
|
Untitled project by @Nil0ft | Stardance
|
Nil0ft
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Nil0ft | Stardance
|
1793224262.7263498
|
1793829062.7263498
|
|
1985
|
Untitled project by @the_bucket020 | Stardance
|
the_bucket020
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @the_bucket020 | Starda Title: Untitled project by @the_bucket020 | Stardance...
|
1792745360.6600783
|
1793350160.6600783
|
|
1986
|
My awesome macropad! by @Arfan | Stardance
|
Arfan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Arfan | Stardance
|
1792734762.6386585
|
1793339562.6386585
|
|
1987
|
My awesome macropad! by @bhavika | Stardance
|
bhavika
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @bhavika | Stardanc Title: My awesome macropad! by @bhavika | Stardance...
|
1792810119.391732
|
1793414919.391732
|
|
1988
|
My first slack bot! by @SparksTheProtogen | Starda My first slack bot! by @SparksTheProtogen | Stardance...
|
SparksTheProtogen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @SparksTheProtogen | Title: My first slack bot! by @SparksTheProtogen | Stardance...
|
1792745497.823311
|
1793350297.823311
|
|
1989
|
Untitled project by @sena | Stardance
|
sena
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sena | Stardance
|
1793357531.204977
|
1793962331.204977
|
|
1990
|
Untitled project by @bushbaby9001 | Stardance
|
bushbaby9001
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @bushbaby9001 | Stardan Title: Untitled project by @bushbaby9001 | Stardance...
|
1793195411.008537
|
1793800211.008537
|
|
1991
|
My awesome macropad! by @SirYanni | Stardance
|
SirYanni
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @SirYanni | Stardan Title: My awesome macropad! by @SirYanni | Stardance...
|
1792921706.5631523
|
1793785706.5631523
|
|
1992
|
My first slack bot! by @mariamhossam | Stardance
|
mariamhossam
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @mariamhossam | Star Title: My first slack bot! by @mariamhossam | Stardance...
|
1793393308.9918137
|
1793998108.9918137
|
|
1993
|
Untitled project by @oliver-p | Stardance
|
oliver-p
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @oliver-p | Stardance
|
1792803298.3429406
|
1793408098.3429406
|
|
1994
|
Tasker by @M2x | Stardance
|
M2x
|
0
|
0.41
|
0
|
[]
|
[{"post_id": 324, "ts": "2026- [{"post_id": 324, "ts": "2026-06-01T16:51:36Z", "hours": 0.4081, "text": "Initial Commit (Devlog)"}]...
|
Title: Tasker by @M2x | Stardance
Devlogs:
Initia Title: Tasker by @M2x | Stardance
Devlogs:
Initial Commit (Devlog)...
|
1792799277.2887313
|
1793404077.2887313
|
|
1995
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939657.2489119
|
1793803657.2489119
|
|
1996
|
My first slack bot! by @matejprazsky | Stardance
|
matejprazsky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @matejprazsky | Star Title: My first slack bot! by @matejprazsky | Stardance...
|
1793347001.644431
|
1793951801.644431
|
|
1997
|
My awesome macropad! by @Knifej | Stardance
|
Knifej
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Knifej | Stardance
|
1792767005.483756
|
1793371805.483756
|
|
1998
|
My awesome macropad! by @BASLEL | Stardance
|
BASLEL
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @BASLEL | Stardance
|
1793357549.6463
|
1793962349.6463
|
|
1999
|
[To be deleted] by @nightfall | Stardance
|
nightfall
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: [To be deleted] by @nightfall | Stardance
|
1793166527.327158
|
1793771327.327158
|
|
2000
|
Rutherford Scattering Experiment Simulator by @the Rutherford Scattering Experiment Simulator by @thesupernile6 | Stardance...
|
thesupernile6
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rutherford Scattering Experiment Simulator Title: Rutherford Scattering Experiment Simulator by @thesupernile6 | Stardance...
|
1793364596.2119327
|
1793969396.2119327
|
|
2001
|
My awesome macropad! by @Ayoyub | Stardance
|
Ayoyub
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ayoyub | Stardance
|
1792806755.7428792
|
1793411555.7428792
|
|
2002
|
Rocket flight computer by @pavelchladek_dev | Star Rocket flight computer by @pavelchladek_dev | Stardance...
|
pavelchladek_dev
|
0
|
2.62
|
0
|
[]
|
[{"post_id": 4418, "ts": "2026 [{"post_id": 4418, "ts": "2026-06-07T18:54:17Z", "hours": 2.6222, "text": "Hey guys, I am building a custom STM32 flight controller for an upcoming rocket competition. The goal is not just to fly up and fall down. I want proper telemetry - barometric pressure, orientation, GPS data, and the full flight trajectory. For the main sensors, I went with a BMP580 barometer and an ICM-42688-P acelerometer. But there is a catch: this rocket is going to be relatively light, which means it is going to pull some insane G forces right off the pad. The ICM would just max out and clip the data. To fix this, I added an ADXL372 specifically to handle the high G launch shock and get accurate data. Data logging was another important design decision. A lot of people in the community use spring loaded micro sd card slots. But with rocket vibrations, this slot is just asking for a mid-flight disconnect and total data loss. I stopped the SD card idea completely and added a soldered SPI Flash memory chip onboard to act as a black box. For the live downlink, I am using an Ebyte Lora module. For parachute deployment, I am going with pyro channels instead of servos. I designed the MOSFET firing circuits with proper voltage dividers so I can safely measure the battery voltage and check the pyro continuity without dumping 7.4V directly into the STM32 pins and frying the MCU. Today it has been a lot of work though. First off, Wakatime completely bugged. Probably because Kicads new version - v 10, automatically generates backup and history directories containing old .pro files. wakatime got totally confused by multiple project files in the same directory tree, threw errors, and refused to log my actual hours. I spent a lot of time just solving the issue, had to disable auto backups, and manually wipe the history folders just to get the tracker working again. I actually started the project on friday but then on saturday realized that I have also forgot to run kicad wakatime, because usually the programs dont require using wakatime, just journaling and then today solved the issue. On top of that, I was looking at some reference designs online for the power delivery - TPS54525 buck converter and found some insane mistakes. One guy had VREG5 shorted straight to GND instead of connecting it with 1uF capacitor to GND and that would have instantly killed the chip. I removed that, checked the datasheet, fixed the routing, and built a diode OR circuit. So I can safely plug in a USB cable and my 2S lipo battery at the same time without blowing up my pc. I would say that I have completed the most of the schematics at this moment and would jump on pcb design."}]...
|
Title: Rocket flight computer by @pavelchladek_dev Title: Rocket flight computer by @pavelchladek_dev | Stardance
Devlogs:
Hey guys, I am building a custom STM32 flight controller for an upcoming rocket competition. The goal is not just to fly up and fall down. I want proper telemetry - barometric pressure, orientation, GPS data, and the full flight trajectory. For the main sensors, I went with a BMP580 barometer and an ICM-42688-P acelerometer. But there is a catch: this rocket is going to be relatively light, which means it is going to pull some insane G forces right off the pad. The ICM would just max out and clip the data. To fix this, I added an ADXL372 specifically to handle the high G launch shock and get accurate data. Data logging was another important design decision. A lot of people in the community use spring loaded micro sd card slots. But with rocket vibrations, this slot is just asking for a mid-flight disconnect and total data loss. I stopped the SD card idea completely and added a soldered SPI Flash memory chip onboard to act as a black box. For the live downlink, I am using an Ebyte Lora module. For parachute deployment, I am going with pyro channels instead of servos. I designed the MOSFET firing circuits with proper voltage dividers so I can safely measure the battery voltage and check the pyro continuity without dumping 7.4V directly into the STM32 pins and frying the MCU. Today it has been a lot of work though. First off, Wakatime completely bugged. Probably because Kicads new version - v 10, automatically generates backup and history directories containing old .pro files. wakatime got totally confused by multiple project files in the same directory tree, threw errors, and refused to log my actual hours. I spent a lot of time just solving the issue, had to disable auto backups, and manually wipe the history folders just to get the tracker working again. I actually started the project on friday but then on saturday realized that I have also forgot to run kicad wakatime, because usually the programs dont require using wakatime, just journaling and then today solved the issue. On top of that, I was looking at some reference designs online for the power delivery - TPS54525 buck converter and found some insane mistakes. One guy had VREG5 shorted straight to GND instead of connecting it with 1uF capacitor to GND and that would have instantly killed the chip. I removed that, checked the datasheet, fixed the routing, and built a diode OR circuit. So I can safely plug in a USB cable and my 2S lipo battery at the same time without blowing up my pc. I would say that I have completed the most of the schematics at this moment and would jump on pcb design....
|
1793418899.3731916
|
1794023699.3731916
|
|
2003
|
My first slack bot! by @connershoemaker | Stardanc My first slack bot! by @connershoemaker | Stardance...
|
connershoemaker
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @connershoemaker | S Title: My first slack bot! by @connershoemaker | Stardance...
|
1793321737.6802936
|
1793926537.6802936
|
|
2004
|
Tracker by @Thomas728488 | Stardance
|
Thomas728488
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tracker by @Thomas728488 | Stardance
|
1792745666.9080453
|
1793350466.9080453
|
|
2005
|
My awesome macropad! by @fianko | Stardance
|
fianko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @fianko | Stardance
|
1792810077.2471266
|
1793414877.2471266
|
|
2007
|
Automatic motor machine by @VinGR | Stardance
|
VinGR
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Automatic motor machine by @VinGR | Stardan Title: Automatic motor machine by @VinGR | Stardance...
|
1793299886.1222591
|
1793904686.1222591
|
|
2008
|
My 1st slack bot! by @enej | Stardance
|
enej
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My 1st slack bot! by @enej | Stardance
|
1793300185.8022566
|
1793904985.8022566
|
|
2009
|
Draaal's GameBoy Emulator by @Draaal | Stardan Draaal's GameBoy Emulator by @Draaal | Stardance...
|
Draaal
|
0
|
14.46
|
0
|
[]
|
[{"post_id": 26320, "ts": "202 [{"post_id": 26320, "ts": "2026-07-11T01:43:41Z", "hours": 1.51, "text": "Devlog #4: Stack Overflow After finding that it works last devlog, it didn’t actually work, because all my other roms kept crashing with stack overflow error. I, of course, started searching for an infinite loop (as one does when confronted with a stack overflow), but this was my first EVER stack overflow without an infite loop. Just shouldn’t have put 32 KiB of ROM on the stack. For anyone wondering, the rom I showed used a variable length cartridge and was because of that already on the heap. I also did some minor refactoring: The header utility has now its own crate I use anyhow for errors Removed tons of obsolete comments and prints Header details can now be printed to the console for debugging"}, {"post_id": 19881, "ts": "2026-07-01T09:36:04Z", "hours": 9.2656, "text": "Devlog #3: I’m back It’s been a while since my last devlog, I lost interest in this project and was off playing XCOM 2 again (such a good game!). The main reason why I lost motivation is that I spent forever trying to get it to display anything but a blank white screen. Now I wanted to write that I will keep trying, but when generating a image for the devlog it actually worked. I have honestly no idea what changed, but neither do I care. We are so back! Oh, also there is memory inspection for debugging now."}, {"post_id": 498, "ts": "2026-06-01T23:40:37Z", "hours": 1.2872, "text": "Devlog #2: MBCs and loading ROMs I finished support for MBC1 and added automatic recognition of the MBC version when loading a ROM. Then I added GitHub Releases (in theory - there aren’t any actual releases yet), as always it was a chore and took way too long. I also added the little label you see in the screenshot to have something to show here."}, {"post_id": 439, "ts": "2026-06-01T20:58:41Z", "hours": 2.3994, "text": "Devlog #1: An introduction Since I have started this project before Stardance there is quite a lot to tell: I implemented (almost) all of the cpu instructions, then I added memory, so it can actually run something. Then I added this wonderful UI you can see in the screenshot (my first UI that doesn’t completely suck, Yay!) and added some MBCs - needed to support different cartridges. The next goal is of course to get it to draw some things to the screen. Might have to screw around with GitHub Releases first though, setting that up is always such a pain. Anyways, that’s it for now, next one will be a bit more detailed. Cheers!"}]...
|
Title: Draaal's GameBoy Emulator by @Draaal | Title: Draaal's GameBoy Emulator by @Draaal | Stardance
Devlogs:
Devlog #1: An introduction Since I have started this project before Stardance there is quite a lot to tell: I implemented (almost) all of the cpu instructions, then I added memory, so it can actually run something. Then I added this wonderful UI you can see in the screenshot (my first UI that doesn’t completely suck, Yay!) and added some MBCs - needed to support different cartridges. The next goal is of course to get it to draw some things to the screen. Might have to screw around with GitHub Releases first though, setting that up is always such a pain. Anyways, that’s it for now, next one will be a bit more detailed. Cheers!
Devlog #2: MBCs and loading ROMs I finished support for MBC1 and added automatic recognition of the MBC version when loading a ROM. Then I added GitHub Releases (in theory - there aren’t any actual releases yet), as always it was a chore and took way too long. I also added the little label you see in the screenshot to have something to show here.
Devlog #3: I’m back It’s been a while since my last devlog, I lost interest in this project and was off playing XCOM 2 again (such a good game!). The main reason why I lost motivation is that I spent forever trying to get it to display anything but a blank white screen. Now I wanted to write that I will keep trying, but when generating a image for the devlog it actually worked. I have honestly no idea what changed, but neither do I care. We are so back! Oh, also there is memory inspection for debugging now.
Devlog #4: Stack Overflow After finding that it works last devlog, it didn’t actually work, because all my other roms kept crashing with stack overflow error. I, of course, started searching for an infinite loop (as one does when confronted with a stack overflow), but this was my first EVER stack overflow without an infite loop. Just shouldn’t have put 32 KiB of ROM on the stack. For anyone wondering, the rom I showed used a variable length cartridge and was because of that already on the heap. I also did some minor refactoring: The header utility has now its own crate I use anyhow for errors Removed tons of obsolete comments and prints Header details can now be printed to the console for debugging...
|
1793224117.442662
|
1793828917.442662
|
|
2010
|
500N Liquid Motor by @gippertrain12 | Stardance
|
gippertrain12
|
0
|
0.4
|
0
|
[]
|
[{"post_id": 474, "ts": "2026- [{"post_id": 474, "ts": "2026-06-01T22:40:45Z", "hours": 0.3997, "text": "I’m working on making a rocket motor based off of Half Cat Rocketry’s liquid biprop engine. Today was spent designing the primary stacked tank, which will eventually be manufactured using pipe and a drill."}]...
|
Title: 500N Liquid Motor by @gippertrain12 | Stard Title: 500N Liquid Motor by @gippertrain12 | Stardance
Devlogs:
I’m working on making a rocket motor based off of Half Cat Rocketry’s liquid biprop engine. Today was spent designing the primary stacked tank, which will eventually be manufactured using pipe and a drill....
|
1793303399.3275764
|
1793908199.3275764
|
|
2011
|
haptic robotic arm by @Denis_builds | Stardance
|
Denis_builds
|
0
|
1.75
|
0
|
[]
|
[{"post_id": 12394, "ts": "202 [{"post_id": 12394, "ts": "2026-06-20T07:09:25Z", "hours": 0.8667, "text": "soooo joint 5 is almost done the gearboxes is so hard to make ill update my git if anyone wants to check it out."}, {"post_id": 11960, "ts": "2026-06-19T14:51:50Z", "hours": 0.5, "text": "soooo I added 3 more joints a while ago the base,elbow and joint 4 (forgot what its called lol) check out mt youtube to for the videos [https://www.youtube.com/@Denis_builds08]"}, {"post_id": 11939, "ts": "2026-06-19T14:02:08Z", "hours": 0.3836, "text": "I finished the shoulder of my robotic arm and 2 housings for the limit switches. This it joint 2 ,Joint 1 is still in development and the elbow Joint 3 i just a motor need to print the gearbox for it next."}]...
|
Title: haptic robotic arm by @Denis_builds | Stard Title: haptic robotic arm by @Denis_builds | Stardance
Devlogs:
I finished the shoulder of my robotic arm and 2 housings for the limit switches. This it joint 2 ,Joint 1 is still in development and the elbow Joint 3 i just a motor need to print the gearbox for it next.
soooo I added 3 more joints a while ago the base,elbow and joint 4 (forgot what its called lol) check out mt youtube to for the videos [https://www.youtube.com/@Denis_builds08]
soooo joint 5 is almost done the gearboxes is so hard to make ill update my git if anyone wants to check it out....
|
1793354196.285387
|
1793958996.285387
|
|
2012
|
My awesome macropad! by @kylie__ | Stardance
|
kylie__
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kylie__ | Stardanc Title: My awesome macropad! by @kylie__ | Stardance...
|
1793415094.6652317
|
1794019894.6652317
|
|
2014
|
Superorbital by @orivio | Stardance
|
orivio
|
1
|
40.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:07Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
|
[{"post_id": 72445, "ts": "202 [{"post_id": 72445, "ts": "2026-09-22T23:55:43Z", "hours": 1.5869, "text": "SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:"}, {"post_id": 71480, "ts": "2026-09-20T22:02:36Z", "hours": 5.2728, "text": "SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!"}, {"post_id": 66822, "ts": "2026-09-12T18:39:15Z", "hours": 1.5464, "text": "SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!"}, {"post_id": 64464, "ts": "2026-09-08T21:28:54Z", "hours": 3.2047, "text": "SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!"}, {"post_id": 51919, "ts": "2026-08-21T20:43:29Z", "hours": 8.8186, "text": "SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign"}, {"post_id": 33703, "ts": "2026-07-23T20:35:26Z", "hours": 6.6292, "text": "SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation"}, {"post_id": 32076, "ts": "2026-07-20T23:55:33Z", "hours": 2.4614, "text": "Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner"}, {"post_id": 31059, "ts": "2026-07-19T04:47:58Z", "hours": 2.6797, "text": "LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before."}, {"post_id": 29713, "ts": "2026-07-16T20:06:01Z", "hours": 3.8092, "text": "Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)"}, {"post_id": 7572, "ts": "2026-06-12T17:38:40Z", "hours": 2.0533, "text": "Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!"}, {"post_id": 5180, "ts": "2026-06-08T21:29:27Z", "hours": 2.1033, "text": "First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder"}]...
|
Title: Superorbital by @orivio | Stardance
Devlog Title: Superorbital by @orivio | Stardance
Devlogs:
First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder
Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!
Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)
LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before.
Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner
SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation
SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign
SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!
SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!
SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!
SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
|
1793336173.7371721
|
1793422573.7371721
|
|
2015
|
My first slack bot! by @Zion | Stardance
|
Zion
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Zion | Stardance
|
1793389815.5521386
|
1793994615.5521386
|
|
2016
|
SUB_SURFACE by @omar | Stardance
|
omar
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T08:20:50Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SUB_SURFACE, a 2D browser game inspired by No Man’s Sky and Subnautica, fused with some imagination of mine. You crash-land on a dead planet at the edge of a solar system, mine beneath the surface of four planets to repair and arm your ship, then fly through space dodging asteroids toward the black hole at the center, fighting past its guardian to find out what happened to everyone who lived there. ~4-5 minute playthrough, runs entirely in-browser. Building the mining loop was the hardest part; getting digging, a fog-of-war light radius, and grid movement all feeling right together took the most iteration. Keeping the whole thing feeling like one continuous experience was also tricky: space flight, planet mining, and the boss fight all needed to hand off into each other cleanly without breaking anything that came before. ORPH, the ship’s AI and its dialogue (Undertale-style typewriter box, with its own portrait) carries the mystery of what happened to everyone in this system throughout the whole playthrough instead of dumping it all in one cutscene. Also proud of how the mining loop turned out: digging through a fog-of-war light radius to find buried ore actually feels tense, not just mechanical. And getting space flight, planet mining, and the boss fight to all hand off into one continuous ~4-5 minute experience, with minimalprior game dev experience going in, felt like a real accomplishment by the end. Controls: arrow keys/WASD to fly and move, E to land/launch, left-click to mine (you can only mine blocks within one tile of your character), SPACE to shoot in the boss fight. It’s a single continuous playthrough start to finish; no save/checkpoints, so best played in one sitting.", "repo": "https://github.com/omar-mse/sub-surface", "demo": "https://omarmse.itch.io/sub-surface/"}]...
|
[{"post_id": 29358, "ts": "202 [{"post_id": 29358, "ts": "2026-07-16T08:02:23Z", "hours": 0.4, "text": "devlog #5 Wired all four planets into one continuous loop — crash site, then Rustworld, Tethys, and Ember in order - with the locator arrow and objectives updating as you go. Added ORPH, the ship’s agent, with dialogue triggered at every major beat, building toward the black hole at the center of the system becoming enterable once all four planets are done."}, {"post_id": 29074, "ts": "2026-07-15T18:41:49Z", "hours": 0.2667, "text": "devlog #4 This was a big one. Built a 5×10 grid you dig into block by block, with gravity-free grid movement, a soft light radius so you can only see nearby tiles, and ore scattered underground (iron, gold, hard ice, titanium depending on the planet). Collect 5 of the right ore and you can launch back to space."}, {"post_id": 29006, "ts": "2026-07-15T17:28:19Z", "hours": 0.4, "text": "devlog #3 Placed the four planets in the space view and got a locator arrow pointing toward whichever one’s the current objective. Added the “Land?” prompt that triggers when you fly close enough, with a short landing animation handing off into planet mode."}, {"post_id": 28829, "ts": "2026-07-15T10:27:50Z", "hours": 0.3117, "text": "devlog #2 Built the spaceship’s movement; real drift physics, so thrusting adds momentum and letting go keeps you gliding instead of stopping dead. Added a thruster flame and the first hazard: asteroids spawning from random screen edges that you have to dodge while getting used to the controls."}, {"post_id": 27817, "ts": "2026-07-13T18:18:41Z", "hours": 0.2983, "text": "devlog #1 Set up the game’s foundation: one canvas, one game loop, and a state machine (Title → Space → Planet → Boss → Ending) so every screen is its own self-contained mode. Got the title screen showing and switching states cleanly before building anything else on top."}]...
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Title: SUB_SURFACE by @omar | Stardance
Devlogs:
Title: SUB_SURFACE by @omar | Stardance
Devlogs:
devlog #1 Set up the game’s foundation: one canvas, one game loop, and a state machine (Title → Space → Planet → Boss → Ending) so every screen is its own self-contained mode. Got the title screen showing and switching states cleanly before building anything else on top.
devlog #2 Built the spaceship’s movement; real drift physics, so thrusting adds momentum and letting go keeps you gliding instead of stopping dead. Added a thruster flame and the first hazard: asteroids spawning from random screen edges that you have to dodge while getting used to the controls.
devlog #3 Placed the four planets in the space view and got a locator arrow pointing toward whichever one’s the current objective. Added the “Land?” prompt that triggers when you fly close enough, with a short landing animation handing off into planet mode.
devlog #4 This was a big one. Built a 5×10 grid you dig into block by block, with gravity-free grid movement, a soft light radius so you can only see nearby tiles, and ore scattered underground (iron, gold, hard ice, titanium depending on the planet). Collect 5 of the right ore and you can launch back to space.
devlog #5 Wired all four planets into one continuous loop — crash site, then Rustworld, Tethys, and Ember in order - with the locator arrow and objectives updating as you go. Added ORPH, the ship’s agent, with dialogue triggered at every major beat, building toward the black hole at the center of the system becoming enterable once all four planets are done.
Ships:
SUB_SURFACE, a 2D browser game inspired by No Man’s Sky and Subnautica, fused with some imagination of mine. You crash-land on a dead planet at the edge of a solar system, mine beneath the surface of four planets to repair and arm your ship, then fly through space dodging asteroids toward the black hole at the center, fighting past its guardian to find out what happened to everyone who lived there. ~4-5 minute playthrough, runs entirely in-browser. Building the mining loop was the hardest part; getting digging, a fog-of-war light radius, and grid movement all feeling right together took the most iteration. Keeping the whole thing feeling like one continuous experience was also tricky: space flight, planet mining, and the boss fight all needed to hand off into each other cleanly without breaking anything that came before. ORPH, the ship’s AI and its dialogue (Undertale-style typewriter box, with its own portrait) carries the mystery of what happened to everyone in this system throughout the whole playthrough instead of dumping it all in one cutscene. Also proud of how the mining loop turned out: digging through a fog-of-war light radius to find buried ore actually feels tense, not just mechanical. And getting space flight, planet mining, and the boss fight to all hand off into one continuous ~4-5 minute experience, with minimalprior game dev experience going in, felt like a real accomplishment by the end. Controls: arrow keys/WASD to fly and move, E to land/launch, left-click to mine (you can only mine blocks within one tile of your character), SPACE to shoot in the boss fight. It’s a single continuous playthrough start to finish; no save/checkpoints, so best played in one sitting....
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1793274450.0826538
|
1793360850.0826538
|
|
2017
|
My awesome macropad! by @Zion | Stardance
|
Zion
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Zion | Stardance
|
1792752906.4734411
|
1793357706.4734411
|
|
2018
|
Outreach AI by @abia | Stardance
|
abia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Outreach AI by @abia | Stardance
|
1793253374.531627
|
1793858174.531627
|