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501
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Untitled project by @Tim | Stardance
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Tim
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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 @Tim | Stardance
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1792709700.1177166
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1793314500.1177166
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502
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Star STELLAR by @bontaromiii | Stardance
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bontaromiii
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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: Star STELLAR by @bontaromiii | Stardance
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1792893000.8660474
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1793757000.8660474
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503
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Alloctrack by @devramsean0 | Stardance
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devramsean0
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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: Alloctrack by @devramsean0 | Stardance
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1792587058.5988054
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1793191858.5988054
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504
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Untitled project by @qcoral | Stardance
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qcoral
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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 @qcoral | Stardance
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1792486311.7461162
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1793091111.7461162
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505
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Redux.chat by @Evan | Stardance
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Evan
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0
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1.37
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0
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[]
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[{"post_id": 182, "ts": "2026- [{"post_id": 182, "ts": "2026-06-01T06:21:35Z", "hours": 1.3714, "text": "Finally got around to fixing the mobile support on the site, lots of messing around with tailwind. Also had a weird bug where the page could get scrolled down in the split second while it was rendering (on certain devices), and get stuck there. Had to fix that bizzare bug with a react layout effect that resets the scroll height post-render. Not the most elegant solution, and i’ll definitely look into this more later. Also made the search shortcut/button only visible on desktop."}]...
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Title: Redux.chat by @Evan | Stardance
Devlogs:
F Title: Redux.chat by @Evan | Stardance
Devlogs:
Finally got around to fixing the mobile support on the site, lots of messing around with tailwind. Also had a weird bug where the page could get scrolled down in the split second while it was rendering (on certain devices), and get stuck there. Had to fix that bizzare bug with a react layout effect that resets the scroll height post-render. Not the most elegant solution, and i’ll definitely look into this more later. Also made the search shortcut/button only visible on desktop....
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1792562100.4362903
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1793166900.4362903
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506
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Animorphs Book 1 VN by @AJ | Stardance
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AJ
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0
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0.42
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0
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[]
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[{"post_id": 97, "ts": "2026-0 [{"post_id": 97, "ts": "2026-05-31T18:25:17Z", "hours": 0.4225, "text": "Voices for the main characters in the story. I had sound bites from my last game, but created a new voice for Jake, as I thought none of the ones I made already fit him well. I’m happy with how they sound so far!"}]...
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Title: Animorphs Book 1 VN by @AJ | Stardance
Dev Title: Animorphs Book 1 VN by @AJ | Stardance
Devlogs:
Voices for the main characters in the story. I had sound bites from my last game, but created a new voice for Jake, as I thought none of the ones I made already fit him well. I’m happy with how they sound so far!...
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1792550846.589516
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1793155646.589516
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507
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Terrarium Term by @davidv3767 | Stardance
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davidv3767
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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: Terrarium Term by @davidv3767 | Stardance
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1792914581.1425536
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1793778581.1425536
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508
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Slime Simulator by @RespectableDot | Stardance
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RespectableDot
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1
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166.0
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3195
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T19:22:45Z", "hours": 166.0, "multiplier": 19.34, "payout": 3195, "blessing": "neutral", "text": "A simulator that is about making crazy slimes through natural selection, evolution, and genetic engineering. One thing that made this project challenging was the slime pathfinding. To solve this, I used the A* pathfinding technique. Something I am proud of is the art style. I worked very hard on it and I think it look good. To test my project, just click on the demo link. Thank you to the people who supported and suggested good ideas to the project!", "repo": "https://github.com/Aidnpatrick/Slime-Hub", "demo": "https://respectabledot.itch.io/slime-simulator"}]...
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[{"post_id": 41491, "ts": "202 [{"post_id": 41491, "ts": "2026-08-05T18:49:31Z", "hours": 3.4703, "text": "Sound! Devlog 35 This will be a short devlog because I don’t know what else to say. Sounds effects I added inside the game: Slime spawning Clicking on slime clicking on ui(button) Slime Noises ocean wind Slime Eating Planting Guns(Lasers, Regular bullets Passive slime noises Active slime noises Night(Crickets) Credit to qubodup and filippe for the slime sound effects."}, {"post_id": 39720, "ts": "2026-08-02T21:12:32Z", "hours": 6.6606, "text": "Optimization and Fixes Devlog 34 2nd to last devlog! Cant wait to ship Things I added: When you press escape or the gear icon at the bottom-right, you can enter the settings page. In here, you can disable or enable features to your likings. This can help run the game faster on lower-end PCs. Placing blocks, plants or effects shows a small special effect. Between and Night, there will be dusk and evening. They will make the sky orange for 15 seconds. There will be more farmers and less unemployed people. Big Fixes: Upgraded the pathfinding system for the slimes. Whenever they are hungry but can’t reach their food, they will find alternate food that is close to them."}, {"post_id": 37321, "ts": "2026-07-29T22:57:14Z", "hours": 7.0725, "text": "Another Batch of Updates Devlog 33 I dont know when to stop this project, I have a lot of things to add… Check out my game here! https://respectabledot.itch.io/slime-simulator Things I added: Day/Night Cycle! Every minute it switches from day to night or vice versa. When at night, slimes and buildings glow so they are easier to see. Also, it looks cool. (The light thing took a long time to figure out) There is a notification bar that tells you what is currently happening in the world. When guns fire, it will create a muzzle flash effect. New Items: FN SCAR: A powerful gun that hits hard. It is kind of inaccurate though. Laser Gun: Its bullets are faster than other guns. Does decent damage."}, {"post_id": 35337, "ts": "2026-07-26T17:35:05Z", "hours": 8.3517, "text": "More Mechanics and Items! Devlog 32 Things I added: Houses are a new building. Currently they don’t really do anything, but later on they can be used for slimes to sleep in. Doctors is a new ability that treats and heal slimes. Their item is a medkit. When you favorite a slime, a star icon will show up above them. This helps keep track of your favorite slimes. Added 8 new cosmetics! New Items! MP5: A submachine gun that fires really fast. Blue staff: A staff that is blue and shoots out 3 blue balls. Katana: The first melee weapon. Does a lot of damage. Medkit: Used by doctors to treat and heal other slimes. M1911: Originally called the pistol. AR-15: Originally called the Rifle. MP-133: Originally called the Shotgun. Things I will add: More cosmetics coming soon! Houses will have a function other than doing the embappe special Game link here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 33076, "ts": "2026-07-22T17:35:43Z", "hours": 9.6567, "text": "Items and Slime sizes Devlog 31 I forgot to devlog again :( Items and Equipment Slimes can now have items. Items can help them complete tasks or give them a buff. To see what item the slime has, check in the slime stats. Items currently in the game: Hammer: Used for constructing buildings. Hoe: Used by farmers to farm. Pistol: For killing slimes. Rifle: For killing slimes. Slime characteristics and stuff Instead of slimes being the same size, they can be big or small. This makes it more realistic, I guess. Slimes can pass down their family name. If the two parents have different family names, the offspring chooses one of them. UI Changes The section for terrain editing got a small upgrade. Next to the text, there is an image of the block to show you what it looks like. At the top-right corner of the slime statistics page, there is the X button that closes the UI. You can check what equipment the slime is using by going to the slime UI & statistics Other Waves can appear outside of the editing zone so it looks more natural."}, {"post_id": 31412, "ts": "2026-07-19T19:17:11Z", "hours": 2.9606, "text": "Spells! Devlog 30 Check out my game here: https://respectabledot.itch.io/slime-simulator Spells control and influence a slime mentally and physically. Currently, there are only 4 spells. I will plan to add more of them in later updates."}, {"post_id": 30419, "ts": "2026-07-17T22:56:36Z", "hours": 7.5947, "text": "UI Revamp and cosmetics Devlog 29 I am currently working on another update but I forgot to post a devlog, so I will post a devlog for the things I finished then post the ones I haven’t finished yet. Things I added: After taking some feedback, I changed some stuff inside the slime UI. Instead of just plain text, I added pictures and icons to make reading a slime’s information much easier. I also replaced most of the transparent boxes with some better ones that are drawn. For the cosmetics, I added around 10 new hats."}, {"post_id": 29034, "ts": "2026-07-15T18:03:17Z", "hours": 6.9889, "text": "Kingdoms and Colonies👑🔥👑🔥 Devlog 28 Slimes can establish kingdoms if there aren’t any or are far enough away from other kingdoms. If a slime is spawned by the user, the slime will head to the cllosest kingdom(If close enough). But if a slime came from another slime, they will automatically be part of the kingdom. A slime can create a settlement if they are already in a kingdom and is far enough away from it. If a slime has one parent from a kingdom and another from another kingdom, then they will random choose which to live in. A slime farmer can only work in the kingdom’s fields. Things I will add next time: War and Economy will be my next priority. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 27515, "ts": "2026-07-13T04:30:28Z", "hours": 11.2606, "text": "Another big update but isn’t as tiring Devlog 27 Things I added: Violence is a lot more encouraged between the slimes. There is too much peace. Added lettuce. Instead of the slimes growing meat, they grow lettuce. This is a lot more normal. Slimes have a Walking Animation, which is just them expanding and shrinking constantly. Food generation in farms is reduced because this encourages them to explore the world more. Bug fixes Buttons in the bottom bar will not activate when users are cancelling them. In planting mode, blockable objects like trees will destroy items beneath them. In building mode, changing a tile will cause things that are stuck on top of them to disappear. Things I will add next time: There will be a list of effects. These effects buff or weaken a slime’s body or influence the way it acts. An example could be make it faster, have more health, or make it more prone to attacking other slimes. Clans and kingdoms is already being worked on. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 26625, "ts": "2026-07-11T15:32:53Z", "hours": 7.8944, "text": "100 HOURS LETS GO Farms. Devlog 26 This is the most tiring update ever. This update is a test, so a lot of things can be broken. Things I added: Added roles. Some slimes get assigned task, like constructing buildings or farming. Added farms. Slimes can plant and produe their own food. All they have to do is place farming soil near windmills that are set up by constructors. The soil will automatically generate crops, which is meat. Made the art for the windmill. It even has an animation! Slimes interacting with other slimes is encouraged. Food spawning is greatly reduced because slimes can now produce their own food. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 26089, "ts": "2026-07-10T17:53:13Z", "hours": 3.8569, "text": "Miscellaneous Updates Devlog 25 Things I added: Made a sprite for when the slimes die. It looks like a splat. When a slime dies, their family member and friends get sad. You can press “h” to hide UI. Bug Fixes: Fixed a bug where the slimes get stuck after doing eating or interacting. Fixed the tutorial-skipping button. Slimes don’t lose their color anymore Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 25634, "ts": "2026-07-10T01:18:16Z", "hours": 2.4928, "text": "Introduction Update Devlog 24 Made a simple intro. It contains the game’s logo and unity’s logo. Made a tutorial for the start of the game. It teaches you how to spawn slimes. If you have already played, there will be an option to skip. Check out my game: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 25102, "ts": "2026-07-09T02:57:24Z", "hours": 2.9383, "text": "Cosmetics Update Devlog 23 I added 10 kinds of hats that can spawn on the slimes. They don’t affect the slimes, it’s just for appearance. My project is now on itch.io, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 24389, "ts": "2026-07-07T22:19:12Z", "hours": 5.8222, "text": "Random Good Updates Devlog 22 Sorry for not devlogging more Made a new button where you can plant weeds and trees. I don’t know what else to say but this took me so long. Reworked the violence behavior in slimes. Before the update, slimes would attack the nearest person when they get upset and hungry (Hangry). But now, slimes may choose to slime out someone nearby OR someone who they already don’t like in their relationships list. This makes it more realistic to real life. Reworked equation for slime violence weight: tasks[2] = distanceSlime > 18 ? 0 : (100 - stats[2] * 0.6f - stats[0] * 0.85f) / 50 + angryBias + baseTasks[2]; When slimes sleep, they will have their own special sprite for that. Also, they will have the “zzz” icon above them. Still working on the issue where slimes get stuck after doing some task. It seems to be fixed though, for now. My project is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 23626, "ts": "2026-07-06T18:08:25Z", "hours": 1.6611, "text": "Misc. Update Devlog 21 Added palm trees. They act like normal tree but spawn on sand. Also, they generate coconuts. Made a system where the slime’s pathfinding algorithm is a lot more efficient. Whenever they find a place where it’s impossible to go, they will make a mental note of that. This reduces possessing power. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 23264, "ts": "2026-07-06T03:28:23Z", "hours": 5.8814, "text": "Emotion Update 😀😢😡 Devlog 20 I have something else that I worked on but there is still a little more work to go. I will post it in another devlog. For this update, I added emotion to the slimes. Slimes will get happy when they eat food or when they talk to their friends. They get sad overtime when they don’t do anything or they get attacked. You will know when they get upset when a emoji shows up above them. Emojis will show up for other things too, like when eating, fighting, or interacting with others. I will post the other part in the next devlog. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 22259, "ts": "2026-07-04T17:10:08Z", "hours": 2.6747, "text": "Miscellaneous Update Devlog 19 My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator — Things I added: Added a crosschair. THis makes it a lot easier to see what you are hovering over. The crosschair can highlight on tiles and slimes. Made an about and instructions page. Go to the top-left and you will see the buttons that will take you to the pages. Fixed slime behavior. Sometimes the slimes get stuck after eating so I hope I fixed the issue."}, {"post_id": 21595, "ts": "2026-07-03T17:07:39Z", "hours": 3.0675, "text": "Taking Feedback Devlog 18 Font Change When I showed my project to people asking for some suggestions, they said I should change the font. So I decided to change the font to more of a pixel style, called “Pixel Operator”. It took a while to set up due to my lack of experience. Slime Violence Slime will now be able to attack each other. It starts from them being sad or angry, and being hungry. Then they unleashed their fury onto other slimes. When they hit other slimes, the slimes that are hit lose health. Other Stuff Slime can now slowly regenerate health when they are fed and have energy. Fixed a bug where rocks wont spawn in world editing mode."}, {"post_id": 20544, "ts": "2026-07-02T04:58:51Z", "hours": 3.8733, "text": "Visual Update Devlog 16 Check out my game here: https://respectabledot.itch.io/slime-simulator Particles Water used to look bad because it’s just blue and nothing else, so I added waves for the movement. Leaves now fall off trees. Other graphics When near land(Sand, Grass, rocks), the water becomes more shallow. It is indicated by the water being more light than the others. Added more grass when starting the game. Clouds appear a lot less due to it sometimes blocking the user’s vision. Bug fixes Fixed a bug where slimes were not spawning, caused by a poor algorithm. Temporarily removed the buggy walking animation for the slimes. I also added apples🍎"}, {"post_id": 20090, "ts": "2026-07-01T16:38:46Z", "hours": 6.3022, "text": "World Building Update Devlog 15 Terrain Editing You can now edit your world. All of the blocks will be available. To use this feature, click on the button with the blocks. All of the blocks: Water, Grass, Sand, Rock Programming took a bit longer than I thought, but testing was surprisingly easy. Next time, I could add things other than blocks, maybe like trees and grass. Other stuff There is now world age so you know how old your world is. Small changes in some of the UI"}, {"post_id": 18659, "ts": "2026-06-29T20:59:19Z", "hours": 5.4806, "text": "Map Update Devlog 14 Terrain Generation After implementing A* pathfinding, I added obstacles and other things for the map. I used to perlin noise to make the mountains and rivers feel more real. float noise = Mathf.PerlinNoise(i * 0.05f+ offsetX, j * 0.05f + offsetY); Added trees. I can make them useful for the slimes in later updates. Art I made the sprites for the rocks and water. It didn’t take that long because it didn’t need much detail. Made the art for the “kill slime” button, which is a knife. Bug fixing Fixed a ton of bugs because adding in the new pathfinding messed a lot of things up. A lot of problems came up when making terrain generation, like the slimes behaving weirdly. Future Updates I might add clans and tribes to make things more interesting. Violence will be added very soon. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 17664, "ts": "2026-06-28T15:31:41Z", "hours": 5.295, "text": "Big Update Devlog 13 Favorites tab You can now favorite slimes. This is for when you like one of them or find one interesting. To use, just click on one of the slimes. Kill tab If you want to get rid of a slime, go to the kill tab and click on the slime. I will add the death animation next time. New pathfinding Replaced the old AI reinforcement learning with the A* pathfinding method. This is because the new system can avoid obstacles and doesn’t take much computing power. UI revamp Made the UI better. Most of the buttons and panels have art and stuff. Things I will add in the future Terrain: You will be able to customize the terrain to make the world more interesting Animations: When walking, the slime will have animation."}, {"post_id": 16090, "ts": "2026-06-26T04:47:00Z", "hours": 6.1744, "text": "A title Devlog 12 Things I implemented Slimes don’t mixed up colors equally anymore. This is because mixing them up equally makes them more dull and grey over time. To stop this, I had to mix the colors up unevenly to maintain the vibrant colors. To track and follow a slime, click on them and press the “Track” button. The slime UI got a major upgrade. It’s now easier to read and more sorted out. You can now spawn food for the slimes. To do it, go to the bar at the bottom. Above the bar, there is a text that tells you what you have selected inside the bar. Clouds have been implemented. Right now they don’t do anything, but they will be able to drop food."}, {"post_id": 15381, "ts": "2026-06-25T00:34:38Z", "hours": 5.0311, "text": "Batch of Updates! Devlog 11 Slime genetics Slimes have more realistic natural genetic creation. Instead of only picking up one of their parent’s colors, they mix the two colors together. Speed and Health changes for an offspring is toned down. Implemented more slime mutations. These includes drastic color changes, faster or slow speeds, or health changes. When testing, I noticed that after a while, the colors started becoming black(I don’t know why). That’s why I made it so that an offspring may be given a bold color(Blue, Red, Green, etc.). UI Made a system where you can view slimes’ friends just by checking their friends list. By clicking on one of their friends or family, it will take you to the selected slime. I made the UIs a lot more responsive and clean."}, {"post_id": 13969, "ts": "2026-06-22T22:33:23Z", "hours": 4.535, "text": "More Mechanics! Devlog 10 Small UI Update The slime information and slime population text boxes are separated. There is now a bar that is gonna contain some button. Right now the only button I added is adding more slimes, but there are gonna be more in the future. Other Things I added Slimes can now have multiple babies instead of only one. I added some grass to make it less barren."}, {"post_id": 12908, "ts": "2026-06-21T04:19:17Z", "hours": 3.1158, "text": "Update Devlog 9 Traits Slimes now have traits! Traits are minor tweaks on the brain of a slime. This brings out personality and characteristics. For now, traits are only obtainable at birth. Slimes aren’t able to pass down traits to their offspring. Other stuff I finished working on the background and is preparing to work on the art of the food. Things I will do next time I will start working on the UI because that makes it easier for people to test my simulator. I will work on more traits, so far I have 7-8 of them."}, {"post_id": 12810, "ts": "2026-06-20T23:26:52Z", "hours": 7.8597, "text": "Big Fat Update 🔨🔨🔥🔥 Devlog 8 I don’t use AI to write any of my devlogs. Relationships Slimes can interact with one another. To do so, they just have to be next to each other. After an interaction, if they haven’t known each other before, they will have an updated friends list. If they have already met each other, then what they think of each other goes up. If two slime’s relationship value go up to a certain number like 30, then they can have babies. DNA and Genes Each Slime have their own characteristics. This includes speed, health, and species. They pass down their genes to their offspring. Offspring’s traits will be slightly changed to maintain diversity and natural selection. For example, a slime with a fast genes will be able to get to a food quicker than the ones that are slow. The faster slime will get to survive and make babies. Color 🔥🔥(My fav update) Slimes have multiple kinds of traits, and that includes color. They can pass down their color to their offspring(Though their offspring’s color may be slightly different). This addition makes the game look a lot better. Problems 😢😢😢 While doing some tests, I noticed that some slimes were dying. This was weird because there were definitely enough food for everyone. When I looked closer, I realized that there was a bug where some slimes get stuck and become braindead. This problem is and still very difficult to fix."}, {"post_id": 11703, "ts": "2026-06-19T02:03:09Z", "hours": 2.3189, "text": "Art! 🔥🔥🔥🔥 Devlog 7 Made a sprite for the slimes. The default color is white because it supposed to be changed into other colors. The movement of slimes is now smooth instead of teleporting to the nearest block. A lot easier ot tell what’s going on. Things I will add later: Better UI will be implemented later. Because right now it’s just a piece of text that tells you the stats of a slime. Demo will be released soon because I need some feedback. Slimes will be able to kill each other. 💀💀💀"}, {"post_id": 11574, "ts": "2026-06-18T21:13:40Z", "hours": 4.0161, "text": "More mechanics! Devlog 6 In this update I added a basic social structure and generations. Things added in this update: When two slimes meet, they gather some information. If one slime’s mental value is bad while meeting, then they will have a bad meeting. If they have a good meeting and keep it up for multiple interactions, then they can have babies. There are a lot less bugs when slimes are interacting with each other. They don’t glitch out nor do they just stop moving. Food now constantly generates, so the slimes can live and thrive. Things I will add later: Parents will soon be able to pass down genes and DNA to their offspring. There will be a more advanced social structure so it doesn’t seem too robotic. Art will be implemented later on. I might put this on itch.io for people to test. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 11017, "ts": "2026-06-18T01:23:04Z", "hours": 3.3789, "text": "Relationships!😀😀😀😀 Devlog 5 This update is mainly focused on relationships. Slimes can now interact with each other. How it works: ⚙️⚙️⚙️ Slime number 1 will look for another slime within a certain radius. If found, slime number 1 will go to that slime (Slime number 2) and have some sort of interaction. If slime number two is already in the list of contact of slime number one, their bond will go up. Formula for the value of interacting: (100 - stats[2]) / 100 - Vector3.Distance(FindClosest(otherSlimes, Mathf.Infinity, \"pluh\").transform.position, transform.position) / 20; Later updates: 🔨🔨🔨🔨 Big fixes: Sometimes after an interaction, slime glitches out and has a seizure. The seizure is temporary but I still want to fix this issue. Slime mating: If slimes have a very high bond, they can have baby slimes. (Baby slimes will have the genes and DNA of their parents)"}, {"post_id": 10413, "ts": "2026-06-17T03:20:04Z", "hours": 2.1417, "text": "4th Devlog Like & Sub for good payouts (Legit and proved) Things I added: ⭐🐵 Slimes now has an idling state. This mean that when they dont have anything to do, they will just wander around to nearby places or stand still. This mechanic is to make the slimes feel more alive. Made it so that whenever a slime finishes a task, they will have a cooldown for around 2 seconds. Then they can do their thing again. Fixed bugs, like the UI not working right and the slime tweaking out whenever they finish pathfinding. Thing I will add later: 🔨🔨🔨 Slimes will soon have relationships with other slimes. They can be friends or enemies. Since I already coded the pathfinding, it should be easy. Slimes who are enemies will attack each other. DNA and Genes will be added later on. Parents will be able to pass their genes to their offsprings."}, {"post_id": 9735, "ts": "2026-06-16T05:02:30Z", "hours": 2.0414, "text": "Devlog 3.😩😩😩 Things I added: Slimes now have color! There is a statistic text at the top-left. Whenever you click on a slime, it will show the stats of that slime. Fixed a bug where slimes stop whenever they collect food."}, {"post_id": 9560, "ts": "2026-06-15T22:42:40Z", "hours": 0.8458, "text": "Du Bist Gut Genug 🥵🥵 (Ball knowledge) Devlog 3 Things I added: I wanted to make each slime have a unique name, so I added a name generator. How this works is a script will put random words from a text file that contains nouns. Slimes now has different movement speed. The average speed of all of them should be around 0.7 block/sec. (Lowest speed: 1 b/s, Highest speed: 0.4 b/s) Slimes now have hit points. If the hit points go to 0 they will die. (Lowest hitpoint: 70, Highest hitpoint: 140) If the slime has 0 hunger or is too tired, they will slowly start to lose health and die. Made the github repo, so people can see my cool code."}, {"post_id": 9498, "ts": "2026-06-15T21:03:54Z", "hours": 2.3692, "text": "2nd Devlog🥵🥵🥵 Note: Still no github repo for you Things I added: I put together the slime, so now it can walk around and do things slimes do. The slime now has a food source, so the slimes can now walk around and collect some nutrients. Things I will add in the future: Slimes will be able to do more things, and they will be able to interact. They can do things like talk or kill each other."}, {"post_id": 8918, "ts": "2026-06-14T20:53:50Z", "hours": 1.3481, "text": "1st Devlog! Note: No repo yet, I will add it later. Things I added: Made the structure of a slimes’ brain and mechanic. Made my own AI pathfinding thingy. Right now it doesn’t support obstacles, but it will soon. How the slime’s brain works: There was many variables inside. Each variable represents a stat, like hunger points or energy level. Once in a while the brain chooses the highest variable and will act accordingly. ex. If the hunger variable is the highest then the brain will find something to eat. Updates for later: I will actually put everything together and maybe make the repo. The slimes will be seperated into different species. The the much later future, you can influence the slime’s dna and stuff."}]...
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Title: Slime Simulator by @RespectableDot | Starda Title: Slime Simulator by @RespectableDot | Stardance
Devlogs:
1st Devlog! Note: No repo yet, I will add it later. Things I added: Made the structure of a slimes’ brain and mechanic. Made my own AI pathfinding thingy. Right now it doesn’t support obstacles, but it will soon. How the slime’s brain works: There was many variables inside. Each variable represents a stat, like hunger points or energy level. Once in a while the brain chooses the highest variable and will act accordingly. ex. If the hunger variable is the highest then the brain will find something to eat. Updates for later: I will actually put everything together and maybe make the repo. The slimes will be seperated into different species. The the much later future, you can influence the slime’s dna and stuff.
2nd Devlog🥵🥵🥵 Note: Still no github repo for you Things I added: I put together the slime, so now it can walk around and do things slimes do. The slime now has a food source, so the slimes can now walk around and collect some nutrients. Things I will add in the future: Slimes will be able to do more things, and they will be able to interact. They can do things like talk or kill each other.
Du Bist Gut Genug 🥵🥵 (Ball knowledge) Devlog 3 Things I added: I wanted to make each slime have a unique name, so I added a name generator. How this works is a script will put random words from a text file that contains nouns. Slimes now has different movement speed. The average speed of all of them should be around 0.7 block/sec. (Lowest speed: 1 b/s, Highest speed: 0.4 b/s) Slimes now have hit points. If the hit points go to 0 they will die. (Lowest hitpoint: 70, Highest hitpoint: 140) If the slime has 0 hunger or is too tired, they will slowly start to lose health and die. Made the github repo, so people can see my cool code.
Devlog 3.😩😩😩 Things I added: Slimes now have color! There is a statistic text at the top-left. Whenever you click on a slime, it will show the stats of that slime. Fixed a bug where slimes stop whenever they collect food.
4th Devlog Like & Sub for good payouts (Legit and proved) Things I added: ⭐🐵 Slimes now has an idling state. This mean that when they dont have anything to do, they will just wander around to nearby places or stand still. This mechanic is to make the slimes feel more alive. Made it so that whenever a slime finishes a task, they will have a cooldown for around 2 seconds. Then they can do their thing again. Fixed bugs, like the UI not working right and the slime tweaking out whenever they finish pathfinding. Thing I will add later: 🔨🔨🔨 Slimes will soon have relationships with other slimes. They can be friends or enemies. Since I already coded the pathfinding, it should be easy. Slimes who are enemies will attack each other. DNA and Genes will be added later on. Parents will be able to pass their genes to their offsprings.
Relationships!😀😀😀😀 Devlog 5 This update is mainly focused on relationships. Slimes can now interact with each other. How it works: ⚙️⚙️⚙️ Slime number 1 will look for another slime within a certain radius. If found, slime number 1 will go to that slime (Slime number 2) and have some sort of interaction. If slime number two is already in the list of contact of slime number one, their bond will go up. Formula for the value of interacting: (100 - stats[2]) / 100 - Vector3.Distance(FindClosest(otherSlimes, Mathf.Infinity, "pluh").transform.position, transform.position) / 20; Later updates: 🔨🔨🔨🔨 Big fixes: Sometimes after an interaction, slime glitches out and has a seizure. The seizure is temporary but I still want to fix this issue. Slime mating: If slimes have a very high bond, they can have baby slimes. (Baby slimes will have the genes and DNA of their parents)
More mechanics! Devlog 6 In this update I added a basic social structure and generations. Things added in this update: When two slimes meet, they gather some information. If one slime’s mental value is bad while meeting, then they will have a bad meeting. If they have a good meeting and keep it up for multiple interactions, then they can have babies. There are a lot less bugs when slimes are interacting with each other. They don’t glitch out nor do they just stop moving. Food now constantly generates, so the slimes can live and thrive. Things I will add later: Parents will soon be able to pass down genes and DNA to their offspring. There will be a more advanced social structure so it doesn’t seem too robotic. Art will be implemented later on. I might put this on itch.io for people to test. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Art! 🔥🔥🔥🔥 Devlog 7 Made a sprite for the slimes. The default color is white because it supposed to be changed into other colors. The movement of slimes is now smooth instead of teleporting to the nearest block. A lot easier ot tell what’s going on. Things I will add later: Better UI will be implemented later. Because right now it’s just a piece of text that tells you the stats of a slime. Demo will be released soon because I need some feedback. Slimes will be able to kill each other. 💀💀💀
Big Fat Update 🔨🔨🔥🔥 Devlog 8 I don’t use AI to write any of my devlogs. Relationships Slimes can interact with one another. To do so, they just have to be next to each other. After an interaction, if they haven’t known each other before, they will have an updated friends list. If they have already met each other, then what they think of each other goes up. If two slime’s relationship value go up to a certain number like 30, then they can have babies. DNA and Genes Each Slime have their own characteristics. This includes speed, health, and species. They pass down their genes to their offspring. Offspring’s traits will be slightly changed to maintain diversity and natural selection. For example, a slime with a fast genes will be able to get to a food quicker than the ones that are slow. The faster slime will get to survive and make babies. Color 🔥🔥(My fav update) Slimes have multiple kinds of traits, and that includes color. They can pass down their color to their offspring(Though their offspring’s color may be slightly different). This addition makes the game look a lot better. Problems 😢😢😢 While doing some tests, I noticed that some slimes were dying. This was weird because there were definitely enough food for everyone. When I looked closer, I realized that there was a bug where some slimes get stuck and become braindead. This problem is and still very difficult to fix.
Update Devlog 9 Traits Slimes now have traits! Traits are minor tweaks on the brain of a slime. This brings out personality and characteristics. For now, traits are only obtainable at birth. Slimes aren’t able to pass down traits to their offspring. Other stuff I finished working on the background and is preparing to work on the art of the food. Things I will do next time I will start working on the UI because that makes it easier for people to test my simulator. I will work on more traits, so far I have 7-8 of them.
More Mechanics! Devlog 10 Small UI Update The slime information and slime population text boxes are separated. There is now a bar that is gonna contain some button. Right now the only button I added is adding more slimes, but there are gonna be more in the future. Other Things I added Slimes can now have multiple babies instead of only one. I added some grass to make it less barren.
Batch of Updates! Devlog 11 Slime genetics Slimes have more realistic natural genetic creation. Instead of only picking up one of their parent’s colors, they mix the two colors together. Speed and Health changes for an offspring is toned down. Implemented more slime mutations. These includes drastic color changes, faster or slow speeds, or health changes. When testing, I noticed that after a while, the colors started becoming black(I don’t know why). That’s why I made it so that an offspring may be given a bold color(Blue, Red, Green, etc.). UI Made a system where you can view slimes’ friends just by checking their friends list. By clicking on one of their friends or family, it will take you to the selected slime. I made the UIs a lot more responsive and clean.
A title Devlog 12 Things I implemented Slimes don’t mixed up colors equally anymore. This is because mixing them up equally makes them more dull and grey over time. To stop this, I had to mix the colors up unevenly to maintain the vibrant colors. To track and follow a slime, click on them and press the “Track” button. The slime UI got a major upgrade. It’s now easier to read and more sorted out. You can now spawn food for the slimes. To do it, go to the bar at the bottom. Above the bar, there is a text that tells you what you have selected inside the bar. Clouds have been implemented. Right now they don’t do anything, but they will be able to drop food.
Big Update Devlog 13 Favorites tab You can now favorite slimes. This is for when you like one of them or find one interesting. To use, just click on one of the slimes. Kill tab If you want to get rid of a slime, go to the kill tab and click on the slime. I will add the death animation next time. New pathfinding Replaced the old AI reinforcement learning with the A* pathfinding method. This is because the new system can avoid obstacles and doesn’t take much computing power. UI revamp Made the UI better. Most of the buttons and panels have art and stuff. Things I will add in the future Terrain: You will be able to customize the terrain to make the world more interesting Animations: When walking, the slime will have animation.
Map Update Devlog 14 Terrain Generation After implementing A* pathfinding, I added obstacles and other things for the map. I used to perlin noise to make the mountains and rivers feel more real. float noise = Mathf.PerlinNoise(i * 0.05f+ offsetX, j * 0.05f + offsetY); Added trees. I can make them useful for the slimes in later updates. Art I made the sprites for the rocks and water. It didn’t take that long because it didn’t need much detail. Made the art for the “kill slime” button, which is a knife. Bug fixing Fixed a ton of bugs because adding in the new pathfinding messed a lot of things up. A lot of problems came up when making terrain generation, like the slimes behaving weirdly. Future Updates I might add clans and tribes to make things more interesting. Violence will be added very soon. Check out my game here: https://respectabledot.itch.io/slime-simulator
World Building Update Devlog 15 Terrain Editing You can now edit your world. All of the blocks will be available. To use this feature, click on the button with the blocks. All of the blocks: Water, Grass, Sand, Rock Programming took a bit longer than I thought, but testing was surprisingly easy. Next time, I could add things other than blocks, maybe like trees and grass. Other stuff There is now world age so you know how old your world is. Small changes in some of the UI
Visual Update Devlog 16 Check out my game here: https://respectabledot.itch.io/slime-simulator Particles Water used to look bad because it’s just blue and nothing else, so I added waves for the movement. Leaves now fall off trees. Other graphics When near land(Sand, Grass, rocks), the water becomes more shallow. It is indicated by the water being more light than the others. Added more grass when starting the game. Clouds appear a lot less due to it sometimes blocking the user’s vision. Bug fixes Fixed a bug where slimes were not spawning, caused by a poor algorithm. Temporarily removed the buggy walking animation for the slimes. I also added apples🍎
Taking Feedback Devlog 18 Font Change When I showed my project to people asking for some suggestions, they said I should change the font. So I decided to change the font to more of a pixel style, called “Pixel Operator”. It took a while to set up due to my lack of experience. Slime Violence Slime will now be able to attack each other. It starts from them being sad or angry, and being hungry. Then they unleashed their fury onto other slimes. When they hit other slimes, the slimes that are hit lose health. Other Stuff Slime can now slowly regenerate health when they are fed and have energy. Fixed a bug where rocks wont spawn in world editing mode.
Miscellaneous Update Devlog 19 My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator — Things I added: Added a crosschair. THis makes it a lot easier to see what you are hovering over. The crosschair can highlight on tiles and slimes. Made an about and instructions page. Go to the top-left and you will see the buttons that will take you to the pages. Fixed slime behavior. Sometimes the slimes get stuck after eating so I hope I fixed the issue.
Emotion Update 😀😢😡 Devlog 20 I have something else that I worked on but there is still a little more work to go. I will post it in another devlog. For this update, I added emotion to the slimes. Slimes will get happy when they eat food or when they talk to their friends. They get sad overtime when they don’t do anything or they get attacked. You will know when they get upset when a emoji shows up above them. Emojis will show up for other things too, like when eating, fighting, or interacting with others. I will post the other part in the next devlog. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Misc. Update Devlog 21 Added palm trees. They act like normal tree but spawn on sand. Also, they generate coconuts. Made a system where the slime’s pathfinding algorithm is a lot more efficient. Whenever they find a place where it’s impossible to go, they will make a mental note of that. This reduces possessing power. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Random Good Updates Devlog 22 Sorry for not devlogging more Made a new button where you can plant weeds and trees. I don’t know what else to say but this took me so long. Reworked the violence behavior in slimes. Before the update, slimes would attack the nearest person when they get upset and hungry (Hangry). But now, slimes may choose to slime out someone nearby OR someone who they already don’t like in their relationships list. This makes it more realistic to real life. Reworked equation for slime violence weight: tasks[2] = distanceSlime > 18 ? 0 : (100 - stats[2] * 0.6f - stats[0] * 0.85f) / 50 + angryBias + baseTasks[2]; When slimes sleep, they will have their own special sprite for that. Also, they will have the “zzz” icon above them. Still working on the issue where slimes get stuck after doing some task. It seems to be fixed though, for now. My project is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Cosmetics Update Devlog 23 I added 10 kinds of hats that can spawn on the slimes. They don’t affect the slimes, it’s just for appearance. My project is now on itch.io, go check it out! https://respectabledot.itch.io/slime-simulator
Introduction Update Devlog 24 Made a simple intro. It contains the game’s logo and unity’s logo. Made a tutorial for the start of the game. It teaches you how to spawn slimes. If you have already played, there will be an option to skip. Check out my game: https://respectabledot.itch.io/slime-simulator
Miscellaneous Updates Devlog 25 Things I added: Made a sprite for when the slimes die. It looks like a splat. When a slime dies, their family member and friends get sad. You can press “h” to hide UI. Bug Fixes: Fixed a bug where the slimes get stuck after doing eating or interacting. Fixed the tutorial-skipping button. Slimes don’t lose their color anymore Check out my game here: https://respectabledot.itch.io/slime-simulator
100 HOURS LETS GO Farms. Devlog 26 This is the most tiring update ever. This update is a test, so a lot of things can be broken. Things I added: Added roles. Some slimes get assigned task, like constructing buildings or farming. Added farms. Slimes can plant and produe their own food. All they have to do is place farming soil near windmills that are set up by constructors. The soil will automatically generate crops, which is meat. Made the art for the windmill. It even has an animation! Slimes interacting with other slimes is encouraged. Food spawning is greatly reduced because slimes can now produce their own food. Check out my game here: https://respectabledot.itch.io/slime-simulator
Another big update but isn’t as tiring Devlog 27 Things I added: Violence is a lot more encouraged between the slimes. There is too much peace. Added lettuce. Instead of the slimes growing meat, they grow lettuce. This is a lot more normal. Slimes have a Walking Animation, which is just them expanding and shrinking constantly. Food generation in farms is reduced because this encourages them to explore the world more. Bug fixes Buttons in the bottom bar will not activate when users are cancelling them. In planting mode, blockable objects like trees will destroy items beneath them. In building mode, changing a tile will cause things that are stuck on top of them to disappear. Things I will add next time: There will be a list of effects. These effects buff or weaken a slime’s body or influence the way it acts. An example could be make it faster, have more health, or make it more prone to attacking other slimes. Clans and kingdoms is already being worked on. Check out my game here: https://respectabledot.itch.io/slime-simulator
Kingdoms and Colonies👑🔥👑🔥 Devlog 28 Slimes can establish kingdoms if there aren’t any or are far enough away from other kingdoms. If a slime is spawned by the user, the slime will head to the cllosest kingdom(If close enough). But if a slime came from another slime, they will automatically be part of the kingdom. A slime can create a settlement if they are already in a kingdom and is far enough away from it. If a slime has one parent from a kingdom and another from another kingdom, then they will random choose which to live in. A slime farmer can only work in the kingdom’s fields. Things I will add next time: War and Economy will be my next priority. Check out my game here: https://respectabledot.itch.io/slime-simulator
UI Revamp and cosmetics Devlog 29 I am currently working on another update but I forgot to post a devlog, so I will post a devlog for the things I finished then post the ones I haven’t finished yet. Things I added: After taking some feedback, I changed some stuff inside the slime UI. Instead of just plain text, I added pictures and icons to make reading a slime’s information much easier. I also replaced most of the transparent boxes with some better ones that are drawn. For the cosmetics, I added around 10 new hats.
Spells! Devlog 30 Check out my game here: https://respectabledot.itch.io/slime-simulator Spells control and influence a slime mentally and physically. Currently, there are only 4 spells. I will plan to add more of them in later updates.
Items and Slime sizes Devlog 31 I forgot to devlog again :( Items and Equipment Slimes can now have items. Items can help them complete tasks or give them a buff. To see what item the slime has, check in the slime stats. Items currently in the game: Hammer: Used for constructing buildings. Hoe: Used by farmers to farm. Pistol: For killing slimes. Rifle: For killing slimes. Slime characteristics and stuff Instead of slimes being the same size, they can be big or small. This makes it more realistic, I guess. Slimes can pass down their family name. If the two parents have different family names, the offspring chooses one of them. UI Changes The section for terrain editing got a small upgrade. Next to the text, there is an image of the block to show you what it looks like. At the top-right corner of the slime statistics page, there is the X button that closes the UI. You can check what equipment the slime is using by going to the slime UI & statistics Other Waves can appear outside of the editing zone so it looks more natural.
More Mechanics and Items! Devlog 32 Things I added: Houses are a new building. Currently they don’t really do anything, but later on they can be used for slimes to sleep in. Doctors is a new ability that treats and heal slimes. Their item is a medkit. When you favorite a slime, a star icon will show up above them. This helps keep track of your favorite slimes. Added 8 new cosmetics! New Items! MP5: A submachine gun that fires really fast. Blue staff: A staff that is blue and shoots out 3 blue balls. Katana: The first melee weapon. Does a lot of damage. Medkit: Used by doctors to treat and heal other slimes. M1911: Originally called the pistol. AR-15: Originally called the Rifle. MP-133: Originally called the Shotgun. Things I will add: More cosmetics coming soon! Houses will have a function other than doing the embappe special Game link here: https://respectabledot.itch.io/slime-simulator
Another Batch of Updates Devlog 33 I dont know when to stop this project, I have a lot of things to add… Check out my game here! https://respectabledot.itch.io/slime-simulator Things I added: Day/Night Cycle! Every minute it switches from day to night or vice versa. When at night, slimes and buildings glow so they are easier to see. Also, it looks cool. (The light thing took a long time to figure out) There is a notification bar that tells you what is currently happening in the world. When guns fire, it will create a muzzle flash effect. New Items: FN SCAR: A powerful gun that hits hard. It is kind of inaccurate though. Laser Gun: Its bullets are faster than other guns. Does decent damage.
Optimization and Fixes Devlog 34 2nd to last devlog! Cant wait to ship Things I added: When you press escape or the gear icon at the bottom-right, you can enter the settings page. In here, you can disable or enable features to your likings. This can help run the game faster on lower-end PCs. Placing blocks, plants or effects shows a small special effect. Between and Night, there will be dusk and evening. They will make the sky orange for 15 seconds. There will be more farmers and less unemployed people. Big Fixes: Upgraded the pathfinding system for the slimes. Whenever they are hungry but can’t reach their food, they will find alternate food that is close to them.
Sound! Devlog 35 This will be a short devlog because I don’t know what else to say. Sounds effects I added inside the game: Slime spawning Clicking on slime clicking on ui(button) Slime Noises ocean wind Slime Eating Planting Guns(Lasers, Regular bullets Passive slime noises Active slime noises Night(Crickets) Credit to qubodup and filippe for the slime sound effects.
Ships:
A simulator that is about making crazy slimes through natural selection, evolution, and genetic engineering. One thing that made this project challenging was the slime pathfinding. To solve this, I used the A* pathfinding technique. Something I am proud of is the art style. I worked very hard on it and I think it look good. To test my project, just click on the demo link. Thank you to the people who supported and suggested good ideas to the project!...
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BibliBot by @davidv3767 | Stardance
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davidv3767
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0
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0
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Title: BibliBot by @davidv3767 | Stardance
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1792752618.14876
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1793357418.14876
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Duvo Eins by @davidv3767 | Stardance
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davidv3767
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19.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T14:06:39Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple game to teach kids math. It works similar to Prodigy, where you answer questions to attack the other player OR defend yourself. Check the ReadMe for more instructions. Note this: you will need TWO players & a keyboard for this to work as intended, but for testing purposes you can play by yourself. Hope you enjoy Duvo Eins! P.S. Depending on your screen size, the graphics might be skewed as it is programmed for my monitor and I don’t know how to unskew it in Python on any sized monitor. I would skip this if it’s too skewed, but I’ll hopefully add a video demo sometime soon (so check for it)!", "repo": "https://github.com/davidv3767/Duvo-Eins", "demo": "https://github.com/davidv3767/Duvo-Eins/releases/tag/DuvoEins"}]...
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[{"post_id": 48494, "ts": "202 [{"post_id": 48494, "ts": "2026-08-16T21:18:01Z", "hours": 1.8686, "text": "Devlog #14: Welcome v2P.0.5.0 of Duvo Eins! What I Did: Well, I polished up my program, added a ReadMe, created a .exe program etc. to create the ship-ready version! I formatted the version differently (v2P.0.5.0 instead of v0.5) because I wanted to make sure this version was clear to be two-player only (as I am planning to do single-player in the future). P.S. I did reuse a picture this time since these is nothing really new to show! Github Commit(s): Check the repo yourself! Next Up: But I’m done! Oh wait… all the shipping stuff :)"}, {"post_id": 46318, "ts": "2026-08-13T13:48:52Z", "hours": 1.48, "text": "Devlog #13: Ooh… Fighting! What I Did: This is basically the endgame here… literally! Here’s some of what I did: finished the combat mechanic (except for color multipliers) added a dynamic health bar started the endgame screen Soon, we’re going to make it to v0.5! Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/b8be0b52a1d765e5deeaa225834ec71a509a7745 Next Up: I will work on the endgame screen & start polishing for v0.5!"}, {"post_id": 45354, "ts": "2026-08-11T19:07:24Z", "hours": 1.6964, "text": "Devlog #12: We Can Attack Now? What I Did: The current program is bugged a little bit, but here’s what was done this session: added a Player 2 question mechanic finished the settings page started the combat mechanic, but it’s very bugged Next up, I got to fix a lot of bugs! Github Commit(s): No commits this time :( Next Up: I will continue working on the gameplay!"}, {"post_id": 44115, "ts": "2026-08-09T17:51:35Z", "hours": 1.2933, "text": "Devlog #11: Questions Loading… What I Did: I’m really excited with the progress of this project, especially since everything is coming together. Here’s some things I did in this session: mostly set up the settings page started the Player 1 question mechanic Note: In the picture below, I want to note that the questions do keep on glitching between the two kindergarten questions, but that is because the player mechanic didn’t get finished before this devlog. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/1ff48a802b77ec992dd962845cc0f5d44d9073bf Next Up: I will continue working on the question mechanics… and maybe combat too!"}, {"post_id": 42939, "ts": "2026-08-07T22:32:10Z", "hours": 1.4628, "text": "Devlog #10: Progress (Part 2) What I Did: More progress was done in this session! Some of the things done are the following: created a name tag & health bar for characters added instructions to the info page started a ReadMe (will be improved on) added a new file (duvoeins_settings.py) to adjust questions chosen in the database Honestly, I’m really happy with what I’ve done over the past 10 devlogs! I wonder what will happen by Devlog #20? Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/d7e34a2d8d926c38beb4e0236bc6594b4336d8e1 Next Up: I will continue working on the gameplay… we’re inching closer towards a fully playable program!"}, {"post_id": 40968, "ts": "2026-08-04T20:56:31Z", "hours": 1.3028, "text": "Devlog #9: Progress What I Did: I took a very long break, but I was able to come back today! I did a lot of things, but here are the major things: finished creating the base of players’ characters created a better “arena” background linked Python program to the .json file Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/8133c297700de8fbfc2464c26c951844cf1b483b Next Up: I will continue working on the gameplay!"}, {"post_id": 10902, "ts": "2026-06-17T21:22:40Z", "hours": 0.785, "text": "Devlog #8: Gameplay Loading… What I Did: I set up the foundation to work on the gameplay. I have a small question bank in .json (screenshotted that since I have nothing else to show), a blank screen, and a small Character class! Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/1e1e41e6983fd23b53de307c458ac4008cb98407 Next Up: In my next session, I will continue working on the gameplay! P.S. Main reason to make this devlog is to show at an Expedition!"}, {"post_id": 6309, "ts": "2026-06-10T16:46:31Z", "hours": 1.3322, "text": "Devlog #7: Selection Is Done What I Did: I did a lot of things in the past sessions, including finishing up the selection mechanic and starting the gameplay. With the current program, working on gameplay can now begin! Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/6dd5a23de88b436c12e9206e3bbc14375d49e09d Next Up: In my next session, I will start working on the gameplay!"}, {"post_id": 4585, "ts": "2026-06-07T22:34:15Z", "hours": 1.4583, "text": "Devlog #6: Basic Stats What I Did: It took some trial & error, but the stats menu finally works as intended! By pressing 1-4 on the 2nd selection screen, you can see basic information. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/650ac1c44b2586e8a0801187b37b03ee65dae4dahttps://github.com/davidv3767/Duvo-Eins/commit/aae70fc73cabe5a642e75c04108f830e3b269f55 Next Up: In my next session, I will make the second selection screen allow each player to select a character (via triple pressing a key), rather than just the stats shown."}, {"post_id": 2783, "ts": "2026-06-05T16:13:42Z", "hours": 1.5697, "text": "Devlog #5: Character Grid Graphic & Three More Files What I Did: First of all, I added the character grid (without stats & selection mechanic). Secondly, I split my code into four different files, improving readability by a lot! I was going to continue working, but I wanted to publish a devlog first. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/f10ce740a106347836616f34555354be7c73d8de Next Up: In my next session, I will make the second selection screen work, allowing the player(s) to select a character!"}, {"post_id": 2195, "ts": "2026-06-04T15:48:21Z", "hours": 1.1103, "text": "Devlog #4: Player Name Customization What I Did: In my past session(s) of coding, I focused on allowing the players to customize their name! Now, each player has a customized username for the round they are playing, allowing players to better connect to the game. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/ffa216377c5c137ba125f8c36df04605f35ddd79 https://github.com/davidv3767/Duvo-Eins/commit/3625647f57e2a42ef1580669bf748265fed4a524 Next Up: In my next session, I will make the second selection screen, involving simple characters & basic stats!"}, {"post_id": 978, "ts": "2026-06-02T19:16:45Z", "hours": 1.7047, "text": "Devlog #3: Getting Into The Game What I Did: Today, I focused on making an info screen (with instructions coming soon!) and starting on the first selection screen, allowing players to type in their names. I wanted to write this devlog before I continue working on the typing mechanic due to the amount of progress & time I have spent. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/c4d71da3cc1f0890666f09c0d4444017a8ec35b2 Next Up: In my next session, I will lock in and make the typing mechanic for the 1st selection screen work! Then, I’ll start on the 2nd selection screen (characters)!"}, {"post_id": 378, "ts": "2026-06-01T18:46:10Z", "hours": 0.9842, "text": "Devlog #2: Just The Beginning What I Did: I focused, in this session, on getting the START and INFO buttons to appear & make the background look better. I also sorted out my functions and started the mechanic for the buttons mentioned above. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/bcc683b7d776d8275721a71e24541b1d0189ae7c Next Up: In my next session, I will focus on making the START and INFO buttons work, and maybe start the SELECTION screens!"}, {"post_id": 148, "ts": "2026-05-31T23:14:35Z", "hours": 0.8075, "text": "Devlog #1: The Humble Start to Duvo Eins What I Did: This is the start of Duvo Eins, a duel-style learning app! After I tinkered with some window settings, I created the beginning to the start screen, adjusting the title little by little until it looked the best to me! GitHub Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/6c81a82a681d124c7b7eafac3cc968cccd1dac44 Next Up: I’ll be continuing to improve the start screen! I’ll add some buttons and change the background to look nicer!"}]...
|
Title: Duvo Eins by @davidv3767 | Stardance
Devlo Title: Duvo Eins by @davidv3767 | Stardance
Devlogs:
Devlog #1: The Humble Start to Duvo Eins What I Did: This is the start of Duvo Eins, a duel-style learning app! After I tinkered with some window settings, I created the beginning to the start screen, adjusting the title little by little until it looked the best to me! GitHub Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/6c81a82a681d124c7b7eafac3cc968cccd1dac44 Next Up: I’ll be continuing to improve the start screen! I’ll add some buttons and change the background to look nicer!
Devlog #2: Just The Beginning What I Did: I focused, in this session, on getting the START and INFO buttons to appear & make the background look better. I also sorted out my functions and started the mechanic for the buttons mentioned above. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/bcc683b7d776d8275721a71e24541b1d0189ae7c Next Up: In my next session, I will focus on making the START and INFO buttons work, and maybe start the SELECTION screens!
Devlog #3: Getting Into The Game What I Did: Today, I focused on making an info screen (with instructions coming soon!) and starting on the first selection screen, allowing players to type in their names. I wanted to write this devlog before I continue working on the typing mechanic due to the amount of progress & time I have spent. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/c4d71da3cc1f0890666f09c0d4444017a8ec35b2 Next Up: In my next session, I will lock in and make the typing mechanic for the 1st selection screen work! Then, I’ll start on the 2nd selection screen (characters)!
Devlog #4: Player Name Customization What I Did: In my past session(s) of coding, I focused on allowing the players to customize their name! Now, each player has a customized username for the round they are playing, allowing players to better connect to the game. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/ffa216377c5c137ba125f8c36df04605f35ddd79 https://github.com/davidv3767/Duvo-Eins/commit/3625647f57e2a42ef1580669bf748265fed4a524 Next Up: In my next session, I will make the second selection screen, involving simple characters & basic stats!
Devlog #5: Character Grid Graphic & Three More Files What I Did: First of all, I added the character grid (without stats & selection mechanic). Secondly, I split my code into four different files, improving readability by a lot! I was going to continue working, but I wanted to publish a devlog first. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/f10ce740a106347836616f34555354be7c73d8de Next Up: In my next session, I will make the second selection screen work, allowing the player(s) to select a character!
Devlog #6: Basic Stats What I Did: It took some trial & error, but the stats menu finally works as intended! By pressing 1-4 on the 2nd selection screen, you can see basic information. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/650ac1c44b2586e8a0801187b37b03ee65dae4dahttps://github.com/davidv3767/Duvo-Eins/commit/aae70fc73cabe5a642e75c04108f830e3b269f55 Next Up: In my next session, I will make the second selection screen allow each player to select a character (via triple pressing a key), rather than just the stats shown.
Devlog #7: Selection Is Done What I Did: I did a lot of things in the past sessions, including finishing up the selection mechanic and starting the gameplay. With the current program, working on gameplay can now begin! Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/6dd5a23de88b436c12e9206e3bbc14375d49e09d Next Up: In my next session, I will start working on the gameplay!
Devlog #8: Gameplay Loading… What I Did: I set up the foundation to work on the gameplay. I have a small question bank in .json (screenshotted that since I have nothing else to show), a blank screen, and a small Character class! Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/1e1e41e6983fd23b53de307c458ac4008cb98407 Next Up: In my next session, I will continue working on the gameplay! P.S. Main reason to make this devlog is to show at an Expedition!
Devlog #9: Progress What I Did: I took a very long break, but I was able to come back today! I did a lot of things, but here are the major things: finished creating the base of players’ characters created a better “arena” background linked Python program to the .json file Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/8133c297700de8fbfc2464c26c951844cf1b483b Next Up: I will continue working on the gameplay!
Devlog #10: Progress (Part 2) What I Did: More progress was done in this session! Some of the things done are the following: created a name tag & health bar for characters added instructions to the info page started a ReadMe (will be improved on) added a new file (duvoeins_settings.py) to adjust questions chosen in the database Honestly, I’m really happy with what I’ve done over the past 10 devlogs! I wonder what will happen by Devlog #20? Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/d7e34a2d8d926c38beb4e0236bc6594b4336d8e1 Next Up: I will continue working on the gameplay… we’re inching closer towards a fully playable program!
Devlog #11: Questions Loading… What I Did: I’m really excited with the progress of this project, especially since everything is coming together. Here’s some things I did in this session: mostly set up the settings page started the Player 1 question mechanic Note: In the picture below, I want to note that the questions do keep on glitching between the two kindergarten questions, but that is because the player mechanic didn’t get finished before this devlog. Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/1ff48a802b77ec992dd962845cc0f5d44d9073bf Next Up: I will continue working on the question mechanics… and maybe combat too!
Devlog #12: We Can Attack Now? What I Did: The current program is bugged a little bit, but here’s what was done this session: added a Player 2 question mechanic finished the settings page started the combat mechanic, but it’s very bugged Next up, I got to fix a lot of bugs! Github Commit(s): No commits this time :( Next Up: I will continue working on the gameplay!
Devlog #13: Ooh… Fighting! What I Did: This is basically the endgame here… literally! Here’s some of what I did: finished the combat mechanic (except for color multipliers) added a dynamic health bar started the endgame screen Soon, we’re going to make it to v0.5! Github Commit(s): https://github.com/davidv3767/Duvo-Eins/commit/b8be0b52a1d765e5deeaa225834ec71a509a7745 Next Up: I will work on the endgame screen & start polishing for v0.5!
Devlog #14: Welcome v2P.0.5.0 of Duvo Eins! What I Did: Well, I polished up my program, added a ReadMe, created a .exe program etc. to create the ship-ready version! I formatted the version differently (v2P.0.5.0 instead of v0.5) because I wanted to make sure this version was clear to be two-player only (as I am planning to do single-player in the future). P.S. I did reuse a picture this time since these is nothing really new to show! Github Commit(s): Check the repo yourself! Next Up: But I’m done! Oh wait… all the shipping stuff :)
Ships:
I made a simple game to teach kids math. It works similar to Prodigy, where you answer questions to attack the other player OR defend yourself. Check the ReadMe for more instructions. Note this: you will need TWO players & a keyboard for this to work as intended, but for testing purposes you can play by yourself. Hope you enjoy Duvo Eins! P.S. Depending on your screen size, the graphics might be skewed as it is programmed for my monitor and I don’t know how to unskew it in Python on any sized monitor. I would skip this if it’s too skewed, but I’ll hopefully add a video demo sometime soon (so check for it)!...
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1792928950.022105
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Untitled by @Anson | Stardance
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Anson
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Title: Untitled by @Anson | Stardance
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neutron by @dodge1 | Stardance
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Title: neutron by @dodge1 | Stardance
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Wasteland-ZERO by @infinitybyte_dev | Stardance
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Title: Wasteland-ZERO by @infinitybyte_dev | Stard Title: Wasteland-ZERO by @infinitybyte_dev | Stardance...
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Untitled by @qcoral | Stardance
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Title: Untitled by @qcoral | Stardance
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My first slack bot! by @Krxzy | Stardance
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Title: My first slack bot! by @Krxzy | Stardance
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Nephthys by @Mish | Stardance
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Mish
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[]
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[{"post_id": 77687, "ts": "202 [{"post_id": 77687, "ts": "2026-10-07T21:40:41Z", "hours": 21.1439, "text": "a lot of stuff has been done! notably: We now have API keys that let you access message content on the API! (see below) Give credit to the last responder (not the resolver) on recently-active threads Enforce type checks with Pyright Category tags v2: Now editable and assigned using a desicion model (Jev)!"}, {"post_id": 939, "ts": "2026-06-02T18:16:49Z", "hours": 0.5314, "text": "I had the idea of dynamically updating the topic in the team channel to include the number of open tickets! And then I scrapped that idea because I realised it would spam the channel with these messages…"}, {"post_id": 234, "ts": "2026-06-01T11:10:53Z", "hours": 0.8533, "text": "Added a new transcript to make Nephthys work for Stardance!"}]...
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Title: Nephthys by @Mish | Stardance
Devlogs:
Add Title: Nephthys by @Mish | Stardance
Devlogs:
Added a new transcript to make Nephthys work for Stardance!
I had the idea of dynamically updating the topic in the team channel to include the number of open tickets! And then I scrapped that idea because I realised it would spam the channel with these messages…
a lot of stuff has been done! notably: We now have API keys that let you access message content on the API! (see below) Give credit to the last responder (not the resolver) on recently-active threads Enforce type checks with Pyright Category tags v2: Now editable and assigned using a desicion model (Jev)!...
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1793148671.274932
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My daily updates slack bot by @Jonas | Stardance
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Jonas
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Title: My daily updates slack bot by @Jonas | Star Title: My daily updates slack bot by @Jonas | Stardance...
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My first slack bot! by @e | Stardance
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e
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Title: My first slack bot! by @e | Stardance
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Cyberpunk themed Macropad by @prix | Stardance
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prix
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T19:49:01Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a cyberpunk-themed 4-key Macropad with an OLED display, a volume knob and an RGB LED. The biggest challenge was definitely setting up the AI software side of the project—getting the AI model properly configured and making sure the live demo site connected smoothly with everything took a lot of troubleshooting. I also spent a good amount of time in designing, there were small problems coming which I kept solving the way. I’m really proud of doing what I’ve done till now and having the GitHub repository organized with all the source files and documentation. Excited to keep building on top of this for the next phase!", "repo": "https://github.com/prix-x/Cyberpunk-Themed-Macropad-", "demo": ""}]...
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[{"post_id": 1584, "ts": "2026 [{"post_id": 1584, "ts": "2026-06-03T18:13:04Z", "hours": 0.5811, "text": "Before moving to the designing/3d printing, I wanted to make the Gmail macro key code. I spent around 30 minutes to write and debug the code (Might change after I get the parts. The Mission: Tap a single mechanical switch to automatically enter Gmail. import usb_hid from adafruit_hid.keyboard import Keyboard from adafruit_hid.keyboard_layout_us import KeyboardLayoutUS keyboard = Keyboard(usb_hid.devices) layout = KeyboardLayoutUS(keyboard) GMAIL = “ [email protected] ” def type_gmail(): layout.write(GMAIL) Phase 2: Design Inspiration & Cyberpunk Aesthetics (The Blueprint) For the visual identity, I didn’t want a generic, boring plastic box. I spent some time studying past mechanical designs and custom cyberdecks. Color Psychology: Instead of standard monochrome, I locked in a high-contrast cyberpunk palette: A grey main enclosure to look like machined industrial metal. A matte black bottom floor plate to act as a grounded chassis. Vibrant purple keycaps to give it a sharp, neon color. The Centerpiece: A custom multi-layered knob in matching purple, with a neon yellow accent ring. Once the vision was clear, the real battle began in Tinkercad. I spent 3 to 4 hours measuring real components and sizing them against physical hand. Current Status: Design ready (Probably XD)! Every single part has been isolated, grounded flat at a height of 0, and separated with clear margins so the 3D printers can print them as individual components. Grey Enclosure -> Ready Black Base Floor -> Ready 4x Purple Keycaps _> Ready Custom Knob -> Ready Next stop: Exporting the STL file and submitting it to the Hack Club #enclosure queue!"}, {"post_id": 1111, "ts": "2026-06-02T22:51:19Z", "hours": 0.2508, "text": "Spent 2 hours on enclosure 3d design + BOM (on github) Component Quantity Approx. Cost (INR) Raspberry Pi Pico 1 ₹340 Mechanical Switches 4 ₹100 Custom Keycaps 4 ₹0 (Free via #enclosure) OLED Display (SSD1306) 1 ₹150 Volume Knob (EC11 Encoder) 1 ₹50 Passive Piezo Buzzer 1 ₹20 WS2812B RGB LEDs 1 ₹40 Custom Enclosure 1 ₹0 (Free via #enclosure)"}, {"post_id": 972, "ts": "2026-06-02T19:03:14Z", "hours": 3.3456, "text": "Finally after 3 hours coding and 5 hours debugging Done with the AI Agent for my macropad TwT"}]...
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Title: Cyberpunk themed Macropad by @prix | Starda Title: Cyberpunk themed Macropad by @prix | Stardance
Devlogs:
Finally after 3 hours coding and 5 hours debugging Done with the AI Agent for my macropad TwT
Spent 2 hours on enclosure 3d design + BOM (on github) Component Quantity Approx. Cost (INR) Raspberry Pi Pico 1 ₹340 Mechanical Switches 4 ₹100 Custom Keycaps 4 ₹0 (Free via #enclosure) OLED Display (SSD1306) 1 ₹150 Volume Knob (EC11 Encoder) 1 ₹50 Passive Piezo Buzzer 1 ₹20 WS2812B RGB LEDs 1 ₹40 Custom Enclosure 1 ₹0 (Free via #enclosure)
Before moving to the designing/3d printing, I wanted to make the Gmail macro key code. I spent around 30 minutes to write and debug the code (Might change after I get the parts. The Mission: Tap a single mechanical switch to automatically enter Gmail. import usb_hid from adafruit_hid.keyboard import Keyboard from adafruit_hid.keyboard_layout_us import KeyboardLayoutUS keyboard = Keyboard(usb_hid.devices) layout = KeyboardLayoutUS(keyboard) GMAIL = “ [email protected] ” def type_gmail(): layout.write(GMAIL) Phase 2: Design Inspiration & Cyberpunk Aesthetics (The Blueprint) For the visual identity, I didn’t want a generic, boring plastic box. I spent some time studying past mechanical designs and custom cyberdecks. Color Psychology: Instead of standard monochrome, I locked in a high-contrast cyberpunk palette: A grey main enclosure to look like machined industrial metal. A matte black bottom floor plate to act as a grounded chassis. Vibrant purple keycaps to give it a sharp, neon color. The Centerpiece: A custom multi-layered knob in matching purple, with a neon yellow accent ring. Once the vision was clear, the real battle began in Tinkercad. I spent 3 to 4 hours measuring real components and sizing them against physical hand. Current Status: Design ready (Probably XD)! Every single part has been isolated, grounded flat at a height of 0, and separated with clear margins so the 3D printers can print them as individual components. Grey Enclosure -> Ready Black Base Floor -> Ready 4x Purple Keycaps _> Ready Custom Knob -> Ready Next stop: Exporting the STL file and submitting it to the Hack Club #enclosure queue!
Ships:
I made a cyberpunk-themed 4-key Macropad with an OLED display, a volume knob and an RGB LED. The biggest challenge was definitely setting up the AI software side of the project—getting the AI model properly configured and making sure the live demo site connected smoothly with everything took a lot of troubleshooting. I also spent a good amount of time in designing, there were small problems coming which I kept solving the way. I’m really proud of doing what I’ve done till now and having the GitHub repository organized with all the source files and documentation. Excited to keep building on top of this for the next phase!...
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1792828607.1491816
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1792915007.1491816
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520
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My awesome macropad! by @olive | Stardance
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olive
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0
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0.0
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[]
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[]
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Title: My awesome macropad! by @olive | Stardance
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1792608875.3590252
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1793213675.3590252
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521
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Jet engine by @Bryan | Stardance
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Bryan
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0
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7.41
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0
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[]
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[{"post_id": 15248, "ts": "202 [{"post_id": 15248, "ts": "2026-06-24T19:15:42Z", "hours": 3.6025, "text": "so far i have the jet engine and stand though i dont know how to add screws to mount a brushless motor"}, {"post_id": 12327, "ts": "2026-06-20T03:32:08Z", "hours": 2.3131, "text": "i made centrifugal fan i think it work properly though i had to keep the clip short because my computer slowed by a ton"}, {"post_id": 11088, "ts": "2026-06-18T04:00:31Z", "hours": 1.4897, "text": "i am building a jet engine but i still havent decided the fuel the picture below is what i have so far"}]...
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Title: Jet engine by @Bryan | Stardance
Devlogs:
Title: Jet engine by @Bryan | Stardance
Devlogs:
i am building a jet engine but i still havent decided the fuel the picture below is what i have so far
i made centrifugal fan i think it work properly though i had to keep the clip short because my computer slowed by a ton
so far i have the jet engine and stand though i dont know how to add screws to mount a brushless motor...
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1792727679.2020028
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1793332479.2020028
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522
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protogen by @Jenny | Stardance
|
Jenny
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0
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6.03
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0
|
[]
|
[{"post_id": 27438, "ts": "202 [{"post_id": 27438, "ts": "2026-07-13T00:25:45Z", "hours": 0.7333, "text": "Readjusted some other sketches with points or lines that didn’t make sense. I created a new sketch on this axes but I troubleshooted for a good chunk of my time trying to figure out how i can get my rectangle box to be on top of the highlighted black line on the top arc thing to create the visor aaaaaaaaaaa"}, {"post_id": 25684, "ts": "2026-07-10T03:28:33Z", "hours": 1.1333, "text": "Continued working on the visor. I mostly followed the tutorial and copied off their values, I might however adjust some numbers. I think for the visor smoothness I will probably add boxy shape so it is acrylic sheet friendly. I still need to ad my own spin to it, so I was thinking of an unusally long visor LOL. A lot of time I spent was spent learning shortcuts on Fusion 360 and I searched it up. I also had to restart because some of the sketch wasn’t organized, with wrong dimensions, so I redid them. Visors are too expensive tho so I have to resort to budget friendly options. One hundred for one is crazy."}, {"post_id": 24515, "ts": "2026-07-08T03:34:25Z", "hours": 0.6433, "text": "Today I have worked on prototyping for electronics, I followed guides from small makers and loosely followed a schematic that uses an arduino uno. i am using esp32 so this is different. I drew out a schematic laying out features that I want. I also decided that I would want a remote for changing face expressions rather than a button somewhere on the head. I want to add a boop sensor using infrared and a mic using MAX9814. Lastly I add a SSD display to show the modes I am on. the matrix are wired up in a chain it seems. my research includes finding which components people use to add and I want to add my own spin to it. To make it unique rather than a bland protogen."}, {"post_id": 23938, "ts": "2026-07-07T04:34:21Z", "hours": 0.5947, "text": "Today I worked on researching my electronics component. I will come back to the 3D print later. markdown isnt working for me for some reason. I want to add audio tracking, use esp32-s3, be able to change facial expression/idle, max7219 is more forgiving than hub75 as beginner, and i needed to research how to wire up my esp32-c3. I follow a tutorial from JtingF that used arduino uno so I’m going to see what pinouts to use as i read the datasheet. Hub75 is more advanced and harder than max7219. However i dont see myself using an instance of RGB for fun so I keep it to small panels. This means a change in the CAD design so i now need to add panels to hold them place. I also tried using WOKWI and online tutorials to see but I still need to research what pinouts I can use and then work on the firmware to place my dots. Not much was done in terms of progress for the project."}, {"post_id": 22980, "ts": "2026-07-05T17:44:47Z", "hours": 1.2381, "text": "OKAY I have managed to get this sketch done. The first time I failed because I put it in the wrong orientation which threw everything off so I ended up restarting the rectangle which determines the width and height. I was following a tutorial but I measured my head to find the length in mm that worked for me. I changed some measurements my ruler was in inches so i did a bunch of conversions back and forth. I was able to get the bottom visor ready. I’m going to make it round though instead of boxy as intended, so i can have a round frame but boxy visor via acrylic sheets. To make the frame you need a visor shape. So I’ll have a round visor shape. I understand it wont fit proeprly but i can try to cover up the gaps with something as an alternative. For now focus on electronics first once i finish CAD and i feel like giving up AGAIN because I dont have a 3d printer :("}, {"post_id": 22914, "ts": "2026-07-05T15:40:40Z", "hours": 0.3667, "text": "Simple sketches for the head and I jot down some notes. First I want to start off with a goal is to my visor shape in Fusion360 cad. So basically im handmaking my protogen head base. The cardboard I’ll honestly give up as I have not been getting anywhere that much. I will go wth a boxy shape because I dont have vacuum form and I don’t intend to. The rest of the base can be sleek and smooth, I can fill up the gaps with something else when I use the acrylic sheets to create the visor after it is tinted. LED panels I’m going to use 64x32 LED HUB75 panels as I’m following this broad tutorial. I do want dynamic expressions so I choose it. So my goals is to create CAD model, pick a microcontroller, schematic diagraming on paper, PCBs? and the rest is crafting."}, {"post_id": 22497, "ts": "2026-07-05T00:15:02Z", "hours": 1.3217, "text": "Card board prototype first I made. It could help me with some CAD and measurements for the head. But I think I need to focus on trying to create the electronics and head base maybe. That is technical. I think I’m going to give up to be honest on cardboard. It is not what I expected. So I’m going to set myself goals for now. Short but specific goals for myself. I will make my own 3d models using inspiration I find online that I can use to 3d print a base. Or I can try to find popsicle sticks to use as a temporary base. Then I will go to using LED panels with a microcontroller. Making this is harder than I expected."}]...
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Title: protogen by @Jenny | Stardance
Devlogs:
Ca Title: protogen by @Jenny | Stardance
Devlogs:
Card board prototype first I made. It could help me with some CAD and measurements for the head. But I think I need to focus on trying to create the electronics and head base maybe. That is technical. I think I’m going to give up to be honest on cardboard. It is not what I expected. So I’m going to set myself goals for now. Short but specific goals for myself. I will make my own 3d models using inspiration I find online that I can use to 3d print a base. Or I can try to find popsicle sticks to use as a temporary base. Then I will go to using LED panels with a microcontroller. Making this is harder than I expected.
Simple sketches for the head and I jot down some notes. First I want to start off with a goal is to my visor shape in Fusion360 cad. So basically im handmaking my protogen head base. The cardboard I’ll honestly give up as I have not been getting anywhere that much. I will go wth a boxy shape because I dont have vacuum form and I don’t intend to. The rest of the base can be sleek and smooth, I can fill up the gaps with something else when I use the acrylic sheets to create the visor after it is tinted. LED panels I’m going to use 64x32 LED HUB75 panels as I’m following this broad tutorial. I do want dynamic expressions so I choose it. So my goals is to create CAD model, pick a microcontroller, schematic diagraming on paper, PCBs? and the rest is crafting.
OKAY I have managed to get this sketch done. The first time I failed because I put it in the wrong orientation which threw everything off so I ended up restarting the rectangle which determines the width and height. I was following a tutorial but I measured my head to find the length in mm that worked for me. I changed some measurements my ruler was in inches so i did a bunch of conversions back and forth. I was able to get the bottom visor ready. I’m going to make it round though instead of boxy as intended, so i can have a round frame but boxy visor via acrylic sheets. To make the frame you need a visor shape. So I’ll have a round visor shape. I understand it wont fit proeprly but i can try to cover up the gaps with something as an alternative. For now focus on electronics first once i finish CAD and i feel like giving up AGAIN because I dont have a 3d printer :(
Today I worked on researching my electronics component. I will come back to the 3D print later. markdown isnt working for me for some reason. I want to add audio tracking, use esp32-s3, be able to change facial expression/idle, max7219 is more forgiving than hub75 as beginner, and i needed to research how to wire up my esp32-c3. I follow a tutorial from JtingF that used arduino uno so I’m going to see what pinouts to use as i read the datasheet. Hub75 is more advanced and harder than max7219. However i dont see myself using an instance of RGB for fun so I keep it to small panels. This means a change in the CAD design so i now need to add panels to hold them place. I also tried using WOKWI and online tutorials to see but I still need to research what pinouts I can use and then work on the firmware to place my dots. Not much was done in terms of progress for the project.
Today I have worked on prototyping for electronics, I followed guides from small makers and loosely followed a schematic that uses an arduino uno. i am using esp32 so this is different. I drew out a schematic laying out features that I want. I also decided that I would want a remote for changing face expressions rather than a button somewhere on the head. I want to add a boop sensor using infrared and a mic using MAX9814. Lastly I add a SSD display to show the modes I am on. the matrix are wired up in a chain it seems. my research includes finding which components people use to add and I want to add my own spin to it. To make it unique rather than a bland protogen.
Continued working on the visor. I mostly followed the tutorial and copied off their values, I might however adjust some numbers. I think for the visor smoothness I will probably add boxy shape so it is acrylic sheet friendly. I still need to ad my own spin to it, so I was thinking of an unusally long visor LOL. A lot of time I spent was spent learning shortcuts on Fusion 360 and I searched it up. I also had to restart because some of the sketch wasn’t organized, with wrong dimensions, so I redid them. Visors are too expensive tho so I have to resort to budget friendly options. One hundred for one is crazy.
Readjusted some other sketches with points or lines that didn’t make sense. I created a new sketch on this axes but I troubleshooted for a good chunk of my time trying to figure out how i can get my rectangle box to be on top of the highlighted black line on the top arc thing to create the visor aaaaaaaaaaa...
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1792576161.978764
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1793180961.978764
|
|
523
|
Test by @scooter | Stardance
|
scooter
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Test by @scooter | Stardance
|
1792777891.0841033
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1793382691.0841033
|
|
524
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Car Game by @Mihai | Stardance
|
Mihai
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2
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78.0
|
1589
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:17:46Z", "hours": 27.0, "multiplier": 19.23, "payout": 622, "blessing": "neutral", "text": "So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}, {"ship_num": 2, "ts": "2026-09-10T19:52:13Z", "hours": 51.0, "multiplier": 15.73, "payout": 967, "blessing": "neutral", "text": "This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}]...
|
[{"post_id": 79112, "ts": "202 [{"post_id": 79112, "ts": "2026-10-12T18:32:02Z", "hours": 5.6664, "text": "This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign."}, {"post_id": 78111, "ts": "2026-10-09T16:17:50Z", "hours": 1.0669, "text": "I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier."}, {"post_id": 77336, "ts": "2026-10-06T16:21:09Z", "hours": 3.9394, "text": "So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable."}, {"post_id": 76466, "ts": "2026-10-03T16:42:33Z", "hours": 2.4925, "text": "I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that."}, {"post_id": 76168, "ts": "2026-10-02T15:41:06Z", "hours": 2.1219, "text": "I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before."}, {"post_id": 74116, "ts": "2026-09-26T18:26:41Z", "hours": 2.6064, "text": "Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace."}, {"post_id": 72697, "ts": "2026-09-23T15:05:15Z", "hours": 2.4817, "text": "The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!"}, {"post_id": 70530, "ts": "2026-09-19T10:10:04Z", "hours": 2.7044, "text": "I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states."}, {"post_id": 69662, "ts": "2026-09-17T15:00:25Z", "hours": 1.1333, "text": "I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving."}, {"post_id": 69151, "ts": "2026-09-16T14:16:13Z", "hours": 1.1, "text": "I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!"}, {"post_id": 68725, "ts": "2026-09-15T17:01:11Z", "hours": 1.6053, "text": "So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship."}, {"post_id": 65510, "ts": "2026-09-10T18:18:48Z", "hours": 3.2097, "text": "BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!"}, {"post_id": 64889, "ts": "2026-09-09T16:28:26Z", "hours": 3.6897, "text": "I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!"}, {"post_id": 63721, "ts": "2026-09-07T17:33:37Z", "hours": 2.8544, "text": "Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis."}, {"post_id": 62131, "ts": "2026-09-05T11:51:23Z", "hours": 2.7356, "text": "The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music"}, {"post_id": 55154, "ts": "2026-08-26T17:03:03Z", "hours": 3.3333, "text": "I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game."}, {"post_id": 53725, "ts": "2026-08-24T12:09:21Z", "hours": 3.5356, "text": "Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details."}, {"post_id": 52464, "ts": "2026-08-22T16:17:32Z", "hours": 2.1669, "text": "The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe."}, {"post_id": 51776, "ts": "2026-08-21T16:47:51Z", "hours": 1.4, "text": "Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area"}, {"post_id": 51639, "ts": "2026-08-21T12:50:14Z", "hours": 5.0786, "text": "The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see."}, {"post_id": 49190, "ts": "2026-08-17T20:37:34Z", "hours": 3.1403, "text": "I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map."}, {"post_id": 47417, "ts": "2026-08-15T10:44:33Z", "hours": 5.6383, "text": "Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake."}, {"post_id": 45697, "ts": "2026-08-12T11:00:48Z", "hours": 3.2739, "text": "Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that."}, {"post_id": 45184, "ts": "2026-08-11T14:37:35Z", "hours": 6.5986, "text": "Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it."}, {"post_id": 3583, "ts": "2026-06-06T16:13:53Z", "hours": 4.5958, "text": "I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc."}]...
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Title: Car Game by @Mihai | Stardance
Devlogs:
I Title: Car Game by @Mihai | Stardance
Devlogs:
I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc.
Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it.
Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that.
Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake.
I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map.
The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see.
Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area
The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe.
Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details.
I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game.
The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music
Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis.
I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!
BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!
So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship.
I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!
I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving.
I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states.
The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!
Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace.
I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before.
I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that.
So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable.
I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier.
This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign.
Ships:
This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.
So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io...
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Untitled project by @ahmedramadan | Stardance
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ahmedramadan
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Title: Untitled project by @ahmedramadan | Stardan Title: Untitled project by @ahmedramadan | Stardance...
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1792529465.7527213
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soundboard by @rosee | Stardance
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rosee
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[{"post_id": 587, "ts": "2026- [{"post_id": 587, "ts": "2026-06-02T02:35:32Z", "hours": 0.4389, "text": "tried using the stardance tutorial to make a hackpad but im highkey so confused..i made the first basic part tho! (very proud)"}]...
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Title: soundboard by @rosee | Stardance
Devlogs:
Title: soundboard by @rosee | Stardance
Devlogs:
tried using the stardance tutorial to make a hackpad but im highkey so confused..i made the first basic part tho! (very proud)...
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Mymacropad! by @aryan | Stardance
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Title: Mymacropad! by @aryan | Stardance
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My awesome macropad! by @ashmildax | Stardance
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Title: My awesome macropad! by @ashmildax | Starda Title: My awesome macropad! by @ashmildax | Stardance...
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OpenPress by @Copi | Stardance
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Copi
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[{"post_id": 4462, "ts": "2026 [{"post_id": 4462, "ts": "2026-06-07T19:47:09Z", "hours": 0.9467, "text": "ai helped me make a cool editor, with custon text sizes fonts and image widths, its not fully like wordpress or elementor but its defenetly enough to make a basic site, now i gon work on security and stuff later like login, better cookies and tokens, encriptions yk, that stuff"}, {"post_id": 4102, "ts": "2026-06-07T09:20:05Z", "hours": 5.6481, "text": "THE WEBSITE MAKING WORKS, YOU CAN CREATE PAGES, ADD TEXT, THE BASIC WORDPRESS STUFF MOSTLY!!! it doesnt have custom css and all the shebags tho"}, {"post_id": 106, "ts": "2026-05-31T19:20:49Z", "hours": 1.1442, "text": "inited the project and the admin page now has login"}]...
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Title: OpenPress by @Copi | Stardance
Devlogs:
in Title: OpenPress by @Copi | Stardance
Devlogs:
inited the project and the admin page now has login
THE WEBSITE MAKING WORKS, YOU CAN CREATE PAGES, ADD TEXT, THE BASIC WORDPRESS STUFF MOSTLY!!! it doesnt have custom css and all the shebags tho
ai helped me make a cool editor, with custon text sizes fonts and image widths, its not fully like wordpress or elementor but its defenetly enough to make a basic site, now i gon work on security and stuff later like login, better cookies and tokens, encriptions yk, that stuff...
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1792572514.8551013
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530
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My awesome macropad! by @sauravrajki67 | Stardance
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Title: My awesome macropad! by @sauravrajki67 | St Title: My awesome macropad! by @sauravrajki67 | Stardance...
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1791826620.2323308
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Dungen Escape by @Ahmed_Gayipov | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T18:36:00Z", "hours": 2.0, "multiplier": 7.23, "payout": 13, "blessing": "neutral", "text": "I made a game that is about collecting gold whill trying to survive the enemy from defeting you. Here are controles: How the controles work -You can us the arrow keys to move -your touchpad to aim the weopen -There is 3 types of weapons -If you press e it does melle damege to a enemy that is close to you -if you press the spacebar the weopen will shoot Secrete control -if you us mouse it will also aim your weapon -if you right click on your mouse the weapon will shoot", "repo": "https://github.com/Cr7-is-the-best/my-python", "demo": "https://my-python--ahmedgayipov.replit.app"}]...
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[{"post_id": 370, "ts": "2026- [{"post_id": 370, "ts": "2026-06-01T18:32:04Z", "hours": 0.5269, "text": "Look almost done"}, {"post_id": 158, "ts": "2026-06-01T00:19:45Z", "hours": 0.4447, "text": "Dungen Escape"}, {"post_id": 139, "ts": "2026-05-31T22:32:52Z", "hours": 0.7758, "text": "A Dungeon Game"}]...
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Title: Dungen Escape by @Ahmed_Gayipov | Stardance Title: Dungen Escape by @Ahmed_Gayipov | Stardance
Devlogs:
A Dungeon Game
Dungen Escape
Look almost done
Ships:
I made a game that is about collecting gold whill trying to survive the enemy from defeting you. Here are controles: How the controles work -You can us the arrow keys to move -your touchpad to aim the weopen -There is 3 types of weapons -If you press e it does melle damege to a enemy that is close to you -if you press the spacebar the weopen will shoot Secrete control -if you us mouse it will also aim your weapon -if you right click on your mouse the weapon will shoot...
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1792882034.9997787
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1793746034.9997787
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532
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Geometry Wave by @Llamamed6 | Stardance
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Llamamed6
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0
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0
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[]
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[]
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Title: Geometry Wave by @Llamamed6 | Stardance
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1792623037.2157454
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1793227837.2157454
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533
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Project 1 by @TruthEntity | Stardance
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TruthEntity
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0
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0.0
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Title: Project 1 by @TruthEntity | Stardance
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1792586926.4906003
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My awesome macropad! by @ayaskantsahoo007 | Starda My awesome macropad! by @ayaskantsahoo007 | Stardance...
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ayaskantsahoo007
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Title: My awesome macropad! by @ayaskantsahoo007 | Title: My awesome macropad! by @ayaskantsahoo007 | Stardance...
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1792637390.1141324
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1793242190.1141324
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535
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My awesome macropad! by @Cloudy | Stardance
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Cloudy
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0
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Title: My awesome macropad! by @Cloudy | Stardance
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536
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My awesome macropad! by @Psiezed | Stardance
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Psiezed
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Title: My awesome macropad! by @Psiezed | Stardanc Title: My awesome macropad! by @Psiezed | Stardance...
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1793360981.1456847
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537
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X-PAD by @Eshan | Stardance
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Eshan
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0
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Title: X-PAD by @Eshan | Stardance
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1792533079.2456634
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538
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My awesome macropad! by @Pierrilein | Stardance
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Pierrilein
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0
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Title: My awesome macropad! by @Pierrilein | Stard Title: My awesome macropad! by @Pierrilein | Stardance...
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1793166764.486308
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539
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My awesome macropad! by @S | Stardance
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S
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Title: My awesome macropad! by @S | Stardance
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540
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Uncertain decisions by @brunodevdrums | Stardance
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brunodevdrums
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1
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2.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T13:07:24Z", "hours": 2.0, "multiplier": 1.58, "payout": 3, "blessing": "neutral", "text": "I created a website where you receive a random answer to your question. This time, I challenged myself to do this by creating an API written in Python, something simple that fulfills your idea. It was somewhat challenging because I’m not yet 100% comfortable working with fetch() in JavaScript, so this also helped me strengthen my knowledge in that area.", "repo": "https://github.com/BrundevCoder/decisions", "demo": "https://brundevcoder.github.io/decisions/"}]...
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[{"post_id": 130, "ts": "2026- [{"post_id": 130, "ts": "2026-05-31T21:44:42Z", "hours": 0.8611, "text": "I just finished my project! Here’s what I updated: The API was created using Python, and I deployed it using Render. I connected the API to JS. I added the README. I also added a notice to the website because, unfortunately, it will be temporarily “disabled” if nobody uses it for a while :( I hope you like my project!"}, {"post_id": 118, "ts": "2026-05-31T20:37:10Z", "hours": 0.4117, "text": "I’ve finished the HTML and CSS, and I’ve already prepared the JavaScript to receive my API, which I still need to create!"}, {"post_id": 112, "ts": "2026-05-31T19:41:57Z", "hours": 0.4342, "text": "I’ve already started working on the site’s foundation, the HTML and CSS. I’m trying to create a minimalist and pleasing design, and for the main font, I chose “Prompt,” imported directly from Google Fonts."}]...
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Title: Uncertain decisions by @brunodevdrums | Sta Title: Uncertain decisions by @brunodevdrums | Stardance
Devlogs:
I’ve already started working on the site’s foundation, the HTML and CSS. I’m trying to create a minimalist and pleasing design, and for the main font, I chose “Prompt,” imported directly from Google Fonts.
I’ve finished the HTML and CSS, and I’ve already prepared the JavaScript to receive my API, which I still need to create!
I just finished my project! Here’s what I updated: The API was created using Python, and I deployed it using Render. I connected the API to JS. I added the README. I also added a notice to the website because, unfortunately, it will be temporarily “disabled” if nobody uses it for a while :( I hope you like my project!
Ships:
I created a website where you receive a random answer to your question. This time, I challenged myself to do this by creating an API written in Python, something simple that fulfills your idea. It was somewhat challenging because I’m not yet 100% comfortable working with fetch() in JavaScript, so this also helped me strengthen my knowledge in that area....
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1792828530.0078404
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541
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My awesome macropad! by @Yosef | Stardance
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Yosef
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0
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Title: My awesome macropad! by @Yosef | Stardance
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1792479287.0111482
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1793084087.0111482
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542
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BSEngine by @BetterClient | Stardance
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BetterClient
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0
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11.02
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0
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[]
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[{"post_id": 9006, "ts": "2026 [{"post_id": 9006, "ts": "2026-06-15T00:46:11Z", "hours": 1.1078, "text": "Long time no see I added a transposition table and zobrist hashing, which makes the engine way faster"}, {"post_id": 4523, "ts": "2026-06-07T21:20:02Z", "hours": 3.0239, "text": "Added evaluation tables. Refactored board and move logic. Fixed a ton of bugs. Made the evaluation better. I have to fix performance next"}, {"post_id": 3736, "ts": "2026-06-06T19:39:01Z", "hours": 1.1042, "text": "Implemented a very basic engine using negamax with alpha beta pruning, it loses to stockfish in 29 moves"}, {"post_id": 3661, "ts": "2026-06-06T18:15:43Z", "hours": 0.9275, "text": "I made a function to load positions from FEN notation, i improved my tests using some engine test positions and fixed a bug where if you captured a piece and promoted your pawn at the same time you would be forced to a queen"}, {"post_id": 3553, "ts": "2026-06-06T15:25:46Z", "hours": 3.4289, "text": "Did legal move finding(thanks to Sebastian Lague’s video), it calculates the number of possible positions correctly to depth 6. Video is a bot playing random moves"}, {"post_id": 115, "ts": "2026-05-31T20:21:59Z", "hours": 1.4283, "text": "I created a basic board and made moving, right now there is no checks for legal moves"}]...
|
Title: BSEngine by @BetterClient | Stardance
Devl Title: BSEngine by @BetterClient | Stardance
Devlogs:
I created a basic board and made moving, right now there is no checks for legal moves
Did legal move finding(thanks to Sebastian Lague’s video), it calculates the number of possible positions correctly to depth 6. Video is a bot playing random moves
I made a function to load positions from FEN notation, i improved my tests using some engine test positions and fixed a bug where if you captured a piece and promoted your pawn at the same time you would be forced to a queen
Implemented a very basic engine using negamax with alpha beta pruning, it loses to stockfish in 29 moves
Added evaluation tables. Refactored board and move logic. Fixed a ton of bugs. Made the evaluation better. I have to fix performance next
Long time no see I added a transposition table and zobrist hashing, which makes the engine way faster...
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1792579660.2776034
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1793184460.2776034
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543
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ICare by @SilentSword | Stardance
|
SilentSword
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1
|
63.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:36:22Z", "hours": 63.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ICare is an eye break reminder app that FORCES you to take your breaks, and not just that, it adapts to YOUR needs. Overlay warnings, notifications, dark/light theme, automatic start, idle detection, Fullscreen detection, meeting trackers and more! ICare has them all. It started with my eye doctor telling me to start using the 20/20/20 rule, but it was hard to keep consistency, so I started building an app, and then added a new feature, and another one, and so on until we are here XD! I strongly recommend you read the readme file from GitHub, I explained everything in depth there. IMPORTANT - WINDOWS 10/11 ONLY", "repo": "https://github.com/SilentSword123456/ICare", "demo": "https://github.com/SilentSword123456/ICare/releases/latest"}]...
|
[{"post_id": 71035, "ts": "202 [{"post_id": 71035, "ts": "2026-09-20T07:25:47Z", "hours": 2.3283, "text": "Hi there, I realized that I won’t have enough time to build all the features I want for ICare, so I updated the readme, polished some things, temporarily disabled the AppsView since it still needs a lot of work on animations and other stuff, and I’m ready to ship!"}, {"post_id": 58216, "ts": "2026-08-30T16:00:39Z", "hours": 9.3022, "text": "Okkkkkkkay. I finally finished making two more views and linked the logic of the app groups/folders with their specific rules to the actual app timer. Even though the GUI isn’t pretty to look at, I just focused on getting it working. I did a terrific job at sniping all the bugs (took me 9h man😭😭), but I did also use a Claude’s help when I couldn’t find the root cause. The core ideea of the app works right now, what I do have left is fixing the UI for the newly added views (i have a LOT of work to do here) and implementing the rest of the “small” features I have in mind. Right now, it’s not pleasant to look at, but this is not what this devlog is about, it’s about the functionality I added to the app. To explain it in more detail, you can now create groups/folders with different apps inside of them and different rules applied for each group , meaning that if you don’t want the app to track the time you spend in let’s say Slack and other messaging apps, you can create a folder with that rule, and thats it. There are still bugs, like it not saving its config file 100% of the time or the fact that you can’t delete folders, or that you can add an app to multiple folders, etc… But I was getting close to the 10h mark and I had to post a devlog. See ya next time!"}, {"post_id": 55676, "ts": "2026-08-27T17:15:36Z", "hours": 3.0956, "text": "Holla dear readers! In this devlog I’m happy to announce that I finally added tests to the app, and they are great, they helped me debug much faster, and that’s not the only feature I added. But by far the most important feature added is that now the break warning will also be displayed if there is currently a full screen app opened, which might be the most important feature of the hole app. As you can see in the screenshot below, I modified the break overlay warning message box to be a floating island with a see trough background with rounded corners! Also, when it gets down to 3 seconds, the timer turns red , and I’m super happy with how it turned out! That’s it for this devlog, enjoy the new version!"}, {"post_id": 49818, "ts": "2026-08-18T19:21:11Z", "hours": 9.6128, "text": "Hi there, I’m writing this from my laptop since the PC is used right now, I hope the recording still looks smooth :) I took a break for a few weeks; therefore, I don’t remember what the first few hours of this devlog went into, I recon I might have just fixed some bugs I found while using the app. Buuuuuuut I do know the latest feature I’ve been working on, right now it’s just a menu with the apps installed (almost all), and the target functionality is to be able to create multiple apps groups in which the app will either just pause or alert you with a message similar to the meeting overlay. While implementing this new window, I learned about ObservableCollection and ListBox s, which were new concepts to me, but I love how they nicely combine together. For the ObservableCollecton specifically, I created a new data model called InstalledApp, which has a Name, a ExePath and an Icon field. After hitting random bugs, such as the view (an ListCollectionView ) not being initialized fast enough, I finally got a bare-bones version working. It’s ugly, it’s messy, but I’m hitting the 10h mark and I have to write this devlog."}, {"post_id": 29652, "ts": "2026-07-16T18:34:43Z", "hours": 3.4758, "text": "Holla, I’ve been working on a kind of useless bug that took me a long time to fix. The problem was that when the app was enabled to start automatically, you could still disable it from task manager. The bad thing is, I had no way of knowing if it was enabled or disabled from task manager, so I build one, and after that, I wanted a way to get notified when the user changed the disabled/enabled state, so I used a function named RegNotifyChangeKeyValue witch I’ve configured to notify the app when ICare’s state changed. I created a hole separate class for that named AutostartWatcher.cs, and it works flawlessly! Thanks for reading!"}, {"post_id": 29347, "ts": "2026-07-16T07:18:02Z", "hours": 8.2497, "text": "Hy there, I implemented two major things, those being a dark theme and an actual installer and updater. The dark theme: For this, I created two xaml files with the same SolidColorBrush names but with different colors, then I used ResourceDictionary and MergedDictionaries to change the current used file for the theme. After this I had to play with the color values because apparently you have to have layers to your app and yeah, it was a long and boring process of running the app, thinking if it needs to be darker or lighter, then going to the color picker and changing the value accordantly, then copying that into the program and repeating, but it worked! To make the title bar change color I found out that you need to import some of those weird libraries, again. I don’t understand every part of that function, but it does work. To change the theme, I removed the custom message box from settings and replaced it with a light/dark toggle for the theme. The installer and updater: For this, I used Velopack, which is great! It doesn’t require admin to install, it also has an updater, and it just works! Unfortunately, for the GitHub build action, I had no ideea how to write it, so just used Claude to do it for me, but that’s not really part of the app so it’s ok (I think?). Then, I wanted to have a way for the user to update the app with some confirmation things, because before I just had one button that you clicked, it shows no progress, and if it did find an update it would immediately restart the app, no questions asked. Now, in the bottom right of settings, there is some text that acts like a button which has all the states from let’s say no update found to ready to download to ready to install and more. That’s pretty much it, thanks for reading!"}, {"post_id": 26803, "ts": "2026-07-11T20:06:42Z", "hours": 7.1014, "text": "Dear reader, thank you for reading. I promise this devlog is gonna be fun to read trough. The biggest utility change is that the timer now pauses when the screen goes to sleep. To do this, I had to use some low-level hooks that I’m not a master in, but it was fun to use them and debug the errors. Then I wandered about how I could make the app report errors it had back to me while also putting YOUR 🫵 privacy on the first place. I found Sentry, an app which has a more than enough free plan for this use case. What Sentry does it’s that it collects all the errors and stores them in one dashboard, along with many other features. The setup was fairly simple; it wasn’t that big of a hustle. Next, I also added a darker picture for the background for when the pc is in dark mode so that you don’t get flash banged when a break suddenly starts and its 3am. To choose the correct picture, it checks a specific value from a specific path where Windows keeps the current theme. Here I had a problem with memory leak which required more debugging because the images were being kept in memory, twice, and they would also get deleted after each use? It was a mess, but now its fixed. The last change is in the UI. I decided to keep ICare at a fixed size so that the layout is more consistent, and then I adapted the Settings view to the new dimensions. Thank you so much for staying! I’m sure I have a long way to go until ICare reaches a reasonable standard, but I hope you had fun reading through my journey. Thanks again! P.S: You can show me that you’re interested in this by just leaving a like on this devlog and it will make me happy to know that someone read it!"}, {"post_id": 22053, "ts": "2026-07-04T09:34:51Z", "hours": 2.8311, "text": "Hello there, I added a few features that I needed while I was using ICare, and those being a nice background because the black one was just too basic and the timer stopping when the screen goes to sleep or when I lock the pc. To know when the pc went to sleep or the user locked the pc, I attached a listener to a SystemEvents thing, I don’t really know what it is, and now it constantly checks for SessionLock and SessionUnlock and pauses and starts the timer accordantly. For the pausing and starting the timer, I have redone its logic. Now, instead of calculating the exact time the break should start I use a stopwatch to track how much time has passed and when it reaches the desired time it triggers the break. It wasn’t easy because I runed into many bugs where, for example, it would just instantly start the break once the app launched and many such errors, but the latest version works flawlessly! Thanks for reading! Consider leaving a like or a comment if you enjoyed this devlog q(≧▽≦q)!"}, {"post_id": 17587, "ts": "2026-06-28T13:22:58Z", "hours": 3.1553, "text": "Holla, I worked on some core features but also some little improvements. The biggest change is that the app can now automatically start and this is a togglable feature from the settings with also has a nice toggle. It wasn’t hard to implement it science there is already api for it and all I had to do is create some basic functions to use it. Next, I added dismiss buttons in the notification for 5 and 10 minutes respectively. I also fixed the bug where when dismissing the break, it would only add the minutes to the visual timer, but it wouldn’t actually dismiss the break. Also, I figured that the break message and the countdown timer during the blackout (the break) was a bit distracting, so now only the primary monitor has the break message and the countdown, the rest are just blacked out. I added some small coloring touches to the Work time and the Break time, and they now look so much better. The final feature I added is a warning when the break time is smaller than the worktime; I figured that if you work or game or just use your computer for 60min, you should take a 60sec break, so for every X minutes of screentime you should take at least X seconds of break, so now that’s what the break message says. Thank you for reading, I appreciate all feedback! Bye!"}, {"post_id": 16424, "ts": "2026-06-26T18:37:55Z", "hours": 3.3353, "text": "Hey there! I have been working on quality-of-life improvements, such as adding a nice visual indicator when the next break is skipped by making the timer red, adding dismiss buttons to the notification, making the hotkey field automatically register the key pressed and adding the option to write a custom break message. Behind the scenes I also made some quality-of-life changes to the codebase. Now the configuration autosaves after each change, so I don’t need to worry about losing the config, and thats the only big change to the codebase. Im also proud to report that now the icon is also present on the notification, which is a small but important and elegant addition😆 Now I want to focus on making the app automaticly start on user login and figuring out how to properly install it on the computer."}, {"post_id": 4359, "ts": "2026-06-07T17:32:16Z", "hours": 6.6033, "text": "I decided that python wasn’t going to cut it anymore, so I decided to learn some basic C# (I was already pretty familiar with cpp, so it wasn’t that hard) and build the program in C#. It was so much fun, and it was also simpler, because it was VERY, VERY easy with C# to do a lot of things that with python required me to use a backdoor or something. I used Rider from IntelliJ to create my project that is using WPF, a thing for designing windows apps so easily. I also used some templates I found online to just get it working (and ok, I’m guilty, I used AI for the math on the circle, and good thing I did because I have no idea how that math works) and then tried to get them working together. For the notification, well, I almost committed a crime while coding it (for legal reasons, this is a joke(●’◡’●) ) because there is always a catch with windows APIs. Either I couldn’t have a button on the notification, or I had to have a notification manager instance (or something similar, I don’t remember), or I just needed to install yet another library for it. Fortunately, it worked! It doesn’t have an icon, don’t even get me started on the icon because I don’t want to break my computer😭. Anyway, for the keyboard handler, I was blessed enough to find a template on the web for it (apparently it is standard to do it that way), and I just got it, tweaked it a little bit, and it worked! The rest just went smoothly, with a bug here… a bug there… but it worked! It works and I’m so happy! I kind of want to improve the design of the dashboard a little bit, because even though it’s clean, it still could use a little work. And if u got here, ayyy, thank you for reading. Just comment something, anything, it would make me so happy to know someone else read this whole thing! Thank you!"}, {"post_id": 3380, "ts": "2026-06-06T08:45:00Z", "hours": 0.8103, "text": "Hi there! I worked a little bit on the app and added two core features: a Config class and a way to make the program launch as admin every time. I made the config class generate a file named config.json to store all the data, and I made a function to read the data from it. I also added setters for the current hotkey, break time, work time and other fields, and it worked after fixing a few bugs. Then I focused on the program launching as admin, for which I created two new functions, one to check if the program is already running as admin (which uses a long command to check it, I found it online) and another big command to relaunch the script with admin privileges(witch I also found online). Everything works well as shown in the video!"}, {"post_id": 310, "ts": "2026-06-01T15:57:53Z", "hours": 0.4147, "text": "I added support to skip the break with a hotkey combination “Ctrl+Shift+S”. I also used a library I found online for this, and it works! I’m so happy with how this is coming together!"}, {"post_id": 289, "ts": "2026-06-01T15:07:51Z", "hours": 0.4244, "text": "I added a function to send notifications so that you can dismiss the break if you’re in a meeting or in the middle of a game. It was actually the most fun part of the program! I sed a library with a weird name I found online; win11toast. Then all I had to do is to call a method, and then questioning reality because the on_click method didn’t work, but now it does! I even added an icon to the notification! I LOVE IT!"}, {"post_id": 274, "ts": "2026-06-01T14:35:56Z", "hours": 0.6642, "text": "I made the black screen work. I used a fancy library called tkinter to create a black screen on every monitor, and to get all the monitors I used the screeninfo library. Then I looped trough every screen and added a new window to it using that tkinter class. After this, I created two methods that block and unblock some keys on the keyboard, specifically the win key, the alt key and the control key so that you can’t exit the screen and cheat your way through the break"}, {"post_id": 263, "ts": "2026-06-01T13:42:16Z", "hours": 0.305, "text": "I improved the time tracking feature. I noticed that it before it was always ~1 second late and stacked up the more time it had to track. Now I’m using time.time() function to keep track of the exact start time so that it’s always exact, compared to waiting 1 second and incrementing a counter"}, {"post_id": 209, "ts": "2026-06-01T08:33:42Z", "hours": 1.2725, "text": "I got started by creating the GitHub repo, creating the IntelliJ project, then creating multiple .py files to separate their functionalities clearly. I had to search and learn how to use the threading class, which is pretty complicated in my option, but it works, and you know what they say: “If it works, don’t touch it”. Then I found a closed eye icon on the internet and used it as the ico for the systemtray. For now, it’s just in cli, but after I make the blackout screen work, I’m going to add a nice gui."}]...
|
Title: ICare by @SilentSword | Stardance
Devlogs: Title: ICare by @SilentSword | Stardance
Devlogs:
I got started by creating the GitHub repo, creating the IntelliJ project, then creating multiple .py files to separate their functionalities clearly. I had to search and learn how to use the threading class, which is pretty complicated in my option, but it works, and you know what they say: “If it works, don’t touch it”. Then I found a closed eye icon on the internet and used it as the ico for the systemtray. For now, it’s just in cli, but after I make the blackout screen work, I’m going to add a nice gui.
I improved the time tracking feature. I noticed that it before it was always ~1 second late and stacked up the more time it had to track. Now I’m using time.time() function to keep track of the exact start time so that it’s always exact, compared to waiting 1 second and incrementing a counter
I made the black screen work. I used a fancy library called tkinter to create a black screen on every monitor, and to get all the monitors I used the screeninfo library. Then I looped trough every screen and added a new window to it using that tkinter class. After this, I created two methods that block and unblock some keys on the keyboard, specifically the win key, the alt key and the control key so that you can’t exit the screen and cheat your way through the break
I added a function to send notifications so that you can dismiss the break if you’re in a meeting or in the middle of a game. It was actually the most fun part of the program! I sed a library with a weird name I found online; win11toast. Then all I had to do is to call a method, and then questioning reality because the on_click method didn’t work, but now it does! I even added an icon to the notification! I LOVE IT!
I added support to skip the break with a hotkey combination “Ctrl+Shift+S”. I also used a library I found online for this, and it works! I’m so happy with how this is coming together!
Hi there! I worked a little bit on the app and added two core features: a Config class and a way to make the program launch as admin every time. I made the config class generate a file named config.json to store all the data, and I made a function to read the data from it. I also added setters for the current hotkey, break time, work time and other fields, and it worked after fixing a few bugs. Then I focused on the program launching as admin, for which I created two new functions, one to check if the program is already running as admin (which uses a long command to check it, I found it online) and another big command to relaunch the script with admin privileges(witch I also found online). Everything works well as shown in the video!
I decided that python wasn’t going to cut it anymore, so I decided to learn some basic C# (I was already pretty familiar with cpp, so it wasn’t that hard) and build the program in C#. It was so much fun, and it was also simpler, because it was VERY, VERY easy with C# to do a lot of things that with python required me to use a backdoor or something. I used Rider from IntelliJ to create my project that is using WPF, a thing for designing windows apps so easily. I also used some templates I found online to just get it working (and ok, I’m guilty, I used AI for the math on the circle, and good thing I did because I have no idea how that math works) and then tried to get them working together. For the notification, well, I almost committed a crime while coding it (for legal reasons, this is a joke(●’◡’●) ) because there is always a catch with windows APIs. Either I couldn’t have a button on the notification, or I had to have a notification manager instance (or something similar, I don’t remember), or I just needed to install yet another library for it. Fortunately, it worked! It doesn’t have an icon, don’t even get me started on the icon because I don’t want to break my computer😭. Anyway, for the keyboard handler, I was blessed enough to find a template on the web for it (apparently it is standard to do it that way), and I just got it, tweaked it a little bit, and it worked! The rest just went smoothly, with a bug here… a bug there… but it worked! It works and I’m so happy! I kind of want to improve the design of the dashboard a little bit, because even though it’s clean, it still could use a little work. And if u got here, ayyy, thank you for reading. Just comment something, anything, it would make me so happy to know someone else read this whole thing! Thank you!
Hey there! I have been working on quality-of-life improvements, such as adding a nice visual indicator when the next break is skipped by making the timer red, adding dismiss buttons to the notification, making the hotkey field automatically register the key pressed and adding the option to write a custom break message. Behind the scenes I also made some quality-of-life changes to the codebase. Now the configuration autosaves after each change, so I don’t need to worry about losing the config, and thats the only big change to the codebase. Im also proud to report that now the icon is also present on the notification, which is a small but important and elegant addition😆 Now I want to focus on making the app automaticly start on user login and figuring out how to properly install it on the computer.
Holla, I worked on some core features but also some little improvements. The biggest change is that the app can now automatically start and this is a togglable feature from the settings with also has a nice toggle. It wasn’t hard to implement it science there is already api for it and all I had to do is create some basic functions to use it. Next, I added dismiss buttons in the notification for 5 and 10 minutes respectively. I also fixed the bug where when dismissing the break, it would only add the minutes to the visual timer, but it wouldn’t actually dismiss the break. Also, I figured that the break message and the countdown timer during the blackout (the break) was a bit distracting, so now only the primary monitor has the break message and the countdown, the rest are just blacked out. I added some small coloring touches to the Work time and the Break time, and they now look so much better. The final feature I added is a warning when the break time is smaller than the worktime; I figured that if you work or game or just use your computer for 60min, you should take a 60sec break, so for every X minutes of screentime you should take at least X seconds of break, so now that’s what the break message says. Thank you for reading, I appreciate all feedback! Bye!
Hello there, I added a few features that I needed while I was using ICare, and those being a nice background because the black one was just too basic and the timer stopping when the screen goes to sleep or when I lock the pc. To know when the pc went to sleep or the user locked the pc, I attached a listener to a SystemEvents thing, I don’t really know what it is, and now it constantly checks for SessionLock and SessionUnlock and pauses and starts the timer accordantly. For the pausing and starting the timer, I have redone its logic. Now, instead of calculating the exact time the break should start I use a stopwatch to track how much time has passed and when it reaches the desired time it triggers the break. It wasn’t easy because I runed into many bugs where, for example, it would just instantly start the break once the app launched and many such errors, but the latest version works flawlessly! Thanks for reading! Consider leaving a like or a comment if you enjoyed this devlog q(≧▽≦q)!
Dear reader, thank you for reading. I promise this devlog is gonna be fun to read trough. The biggest utility change is that the timer now pauses when the screen goes to sleep. To do this, I had to use some low-level hooks that I’m not a master in, but it was fun to use them and debug the errors. Then I wandered about how I could make the app report errors it had back to me while also putting YOUR 🫵 privacy on the first place. I found Sentry, an app which has a more than enough free plan for this use case. What Sentry does it’s that it collects all the errors and stores them in one dashboard, along with many other features. The setup was fairly simple; it wasn’t that big of a hustle. Next, I also added a darker picture for the background for when the pc is in dark mode so that you don’t get flash banged when a break suddenly starts and its 3am. To choose the correct picture, it checks a specific value from a specific path where Windows keeps the current theme. Here I had a problem with memory leak which required more debugging because the images were being kept in memory, twice, and they would also get deleted after each use? It was a mess, but now its fixed. The last change is in the UI. I decided to keep ICare at a fixed size so that the layout is more consistent, and then I adapted the Settings view to the new dimensions. Thank you so much for staying! I’m sure I have a long way to go until ICare reaches a reasonable standard, but I hope you had fun reading through my journey. Thanks again! P.S: You can show me that you’re interested in this by just leaving a like on this devlog and it will make me happy to know that someone read it!
Hy there, I implemented two major things, those being a dark theme and an actual installer and updater. The dark theme: For this, I created two xaml files with the same SolidColorBrush names but with different colors, then I used ResourceDictionary and MergedDictionaries to change the current used file for the theme. After this I had to play with the color values because apparently you have to have layers to your app and yeah, it was a long and boring process of running the app, thinking if it needs to be darker or lighter, then going to the color picker and changing the value accordantly, then copying that into the program and repeating, but it worked! To make the title bar change color I found out that you need to import some of those weird libraries, again. I don’t understand every part of that function, but it does work. To change the theme, I removed the custom message box from settings and replaced it with a light/dark toggle for the theme. The installer and updater: For this, I used Velopack, which is great! It doesn’t require admin to install, it also has an updater, and it just works! Unfortunately, for the GitHub build action, I had no ideea how to write it, so just used Claude to do it for me, but that’s not really part of the app so it’s ok (I think?). Then, I wanted to have a way for the user to update the app with some confirmation things, because before I just had one button that you clicked, it shows no progress, and if it did find an update it would immediately restart the app, no questions asked. Now, in the bottom right of settings, there is some text that acts like a button which has all the states from let’s say no update found to ready to download to ready to install and more. That’s pretty much it, thanks for reading!
Holla, I’ve been working on a kind of useless bug that took me a long time to fix. The problem was that when the app was enabled to start automatically, you could still disable it from task manager. The bad thing is, I had no way of knowing if it was enabled or disabled from task manager, so I build one, and after that, I wanted a way to get notified when the user changed the disabled/enabled state, so I used a function named RegNotifyChangeKeyValue witch I’ve configured to notify the app when ICare’s state changed. I created a hole separate class for that named AutostartWatcher.cs, and it works flawlessly! Thanks for reading!
Hi there, I’m writing this from my laptop since the PC is used right now, I hope the recording still looks smooth :) I took a break for a few weeks; therefore, I don’t remember what the first few hours of this devlog went into, I recon I might have just fixed some bugs I found while using the app. Buuuuuuut I do know the latest feature I’ve been working on, right now it’s just a menu with the apps installed (almost all), and the target functionality is to be able to create multiple apps groups in which the app will either just pause or alert you with a message similar to the meeting overlay. While implementing this new window, I learned about ObservableCollection and ListBox s, which were new concepts to me, but I love how they nicely combine together. For the ObservableCollecton specifically, I created a new data model called InstalledApp, which has a Name, a ExePath and an Icon field. After hitting random bugs, such as the view (an ListCollectionView ) not being initialized fast enough, I finally got a bare-bones version working. It’s ugly, it’s messy, but I’m hitting the 10h mark and I have to write this devlog.
Holla dear readers! In this devlog I’m happy to announce that I finally added tests to the app, and they are great, they helped me debug much faster, and that’s not the only feature I added. But by far the most important feature added is that now the break warning will also be displayed if there is currently a full screen app opened, which might be the most important feature of the hole app. As you can see in the screenshot below, I modified the break overlay warning message box to be a floating island with a see trough background with rounded corners! Also, when it gets down to 3 seconds, the timer turns red , and I’m super happy with how it turned out! That’s it for this devlog, enjoy the new version!
Okkkkkkkay. I finally finished making two more views and linked the logic of the app groups/folders with their specific rules to the actual app timer. Even though the GUI isn’t pretty to look at, I just focused on getting it working. I did a terrific job at sniping all the bugs (took me 9h man😭😭), but I did also use a Claude’s help when I couldn’t find the root cause. The core ideea of the app works right now, what I do have left is fixing the UI for the newly added views (i have a LOT of work to do here) and implementing the rest of the “small” features I have in mind. Right now, it’s not pleasant to look at, but this is not what this devlog is about, it’s about the functionality I added to the app. To explain it in more detail, you can now create groups/folders with different apps inside of them and different rules applied for each group , meaning that if you don’t want the app to track the time you spend in let’s say Slack and other messaging apps, you can create a folder with that rule, and thats it. There are still bugs, like it not saving its config file 100% of the time or the fact that you can’t delete folders, or that you can add an app to multiple folders, etc… But I was getting close to the 10h mark and I had to post a devlog. See ya next time!
Hi there, I realized that I won’t have enough time to build all the features I want for ICare, so I updated the readme, polished some things, temporarily disabled the AppsView since it still needs a lot of work on animations and other stuff, and I’m ready to ship!
Ships:
ICare is an eye break reminder app that FORCES you to take your breaks, and not just that, it adapts to YOUR needs. Overlay warnings, notifications, dark/light theme, automatic start, idle detection, Fullscreen detection, meeting trackers and more! ICare has them all. It started with my eye doctor telling me to start using the 20/20/20 rule, but it was hard to keep consistency, so I started building an app, and then added a new feature, and another one, and so on until we are here XD! I strongly recommend you read the readme file from GitHub, I explained everything in depth there. IMPORTANT - WINDOWS 10/11 ONLY...
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My first hackpad! by @D4LM | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T01:01:39Z", "hours": 1.0, "multiplier": 1.3, "payout": 1, "blessing": "neutral", "text": "I made my first hackpad! Challenging aspects: Done in Onshape instead of Fusion 360. Notes: Sadly I did not record everything I did in Lapse 😢", "repo": "https://github.com/D4LMwastaken/Hackpad", "demo": ""}]...
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[{"post_id": 5299, "ts": "2026 [{"post_id": 5299, "ts": "2026-06-09T00:53:39Z", "hours": 0.5567, "text": "Made my First Hackpad!"}]...
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Title: My first hackpad! by @D4LM | Stardance
Dev Title: My first hackpad! by @D4LM | Stardance
Devlogs:
Made my First Hackpad!
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I made my first hackpad! Challenging aspects: Done in Onshape instead of Fusion 360. Notes: Sadly I did not record everything I did in Lapse 😢...
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Title: My first slack bot! by @stellenium | Starda Title: My first slack bot! by @stellenium | Stardance...
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