|
56352
|
My first slack bot! by @rohitgupta27480857 | Stard My first slack bot! by @rohitgupta27480857 | Stardance...
|
rohitgupta27480857
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rohitgupta27480857 Title: My first slack bot! by @rohitgupta27480857 | Stardance...
|
1794120502.988902
|
1794725302.988902
|
|
56353
|
IN-PIC-ANALYSER by @Mouad | Stardance
|
Mouad
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:49:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built IN-PIC VISION, an interactive computer vision web app that detects objects in uploaded images using a YOLOv8 backend and visualizes the results with real-time bounding boxes, confidence tags, and detected object breakdowns. The most challenging part was the deployment pipeline. Getting PyTorch, OpenCV, and all native C/system libraries working cleanly in production without hitting container memory limits or broken system dependencies was tough. I ended up hosting the backend on my own server, supervising it with PM2, and exposing it securely using Cloudflare Tunnels to handle the public traffic and SSL. I’m proud of building a complete, responsive dark-mode UI from scratch and connecting it smoothly to an end-to-end inference pipeline that runs fast and works directly in the browser. To test it: Click “Try project” (or open the link), drag and drop or select any everyday image (cars, people, street scenes, bikes), and watch it scan and highlight all detected classes in real-time.", "repo": "https://github.com/mouaduxel/IN-PIC-ANALYSER", "demo": "https://ai.atfagli.com/"}]...
|
[{"post_id": 58511, "ts": "202 [{"post_id": 58511, "ts": "2026-08-30T22:58:32Z", "hours": 1.8144, "text": "yo so i basically built this object detection app called in-pic vision using yolov5 and flask, at first i tried making a desktop app with tkinter but mac was being super annoying with blank screens so i just scrapped that and turned it into a web server instead, now you can just drag and drop any photo under 5mb and it runs through the model in like a couple ms, highlights all the objects with colored boxes, counts them up in the sidebar, and i made the whole ui dark mode with a laser scan animation and added links to my github and stardance profile"}]...
|
Title: IN-PIC-ANALYSER by @Mouad | Stardance
Devl Title: IN-PIC-ANALYSER by @Mouad | Stardance
Devlogs:
yo so i basically built this object detection app called in-pic vision using yolov5 and flask, at first i tried making a desktop app with tkinter but mac was being super annoying with blank screens so i just scrapped that and turned it into a web server instead, now you can just drag and drop any photo under 5mb and it runs through the model in like a couple ms, highlights all the objects with colored boxes, counts them up in the sidebar, and i made the whole ui dark mode with a laser scan animation and added links to my github and stardance profile
Ships:
I built IN-PIC VISION, an interactive computer vision web app that detects objects in uploaded images using a YOLOv8 backend and visualizes the results with real-time bounding boxes, confidence tags, and detected object breakdowns. The most challenging part was the deployment pipeline. Getting PyTorch, OpenCV, and all native C/system libraries working cleanly in production without hitting container memory limits or broken system dependencies was tough. I ended up hosting the backend on my own server, supervising it with PM2, and exposing it securely using Cloudflare Tunnels to handle the public traffic and SSL. I’m proud of building a complete, responsive dark-mode UI from scratch and connecting it smoothly to an end-to-end inference pipeline that runs fast and works directly in the browser. To test it: Click “Try project” (or open the link), drag and drop or select any everyday image (cars, people, street scenes, bikes), and watch it scan and highlight all detected classes in real-time....
|
1793944543.3402424
|
1794030943.3402424
|
|
56354
|
Chess by @Tommy9876543213 | Stardance
|
Tommy9876543213
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:41:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple local play chess app in Micro Python for Numworks Calculators. It took me a total of 5 hours testing, coding, and bugfixing, so I hope you enjoy it!", "repo": "https://github.com/Tommy9876543213/Numworks-Chess", "demo": "https://my.numworks.com/python/tommycongram/chess"}]...
|
[{"post_id": 58938, "ts": "202 [{"post_id": 58938, "ts": "2026-08-31T14:36:01Z", "hours": 0.3, "text": "Slightly improved most of the icons, I feel like they are a little better now. This will probably be the last update I do to this project so I can start another. After about 5 hours of work it is done (Even though hackatime only recorded like 2 hours it took me 5 as it also doesn’t record me testing it physically on my calculator, nor the time it didn’t record because I didn’t know how to set it up)"}, {"post_id": 58639, "ts": "2026-08-31T03:57:21Z", "hours": 1.5375, "text": "Just finished adding castling, promotions, en passant, and even small icons. The queenside castling was causing me so many problems just for it to be that I forgot a pair of brackets (I spent about an hour trying to figure out the problem). I’d say this project is pretty much complete now, though I might add draw by repetition, and some other things later, also possibly improve the icons."}, {"post_id": 58587, "ts": "2026-08-31T01:46:38Z", "hours": 0.2564, "text": "Version 1 of the Chess is finally working! It took way longer than the recorded 15 minutes, but because this is my first time using hackatime I had so much trouble and in reality I’ve spent about 2h30 on it but most of the time didn’t get recorded, then I realised I didn’t even have it as a project which is why it says only about 15m are logged."}]...
|
Title: Chess by @Tommy9876543213 | Stardance
Devl Title: Chess by @Tommy9876543213 | Stardance
Devlogs:
Version 1 of the Chess is finally working! It took way longer than the recorded 15 minutes, but because this is my first time using hackatime I had so much trouble and in reality I’ve spent about 2h30 on it but most of the time didn’t get recorded, then I realised I didn’t even have it as a project which is why it says only about 15m are logged.
Just finished adding castling, promotions, en passant, and even small icons. The queenside castling was causing me so many problems just for it to be that I forgot a pair of brackets (I spent about an hour trying to figure out the problem). I’d say this project is pretty much complete now, though I might add draw by repetition, and some other things later, also possibly improve the icons.
Slightly improved most of the icons, I feel like they are a little better now. This will probably be the last update I do to this project so I can start another. After about 5 hours of work it is done (Even though hackatime only recorded like 2 hours it took me 5 as it also doesn’t record me testing it physically on my calculator, nor the time it didn’t record because I didn’t know how to set it up)
Ships:
I made a simple local play chess app in Micro Python for Numworks Calculators. It took me a total of 5 hours testing, coding, and bugfixing, so I hope you enjoy it!...
|
1793944556.0400643
|
1794030956.0400643
|
|
56355
|
My first Slack Bot! by @RamZams | Stardance
|
RamZams
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first Slack Bot! by @RamZams | Stardance
|
1794120503.8699017
|
1794725303.8699017
|
|
56356
|
My first Slack Bot! by @RamZams | Stardance
|
RamZams
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first Slack Bot! by @RamZams | Stardance
|
1794120504.7506433
|
1794725304.7506433
|
|
56357
|
Game clock by @Magic_X | Stardance
|
Magic_X
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Game clock by @Magic_X | Stardance
|
1794120506.5091634
|
1794725306.5091634
|
|
56358
|
My own site! by @explorer_hustle | Stardance
|
explorer_hustle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @explorer_hustle | Stardanc Title: My own site! by @explorer_hustle | Stardance...
|
1794120508.6233914
|
1794725308.6233914
|
|
56359
|
S.P.E.C.T.R by @vihan1 | Stardance
|
vihan1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: S.P.E.C.T.R by @vihan1 | Stardance
|
1794120509.5176518
|
1794725309.5176518
|
|
56360
|
Pulse oximeter by @Jovi | Stardance
|
Jovi
|
0
|
6.53
|
0
|
[]
|
[{"post_id": 62957, "ts": "202 [{"post_id": 62957, "ts": "2026-09-06T14:54:54Z", "hours": 1.0903, "text": "Change of plans #2 Had to change the schematic and PCB again! When I checked every wiring, it turned out to be kinda bad in terms of stability of the components. Had to change the schematic and play around with the component placement on the PCB"}, {"post_id": 61653, "ts": "2026-09-04T17:56:49Z", "hours": 0.3003, "text": "Well, change of plans… Had to change the layout of the PCB a little bit… (Actually, i had to lengthen it and play with the placement of the components a little bit. Changed the location of Max30102 and the button) 🥀"}, {"post_id": 58994, "ts": "2026-08-31T15:55:23Z", "hours": 1.3167, "text": "Finally designed the PCB, now I have to figure out the 3D model and submit for funding. More stuff soon"}, {"post_id": 58753, "ts": "2026-08-31T09:54:28Z", "hours": 1.1, "text": "Got my schematic back(with little changes, had to rebuild it from scratch)… Have to redesign the PCB again to avoid problems when tracing…"}, {"post_id": 58711, "ts": "2026-08-31T07:55:27Z", "hours": 2.7189, "text": "Made the schematic, assigned footprints, and partly made the pcb(ended up corrupting the schematic when shutting down the pc )"}]...
|
Title: Pulse oximeter by @Jovi | Stardance
Devlog Title: Pulse oximeter by @Jovi | Stardance
Devlogs:
Made the schematic, assigned footprints, and partly made the pcb(ended up corrupting the schematic when shutting down the pc )
Got my schematic back(with little changes, had to rebuild it from scratch)… Have to redesign the PCB again to avoid problems when tracing…
Finally designed the PCB, now I have to figure out the 3D model and submit for funding. More stuff soon
Well, change of plans… Had to change the layout of the PCB a little bit… (Actually, i had to lengthen it and play with the placement of the components a little bit. Changed the location of Max30102 and the button) 🥀
Change of plans #2 Had to change the schematic and PCB again! When I checked every wiring, it turned out to be kinda bad in terms of stability of the components. Had to change the schematic and play around with the component placement on the PCB...
|
1794120510.3914573
|
1794725310.3914573
|
|
56361
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760919.3617222
|
1794624919.3617222
|
|
56362
|
Cosmic runner by @JAMIL | Stardance
|
JAMIL
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cosmic runner by @JAMIL | Stardance
|
1794120512.7840202
|
1794725312.7840202
|
|
56363
|
My first slack bot! by @Red0x | Stardance
|
Red0x
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Red0x | Stardance
|
1793872328.0587156
|
1794736328.0587156
|
|
56364
|
rocket league by @kesh | Stardance
|
kesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rocket league by @kesh | Stardance
|
1794120514.5490487
|
1794725314.5490487
|
|
56365
|
ShortPad by @nithish1201 | Stardance
|
nithish1201
|
0
|
15.08
|
0
|
[]
|
[{"post_id": 60195, "ts": "202 [{"post_id": 60195, "ts": "2026-09-02T12:54:27Z", "hours": 0.8194, "text": "Well, seems i had the leds flipped 😂 anyway i fixed that, added their 3d models cuz why not, and i think im gonna make more changes to the case"}, {"post_id": 59581, "ts": "2026-09-01T14:17:30Z", "hours": 1.5856, "text": "i think im done, ive set up the github repo, finished my readme and am ready for submission! fingers crossed."}, {"post_id": 59487, "ts": "2026-09-01T11:07:15Z", "hours": 1.0092, "text": "So i Finished up the 3d model then set up a basic file structure for the github repo and started installing firmware software namely qmk."}, {"post_id": 59437, "ts": "2026-09-01T09:06:19Z", "hours": 3.5253, "text": "Of course it had to happen. i got the spacing for the keys all wrong so i went back and wired it all together, then did a BUNCH more 3d modelling which took forever cause this is my first time."}, {"post_id": 59009, "ts": "2026-08-31T16:15:47Z", "hours": 0.8472, "text": "So i was doing some 3d modellin on tinkercad before i realised that i had the orientation of the microcontroller wrong. welp. Took me forever to reroute evrything."}, {"post_id": 58912, "ts": "2026-08-31T14:01:38Z", "hours": 0.7906, "text": "I finally finished my pcb and landed on a design which i think looks good and im proud of it!"}, {"post_id": 58846, "ts": "2026-08-31T12:59:21Z", "hours": 3.5675, "text": "Ive made it horizntal and ik it doesnt look the bst right now but i trust i can fix that when i get to printing it out. i added all the 3d models which ws a pain btw. and currently working on getting it all wired up. I actively seek criticism and comments from more experienced peoplpe as this is my first time doiong antything like this and any advice wouold be much appreciated, Thank you!"}, {"post_id": 58700, "ts": "2026-08-31T07:06:40Z", "hours": 1.3292, "text": "yay! things are looking good, arranged and wired these up, added a graphic design and fingers crossed all the wiring is right lmao"}, {"post_id": 58670, "ts": "2026-08-31T05:23:26Z", "hours": 1.6092, "text": "Adding more parts and verifying everything’s wired fine."}]...
|
Title: ShortPad by @nithish1201 | Stardance
Devlo Title: ShortPad by @nithish1201 | Stardance
Devlogs:
Adding more parts and verifying everything’s wired fine.
yay! things are looking good, arranged and wired these up, added a graphic design and fingers crossed all the wiring is right lmao
Ive made it horizntal and ik it doesnt look the bst right now but i trust i can fix that when i get to printing it out. i added all the 3d models which ws a pain btw. and currently working on getting it all wired up. I actively seek criticism and comments from more experienced peoplpe as this is my first time doiong antything like this and any advice wouold be much appreciated, Thank you!
I finally finished my pcb and landed on a design which i think looks good and im proud of it!
So i was doing some 3d modellin on tinkercad before i realised that i had the orientation of the microcontroller wrong. welp. Took me forever to reroute evrything.
Of course it had to happen. i got the spacing for the keys all wrong so i went back and wired it all together, then did a BUNCH more 3d modelling which took forever cause this is my first time.
So i Finished up the 3d model then set up a basic file structure for the github repo and started installing firmware software namely qmk.
i think im done, ive set up the github repo, finished my readme and am ready for submission! fingers crossed.
Well, seems i had the leds flipped 😂 anyway i fixed that, added their 3d models cuz why not, and i think im gonna make more changes to the case...
|
1793379342.436379
|
1794243342.436379
|
|
56366
|
Golf-Cast by @theagentaurum | Stardance
|
theagentaurum
|
0
|
0.53
|
0
|
[]
|
[{"post_id": 58199, "ts": "202 [{"post_id": 58199, "ts": "2026-08-30T15:41:10Z", "hours": 0.5333, "text": "Dev-Log #1 Started Working on the Basic HTML portions of the website, creating the UI layout and containers in HTML. Will be working on in the next update syncing API data to make it functional."}]...
|
Title: Golf-Cast by @theagentaurum | Stardance
De Title: Golf-Cast by @theagentaurum | Stardance
Devlogs:
Dev-Log #1 Started Working on the Basic HTML portions of the website, creating the UI layout and containers in HTML. Will be working on in the next update syncing API data to make it functional....
|
1794120515.4240272
|
1794725315.4240272
|
|
56367
|
Slack Bot mini by @shakthikris0026 | Stardance
|
shakthikris0026
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Slack Bot mini by @shakthikris0026 | Starda Title: Slack Bot mini by @shakthikris0026 | Stardance...
|
1794120516.3269446
|
1794725316.3269446
|
|
56368
|
Slack Bot mini by @shakthikris0026 | Stardance
|
shakthikris0026
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Slack Bot mini by @shakthikris0026 | Starda Title: Slack Bot mini by @shakthikris0026 | Stardance...
|
1794120517.1985233
|
1794725317.1985233
|
|
56369
|
Guess Who - Animal Version by @Its_angela | Starda Guess Who - Animal Version by @Its_angela | Stardance...
|
Its_angela
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T21:12:43Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project initially started off as a “simple” game for me to learn how to code in python - we learn VB.Net at school and I felt silly not having actual experience with python. Turns out, my idea was a liiiiittle more complicated than I anticipated - at least, for a beginner like myself - hence the 20+ hours i ended up spending on it. Essentially, the computer assigns the player an animal, and is assigned one itself - both the player and computer then ask each other questions to attempt to guess the assigned animal from an initial list before the oher manages to guess theirs. Despite the questions being yes-or-no questions, and theplayer being required to specify the attribute of the computer’s animal they are asking about, programming the game required basic language processing because I didn’t want it to seem too scripted - not to mention endless repetition when building question and animal-specific data banks. Not the most exciting of projects, but quite the journey ;) Enjoy!!", "repo": "https://github.com/akshadhakaistha/Guess-Who-animal-version-", "demo": "https://github.com/akshadhakaistha/Guess-Who-animal-version-/releases/tag/v1.0.0"}]...
|
[{"post_id": 84548, "ts": "202 [{"post_id": 84548, "ts": "2026-10-29T20:55:27Z", "hours": 6.6708, "text": "I FINALLY FINISHED THE GAME!! After having spent aaaaaaages on the it, it is now fully functional :) The animal guessing system could be made more efficient, but I can confirm that I’ve both won and lost playing it, so this is the best it’s gonna be for now :P"}, {"post_id": 74155, "ts": "2026-09-26T19:51:40Z", "hours": 7.8244, "text": "So Far: FINALLY got back into the actual game mechanics!! After being stuck on this for a while, I’ve started working on the guessing system - basically getting the computer to actually USE all the information it’s collected instead of just randomly guessing animals. This involved lots of new subroutines too… YAYY!!! Aside from that, the player can now ask questions and the computer is able to process and reply (to some extent lol). The main challenge has been nested dictionaries (AGAIN). I’ve been working through exactly what each variable represents when looping through Bank, especially the difference between the attribute, the nested dictionary, and the individual value/status inside it. I’ve also started building an info dictionary which will store the characteristics the computer knows about, so it can use these to eliminate animals that don’t match. I’ve also been working on keeping track of animals that have already been ruled out, then using that to create a list of possible animals before making a guess. Basically: Bank → known information → eliminate animals → possible animals → GUESS. The challenge: Because some attributes are single values, some are booleans, and others are lists (like regions/habitats), I can’t just compare everything in exactly the same way. Soooo… there’s definitely still some logic to figure out there!! Next Steps: Finish the guess() subroutine, make sure the computer is correctly eliminating animals based on both yes AND no answers, and then connect everything properly to the main game loop so the computer can actually WIN instead of just guessing forever."}, {"post_id": 67627, "ts": "2026-09-13T19:33:45Z", "hours": 1.9631, "text": "So Far: I re-structured my question bank and animal bank: my old version was inconsistent with use of dictionaries and lists, and whether attributes had multiple or boolean values, which made my code and logic MESSY. It’s been a while since I worked on this project, because quite frankly, I was stuck - turns out this project may have been a little complicated for my first project to learn python with. The first thing I did was try to work my way through the logic, especially where nested dictionaries + lists were involved, because that was my main source of confusion (yes, I did it manually on paper I found that easier). I then experimented a little with lists and dictionaries, until FINALLY rewriting my code so its a lot more consistent and easier to work with!! Next Steps: Yes, this does mean I’ll need to recode my subroutines, soooo… there’s definetely that! Recode my subroutines to work with the new, more consistent data structures. I’ll start with askQ, then processAnswer and animalAttribute, testing each one independently before connecting them together."}, {"post_id": 60520, "ts": "2026-09-02T22:15:05Z", "hours": 1.7542, "text": "So far: FINALLY started building the actual game!! Using the modular approach I mentioned, I built a subroutine that asks a question, validates the answer (nested while loop) and converts it into a Boolean to return it. I’ve also started askQ(), which will use what the computer already knows to choose its next question, so questions are more intentional and don’t feel scripted. The challenge: Some attributes are stored in dictionaries when there are lots of possible answers, like class, diet, habitat, etc., while others are just True/False booleans, like has_fur. I’ve therefore started writing YET ANOTHER dictionary - yep, more more data writing, YAYY!! - to track each attribute as unknown, true or false depending on the information the computer has been given. Most importantly, I’ve worked through functions, parameters, return values, dictionaries, keys/values, append() and local variables. Next Steps: finish the attribute tracking system, make askQ() work, eliminate animals based on data and somehow get the computer answering THE PLAYER’s questions too!!"}, {"post_id": 59263, "ts": "2026-08-31T23:08:35Z", "hours": 2.3806, "text": "So Far: I did a LOTTT of writing. I made two main dictionaries: one containing all the animals and their characteristics, and another containing questions specific to each characteristic. Both have a bunch of embedded lists and dictionaries, so there is a LOT of data in there. Currently at 1050 lines of code… glad that’s out of the way so I can finally start getting the actual game mechanics to work!! Progress: Right now, when the program runs, the player gets assigned an animal, which they can change if they feel like they don’t know enough about it. The computer is assigned an animal too. The player is then shown all the animal options, (complete with emojis, ofc!! [couldn’t find an emoji for them all, sooo… some may be a little unconventional]) and… that’s it for now. Next Steps: I’m going to use a modular approach (thanks GCSE Computing!) so I figure: 1. Making a subroutine that identifies which question to ask next. 2. Making another subroutine that interprets the player’s answer and uses the linked attribute or value of the question to identify a characteristic of the player’s animal. 3. Making YET ANOTHER subroutine that uses those identified characteristics to keep track of which animal the player could have. And last but not least… figuring out how to get the computer to process the questions and answer them. *If anyone is actually reading this, I’d really appreciate any ideas, because I’m not too sure how yet!! *"}]...
|
Title: Guess Who - Animal Version by @Its_angela | Title: Guess Who - Animal Version by @Its_angela | Stardance
Devlogs:
So Far: I did a LOTTT of writing. I made two main dictionaries: one containing all the animals and their characteristics, and another containing questions specific to each characteristic. Both have a bunch of embedded lists and dictionaries, so there is a LOT of data in there. Currently at 1050 lines of code… glad that’s out of the way so I can finally start getting the actual game mechanics to work!! Progress: Right now, when the program runs, the player gets assigned an animal, which they can change if they feel like they don’t know enough about it. The computer is assigned an animal too. The player is then shown all the animal options, (complete with emojis, ofc!! [couldn’t find an emoji for them all, sooo… some may be a little unconventional]) and… that’s it for now. Next Steps: I’m going to use a modular approach (thanks GCSE Computing!) so I figure: 1. Making a subroutine that identifies which question to ask next. 2. Making another subroutine that interprets the player’s answer and uses the linked attribute or value of the question to identify a characteristic of the player’s animal. 3. Making YET ANOTHER subroutine that uses those identified characteristics to keep track of which animal the player could have. And last but not least… figuring out how to get the computer to process the questions and answer them. *If anyone is actually reading this, I’d really appreciate any ideas, because I’m not too sure how yet!! *
So far: FINALLY started building the actual game!! Using the modular approach I mentioned, I built a subroutine that asks a question, validates the answer (nested while loop) and converts it into a Boolean to return it. I’ve also started askQ(), which will use what the computer already knows to choose its next question, so questions are more intentional and don’t feel scripted. The challenge: Some attributes are stored in dictionaries when there are lots of possible answers, like class, diet, habitat, etc., while others are just True/False booleans, like has_fur. I’ve therefore started writing YET ANOTHER dictionary - yep, more more data writing, YAYY!! - to track each attribute as unknown, true or false depending on the information the computer has been given. Most importantly, I’ve worked through functions, parameters, return values, dictionaries, keys/values, append() and local variables. Next Steps: finish the attribute tracking system, make askQ() work, eliminate animals based on data and somehow get the computer answering THE PLAYER’s questions too!!
So Far: I re-structured my question bank and animal bank: my old version was inconsistent with use of dictionaries and lists, and whether attributes had multiple or boolean values, which made my code and logic MESSY. It’s been a while since I worked on this project, because quite frankly, I was stuck - turns out this project may have been a little complicated for my first project to learn python with. The first thing I did was try to work my way through the logic, especially where nested dictionaries + lists were involved, because that was my main source of confusion (yes, I did it manually on paper I found that easier). I then experimented a little with lists and dictionaries, until FINALLY rewriting my code so its a lot more consistent and easier to work with!! Next Steps: Yes, this does mean I’ll need to recode my subroutines, soooo… there’s definetely that! Recode my subroutines to work with the new, more consistent data structures. I’ll start with askQ, then processAnswer and animalAttribute, testing each one independently before connecting them together.
So Far: FINALLY got back into the actual game mechanics!! After being stuck on this for a while, I’ve started working on the guessing system - basically getting the computer to actually USE all the information it’s collected instead of just randomly guessing animals. This involved lots of new subroutines too… YAYY!!! Aside from that, the player can now ask questions and the computer is able to process and reply (to some extent lol). The main challenge has been nested dictionaries (AGAIN). I’ve been working through exactly what each variable represents when looping through Bank, especially the difference between the attribute, the nested dictionary, and the individual value/status inside it. I’ve also started building an info dictionary which will store the characteristics the computer knows about, so it can use these to eliminate animals that don’t match. I’ve also been working on keeping track of animals that have already been ruled out, then using that to create a list of possible animals before making a guess. Basically: Bank → known information → eliminate animals → possible animals → GUESS. The challenge: Because some attributes are single values, some are booleans, and others are lists (like regions/habitats), I can’t just compare everything in exactly the same way. Soooo… there’s definitely still some logic to figure out there!! Next Steps: Finish the guess() subroutine, make sure the computer is correctly eliminating animals based on both yes AND no answers, and then connect everything properly to the main game loop so the computer can actually WIN instead of just guessing forever.
I FINALLY FINISHED THE GAME!! After having spent aaaaaaages on the it, it is now fully functional :) The animal guessing system could be made more efficient, but I can confirm that I’ve both won and lost playing it, so this is the best it’s gonna be for now :P
Ships:
This project initially started off as a “simple” game for me to learn how to code in python - we learn VB.Net at school and I felt silly not having actual experience with python. Turns out, my idea was a liiiiittle more complicated than I anticipated - at least, for a beginner like myself - hence the 20+ hours i ended up spending on it. Essentially, the computer assigns the player an animal, and is assigned one itself - both the player and computer then ask each other questions to attempt to guess the assigned animal from an initial list before the oher manages to guess theirs. Despite the questions being yes-or-no questions, and theplayer being required to specify the attribute of the computer’s animal they are asking about, programming the game required basic language processing because I didn’t want it to seem too scripted - not to mention endless repetition when building question and animal-specific data banks. Not the most exciting of projects, but quite the journey ;) Enjoy!!...
|
1794037641.2576768
|
1794124041.2576768
|
|
56370
|
SkyCast by @h9834261 | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SkyCast by @h9834261 | Stardance
|
1794120518.9647057
|
1794725318.9647057
|
|
56371
|
My awesome macropad! by @mockannihilator | Stardan My awesome macropad! by @mockannihilator | Stardance...
|
mockannihilator
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @mockannihilator | Title: My awesome macropad! by @mockannihilator | Stardance...
|
1794120519.8488755
|
1794725319.8488755
|
|
56372
|
Titan Battery Roller by @aamir_pa2009 | Stardance
|
aamir_pa2009
|
0
|
2.16
|
0
|
[]
|
[{"post_id": 58884, "ts": "202 [{"post_id": 58884, "ts": "2026-08-31T13:40:13Z", "hours": 1.5, "text": "Finished All The part models and started finding cheap stuff for the cart."}, {"post_id": 58383, "ts": "2026-08-30T19:53:11Z", "hours": 0.6636, "text": "I got approved to make a FRC Battery Cart (so long as it isn’t too expensive) thanks to @RaygenRupe . Anyways yeah. Just a pic of what it will look like soon"}]...
|
Title: Titan Battery Roller by @aamir_pa2009 | Sta Title: Titan Battery Roller by @aamir_pa2009 | Stardance
Devlogs:
I got approved to make a FRC Battery Cart (so long as it isn’t too expensive) thanks to @RaygenRupe . Anyways yeah. Just a pic of what it will look like soon
Finished All The part models and started finding cheap stuff for the cart....
|
1794120522.2844055
|
1794725322.2844055
|
|
56373
|
Titan Battery Roller by @aamir_pa2009 | Stardance
|
aamir_pa2009
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Titan Battery Roller by @aamir_pa2009 | Sta Title: Titan Battery Roller by @aamir_pa2009 | Stardance...
|
1794120524.575101
|
1794725324.575101
|
|
56374
|
liteNgine by @AzzyAzimuth | Stardance
|
AzzyAzimuth
|
0
|
146.62
|
0
|
[]
|
[{"post_id": 65253, "ts": "202 [{"post_id": 65253, "ts": "2026-09-10T08:01:55Z", "hours": 7.1728, "text": "I’m cooking up a storm. The storm is leaking memory. Both sentences can be true without detracting from the skill I genuinely do not possess. My copy and paste Keys have been obliterated and my commits have become more and more loose with their terms due to the decreasing amounts of awareness I possess about what the heck I’m doing. Current progress indicates some developments in terms of plugin loading but at this point who knows anymore.Do not delete the vkDevice I beg"}, {"post_id": 58593, "ts": "2026-08-31T02:03:34Z", "hours": 139.4519, "text": "Out with the old, in with the new. A big gripe i had with the engine was it’s long compile times. Thus by compartmentalising it into multiple dll modules, it’s smaller and gets me faster build times! Besides, you can develop your own features using the ABI. Pic unrelated (Inverse kinematics demo)"}]...
|
Title: liteNgine by @AzzyAzimuth | Stardance
Devl Title: liteNgine by @AzzyAzimuth | Stardance
Devlogs:
Out with the old, in with the new. A big gripe i had with the engine was it’s long compile times. Thus by compartmentalising it into multiple dll modules, it’s smaller and gets me faster build times! Besides, you can develop your own features using the ABI. Pic unrelated (Inverse kinematics demo)
I’m cooking up a storm. The storm is leaking memory. Both sentences can be true without detracting from the skill I genuinely do not possess. My copy and paste Keys have been obliterated and my commits have become more and more loose with their terms due to the decreasing amounts of awareness I possess about what the heck I’m doing. Current progress indicates some developments in terms of plugin loading but at this point who knows anymore.Do not delete the vkDevice I beg...
|
1794120526.342341
|
1794725326.342341
|
|
56375
|
A Student Productivity System by @harjeet | Starda A Student Productivity System by @harjeet | Stardance...
|
harjeet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A Student Productivity System by @harjeet | Title: A Student Productivity System by @harjeet | Stardance...
|
1794120527.240539
|
1794725327.240539
|
|
56376
|
Zeratul by @SilentSword | Stardance
|
SilentSword
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T18:28:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a SlackBot by following the guide from here, Stardance!", "repo": "https://github.com/SilentSword123456/Zeratul-SlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 58324, "ts": "202 [{"post_id": 58324, "ts": "2026-08-30T18:20:39Z", "hours": 0.3233, "text": "Hey, I completed the mission, and then I even added my own command “/zeratul-fact”, witch uses the uselessfacts api to give you a random (or useless XD) fact :)"}]...
|
Title: Zeratul by @SilentSword | Stardance
Devlog Title: Zeratul by @SilentSword | Stardance
Devlogs:
Hey, I completed the mission, and then I even added my own command “/zeratul-fact”, witch uses the uselessfacts api to give you a random (or useless XD) fact :)
Ships:
I made a SlackBot by following the guide from here, Stardance!...
|
1793944574.6647205
|
1794030974.6647205
|
|
56377
|
WarioWare Game by @hridhaannanda20011 | Stardance
|
hridhaannanda20011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @hridhaannanda20011 | Sta Title: WarioWare Game by @hridhaannanda20011 | Stardance...
|
1794120528.1091473
|
1794725328.1091473
|
|
56378
|
pookalam by @ejo | Stardance
|
ejo
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T19:01:56Z", "hours": 1.0, "multiplier": 2.02, "payout": 1, "blessing": "neutral", "text": "onam is a traditonal festival , in my home state, kerala , india and pookalam a geometric pattern made with flowers is the main attraction , i made it with python turtle added it to a website using javascript skulpt , integrating it with skuplt was the confusing part.", "repo": "https://github.com/ejojames/turtle-pookalan", "demo": "https://turtle-pookalan.vercel.app/"}]...
|
[{"post_id": 58353, "ts": "202 [{"post_id": 58353, "ts": "2026-08-30T18:58:11Z", "hours": 0.7358, "text": "Onam is the main festival in Kerala, India and pookalam- a geometric structure made with flowers is main attraction of this festival, i used python turtle to make a pookalam and integrated it with a site using Skulpt—an open-source, client-side Python interpreter written in JavaScript"}]...
|
Title: pookalam by @ejo | Stardance
Devlogs:
Onam Title: pookalam by @ejo | Stardance
Devlogs:
Onam is the main festival in Kerala, India and pookalam- a geometric structure made with flowers is main attraction of this festival, i used python turtle to make a pookalam and integrated it with a site using Skulpt—an open-source, client-side Python interpreter written in JavaScript
Ships:
onam is a traditonal festival , in my home state, kerala , india and pookalam a geometric pattern made with flowers is the main attraction , i made it with python turtle added it to a website using javascript skulpt , integrating it with skuplt was the confusing part....
|
1793962224.4068153
|
1794826224.4068153
|
|
56379
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760920.2185156
|
1794624920.2185156
|
|
56380
|
Zayalan bot thingy by @zayalan | Stardance
|
zayalan
|
0
|
0.65
|
0
|
[]
|
[{"post_id": 84842, "ts": "202 [{"post_id": 84842, "ts": "2026-10-30T13:07:05Z", "hours": 0.6531, "text": "I started off building my bot using the tutorial from the mission. Im still bad at javascript so i had to learn many things. First, i added the latency checking feature and then i added 2 more features to it"}]...
|
Title: Zayalan bot thingy by @zayalan | Stardance
Title: Zayalan bot thingy by @zayalan | Stardance
Devlogs:
I started off building my bot using the tutorial from the mission. Im still bad at javascript so i had to learn many things. First, i added the latency checking feature and then i added 2 more features to it...
|
1794120528.991626
|
1794725328.991626
|
|
56381
|
My awesome macropad! by @VedantSingh | Stardance
|
VedantSingh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @VedantSingh | Star Title: My awesome macropad! by @VedantSingh | Stardance...
|
1794120529.8870826
|
1794725329.8870826
|
|
56382
|
My own site! by @adammaherhanna | Stardance
|
adammaherhanna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @adammaherhanna | Stardance
|
1794120531.6648443
|
1794725331.6648443
|
|
56383
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760921.0687263
|
1794624921.0687263
|
|
56384
|
Recipe Finder by @Vigaash | Stardance
|
Vigaash
|
1
|
5.0
|
29
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T15:51:06Z", "hours": 5.0, "multiplier": 5.46, "payout": 29, "blessing": "neutral", "text": "I made the Recipe Finder, a place to find all of your cravings. Dive in to start your cooking journey! It was built using HTML, Javascript, CSS, and too much food knowledge. Currently, there are two pages that are active. The pages are: Recipe Finder, and Ingredient Recipe Finder. The thing that I found challenging was trying to use an API for the first time, especially trying to reference it. I eventually was able to solve this by using localstorgae and the fetch function. More thorough details are in my Readme! Hope you guys like it! Link: https://vigaash-lingeswaran.github.io/Recipe-Finder/", "repo": "https://github.com/Vigaash-Lingeswaran/Recipe-Finder", "demo": "https://vigaash-lingeswaran.github.io/Recipe-Finder/"}]...
|
[{"post_id": 59318, "ts": "202 [{"post_id": 59318, "ts": "2026-09-01T01:26:04Z", "hours": 2.2667, "text": "Hey guys! I have been working a lot on the Recipe Finder. Here’s what I have done: I started off by starting the second page of the site. This is a platform where you can search the recipes you have, and based on the answer, the platform will give you a suitable recipe. The challenging part for this was that I couldn’t find an API that was free. To solve this problem, I had to input all of the recipes into an array and then use the filter and sort functions to see what ingredients from the query match the recipe. This was a little hard because inputting all of those recipes by hand was a little hard, but I was able to find a website that had these short recipes that I modified. Next steps would be to finish of polishing the whole website."}, {"post_id": 58978, "ts": "2026-08-31T15:35:38Z", "hours": 2.0033, "text": "Hey guys! I have been working a lot on the Recipe finder. Here’s what I have done so far. I started off by finishing the first page by creating all of the styles. I wanted to go for a look that organizes the recipes into boxes, and the overall design should be pretty minimalistic. The only part of this that was challenging was trying to figure out whether I wanted a dark aesthetic or light aesthetic. After that, I also started the second part of the recipe finder, which would allow the user to be able to find recipes based on a list of ingredients they have. This is proving to be a little difficult because I can use the same API for this, but that limits me to only having one main ingredient, so I might have to look into another way to do such. Next steps would be to figure out a way to integrate multiple ingredients into the search query."}, {"post_id": 58311, "ts": "2026-08-30T18:01:53Z", "hours": 1.0725, "text": "Hey guys! This is my first devlog for the Recipe finder. I wanted to make a website for finding any recipe on hand that would also be able to find videos as well as other sources for the food. For this, I knew I needed to use an API, so I started off by creating the first layout of the page. I decided to work on the styles after I got the logic of the website down. After the HTML setup, I moved onto the actual logic of the app. This was challenging for me because I had never used an API before, so I had to do some research before getting started. After that, I used localstorage to just load up an existing recipe. After this, I used the query function to actually start finding recipes. This was also challenging for me because I had to figure out where to implement the results from the API, which is where I learned to use the .join function for combining strings. Next steps would be to make the website look better, and maybe even add a seperate page for trying to make recipes using ingredients in your fridge."}]...
|
Title: Recipe Finder by @Vigaash | Stardance
Devl Title: Recipe Finder by @Vigaash | Stardance
Devlogs:
Hey guys! This is my first devlog for the Recipe finder. I wanted to make a website for finding any recipe on hand that would also be able to find videos as well as other sources for the food. For this, I knew I needed to use an API, so I started off by creating the first layout of the page. I decided to work on the styles after I got the logic of the website down. After the HTML setup, I moved onto the actual logic of the app. This was challenging for me because I had never used an API before, so I had to do some research before getting started. After that, I used localstorage to just load up an existing recipe. After this, I used the query function to actually start finding recipes. This was also challenging for me because I had to figure out where to implement the results from the API, which is where I learned to use the .join function for combining strings. Next steps would be to make the website look better, and maybe even add a seperate page for trying to make recipes using ingredients in your fridge.
Hey guys! I have been working a lot on the Recipe finder. Here’s what I have done so far. I started off by finishing the first page by creating all of the styles. I wanted to go for a look that organizes the recipes into boxes, and the overall design should be pretty minimalistic. The only part of this that was challenging was trying to figure out whether I wanted a dark aesthetic or light aesthetic. After that, I also started the second part of the recipe finder, which would allow the user to be able to find recipes based on a list of ingredients they have. This is proving to be a little difficult because I can use the same API for this, but that limits me to only having one main ingredient, so I might have to look into another way to do such. Next steps would be to figure out a way to integrate multiple ingredients into the search query.
Hey guys! I have been working a lot on the Recipe Finder. Here’s what I have done: I started off by starting the second page of the site. This is a platform where you can search the recipes you have, and based on the answer, the platform will give you a suitable recipe. The challenging part for this was that I couldn’t find an API that was free. To solve this problem, I had to input all of the recipes into an array and then use the filter and sort functions to see what ingredients from the query match the recipe. This was a little hard because inputting all of those recipes by hand was a little hard, but I was able to find a website that had these short recipes that I modified. Next steps would be to finish of polishing the whole website.
Ships:
I made the Recipe Finder, a place to find all of your cravings. Dive in to start your cooking journey! It was built using HTML, Javascript, CSS, and too much food knowledge. Currently, there are two pages that are active. The pages are: Recipe Finder, and Ingredient Recipe Finder. The thing that I found challenging was trying to use an API for the first time, especially trying to reference it. I eventually was able to solve this by using localstorgae and the fetch function. More thorough details are in my Readme! Hope you guys like it! Link: https://vigaash-lingeswaran.github.io/Recipe-Finder/...
|
1793947711.8916047
|
1794034111.8916047
|
|
56385
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760928.2248676
|
1794624928.2248676
|
|
56386
|
My own site! by @achintyamreddy | Stardance
|
achintyamreddy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @achintyamreddy | Stardance
|
1794120558.6359878
|
1794725358.6359878
|
|
56387
|
Procrastination Center by @Alexx | Stardance
|
Alexx
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T15:19:58Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Procrastination Center - This is my very first site, and I learned how to add special features like CSS box styling, flex organization, hyperlinks, images, and a working button. One thing that still confuses me is the jekyll deployment configurations, but I figured it out for this site.", "repo": "https://github.com/xuealex2010-blip/personalSite", "demo": "https://xuealex2010-blip.github.io/personalSite/"}]...
|
[{"post_id": 61854, "ts": "202 [{"post_id": 61854, "ts": "2026-09-04T23:46:58Z", "hours": 1.5817, "text": "Finishing up the website. I wanted to see how easy it was to add other things, so along with adding a bunch more text boxes, I added a working button, hyperlinks, and an image. I am now troubleshooting the site being published via github. The file should include everything that I would like. This was a fun journey learning basic web design."}, {"post_id": 60575, "ts": "2026-09-03T00:42:23Z", "hours": 0.5333, "text": "Took a while but finally got the CSS boxes done. It took me a while to realize that the CSS should be done in a separate file, and that is why the code in the guide was not working as expected. Once I figured this out I instantly got it working. It looks like I should have the basics down."}, {"post_id": 59041, "ts": "2026-08-31T17:00:30Z", "hours": 0.6167, "text": "Figured out the Basics. Took a few minutes but I figured out how to properly manage the tags and customize the text in HTML. Next step will be to take this to a full page."}]...
|
Title: Procrastination Center by @Alexx | Stardanc Title: Procrastination Center by @Alexx | Stardance
Devlogs:
Figured out the Basics. Took a few minutes but I figured out how to properly manage the tags and customize the text in HTML. Next step will be to take this to a full page.
Took a while but finally got the CSS boxes done. It took me a while to realize that the CSS should be done in a separate file, and that is why the code in the guide was not working as expected. Once I figured this out I instantly got it working. It looks like I should have the basics down.
Finishing up the website. I wanted to see how easy it was to add other things, so along with adding a bunch more text boxes, I added a working button, hyperlinks, and an image. I am now troubleshooting the site being published via github. The file should include everything that I would like. This was a fun journey learning basic web design.
Ships:
Procrastination Center - This is my very first site, and I learned how to add special features like CSS box styling, flex organization, hyperlinks, images, and a working button. One thing that still confuses me is the jekyll deployment configurations, but I figured it out for this site....
|
1793947729.0189018
|
1794034129.0189018
|
|
56388
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760929.984839
|
1794624929.984839
|
|
56389
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760930.8354714
|
1794624930.8354714
|
|
56390
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760931.6853805
|
1794624931.6853805
|
|
56391
|
jam by @tiydwe | Stardance
|
tiydwe
|
1
|
74.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T03:15:45Z", "hours": 74.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!", "repo": "https://github.com/tiydwe/jam", "demo": "https://github.com/tiydwe/jam/releases"}]...
|
[{"post_id": 74715, "ts": "202 [{"post_id": 74715, "ts": "2026-09-28T01:43:45Z", "hours": 1.7006, "text": "Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car."}, {"post_id": 73808, "ts": "2026-09-26T02:02:07Z", "hours": 2.2122, "text": "Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements."}, {"post_id": 73442, "ts": "2026-09-25T03:14:55Z", "hours": 0.9517, "text": "Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images"}, {"post_id": 72969, "ts": "2026-09-24T04:08:22Z", "hours": 1.5692, "text": "Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements."}, {"post_id": 72903, "ts": "2026-09-24T00:11:43Z", "hours": 1.9867, "text": "Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!"}, {"post_id": 72524, "ts": "2026-09-23T04:09:01Z", "hours": 0.7831, "text": "Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping."}, {"post_id": 71412, "ts": "2026-09-20T19:39:32Z", "hours": 1.2444, "text": "Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections."}, {"post_id": 70974, "ts": "2026-09-20T04:32:09Z", "hours": 3.6283, "text": "Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions."}, {"post_id": 70398, "ts": "2026-09-19T03:16:36Z", "hours": 1.6942, "text": "Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me."}, {"post_id": 69939, "ts": "2026-09-18T03:04:12Z", "hours": 2.1767, "text": "Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!"}, {"post_id": 69474, "ts": "2026-09-17T04:09:40Z", "hours": 3.6081, "text": "Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess."}, {"post_id": 68971, "ts": "2026-09-16T04:07:16Z", "hours": 3.555, "text": "Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!"}, {"post_id": 68848, "ts": "2026-09-15T21:12:46Z", "hours": 2.5681, "text": "Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!"}, {"post_id": 67846, "ts": "2026-09-14T03:37:33Z", "hours": 2.4819, "text": "Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next."}, {"post_id": 66941, "ts": "2026-09-12T22:21:13Z", "hours": 2.0508, "text": "Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code."}, {"post_id": 66333, "ts": "2026-09-12T03:20:36Z", "hours": 1.27, "text": "Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route."}, {"post_id": 65765, "ts": "2026-09-11T03:46:40Z", "hours": 2.0719, "text": "I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS."}, {"post_id": 65179, "ts": "2026-09-10T03:54:45Z", "hours": 3.1253, "text": "You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!"}, {"post_id": 63886, "ts": "2026-09-07T21:57:33Z", "hours": 3.2367, "text": "Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!"}, {"post_id": 63245, "ts": "2026-09-06T23:18:58Z", "hours": 1.535, "text": "Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections."}, {"post_id": 62688, "ts": "2026-09-06T05:31:03Z", "hours": 5.7889, "text": "I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it."}, {"post_id": 61974, "ts": "2026-09-05T05:15:06Z", "hours": 3.2656, "text": "Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues."}, {"post_id": 61269, "ts": "2026-09-04T03:47:53Z", "hours": 5.1006, "text": "More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable."}, {"post_id": 60024, "ts": "2026-09-02T03:57:47Z", "hours": 4.4422, "text": "Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!"}, {"post_id": 59324, "ts": "2026-09-01T01:34:13Z", "hours": 2.2528, "text": "Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird."}, {"post_id": 58657, "ts": "2026-08-31T04:38:04Z", "hours": 9.5722, "text": "Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!"}]...
|
Title: jam by @tiydwe | Stardance
Devlogs:
Starte Title: jam by @tiydwe | Stardance
Devlogs:
Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!
Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird.
Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!
More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable.
Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues.
I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it.
Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections.
Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!
You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!
I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS.
Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route.
Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code.
Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next.
Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!
Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!
Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess.
Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!
Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me.
Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions.
Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections.
Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping.
Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!
Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements.
Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images
Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements.
Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car.
Ships:
Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!...
|
1794020131.5324
|
1794106531.5324
|
|
56392
|
My awesome macropad! by @yashveeyes | Stardance
|
yashveeyes
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @yashveeyes | Stard Title: My awesome macropad! by @yashveeyes | Stardance...
|
1794120563.1831164
|
1794725363.1831164
|
|
56393
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760933.4289663
|
1794624933.4289663
|
|
56394
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760934.3096504
|
1794624934.3096504
|
|
56395
|
idk by @Christianlikes67_Bobbpheus | Stardance
|
Christianlikes67_Bobbpheus
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 58675, "ts": "202 [{"post_id": 58675, "ts": "2026-08-31T05:48:46Z", "hours": 0.2678, "text": "yeeeessss"}]...
|
Title: idk by @Christianlikes67_Bobbpheus | Starda Title: idk by @Christianlikes67_Bobbpheus | Stardance
Devlogs:
yeeeessss...
|
1793872343.8368223
|
1794736343.8368223
|
|
56396
|
AI Phone App for Accessible and Early Cataract Det AI Phone App for Accessible and Early Cataract Detection by @adtheitya | Stardance...
|
adtheitya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI Phone App for Accessible and Early Catar Title: AI Phone App for Accessible and Early Cataract Detection by @adtheitya | Stardance...
|
1794120566.7054536
|
1794725366.7054536
|
|
56397
|
WarioWare Game by @liuyuge602 | Stardance
|
liuyuge602
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @liuyuge602 | Stardance
|
1794120578.2904017
|
1794725378.2904017
|
|
56398
|
My awesome macropad! by @OrderDanie | Stardance
|
OrderDanie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @OrderDanie | Stard Title: My awesome macropad! by @OrderDanie | Stardance...
|
1793872345.5617433
|
1794736345.5617433
|
|
56399
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793760935.1532793
|
1794624935.1532793
|
|
56400
|
Our Site by @Ansh904 | Stardance
|
Ansh904
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T19:18:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Our Site While everyone is busy making their personal site, I made the site of the State, This isn’t your average personal site, the state owns this one. I am a react developer so I know html and css pretty well, but it has been a long time since I made a static html site so I decided to make one for the Personal Site Mission!!! The site 5 main sections, but out of those 2 are headers and footers whom I dont count as sections. Header - It is a simple box with a h1 and a p tag and text align center to center everything. About - It is a flex box with two elements, a span to hold the image and div to hold the text Main grid - It is grid layout with the column template property set to grid-template-columns: repeat(auto-fit, minmax(260px, 1fr)); to make this responsive. The number of columns inside the grid are dynamically adjusted with the screen size such that the columns inside the grid are not narrower than 260px and if there is extra space, it is divided equally to all the columns of that row. Contact - This is a flex column container with 2 elements, one is the main title labelled as Contact Us and a text underline property and the other element is another flex with three anchor tags linked to my respective social media handles Footer - It is basic footer element, basically flex box with the text inside centered and a border color of red In the css I used variables to set the color pallete of the site perfectly, it is a warm color pallete that fits the soviet and communist aesthetic perfectly Also I dont really like css, I wanted to use tailwind but I didn’t knew if it was allowed or not so I ended up using css, which is very time consuming and repeating, tailwind is so much better!!!", "repo": "https://github.com/Ansh9045/our_site", "demo": "https://ansh9045.github.io/our_site/"}]...
|
[{"post_id": 60411, "ts": "202 [{"post_id": 60411, "ts": "2026-09-02T18:29:40Z", "hours": 5.2494, "text": "Our Site While everyone is busy making their personal site, I made the site of the State, This isn’t your average personal site, the state owns this one. It is pretty basic, but I wanted some un-convential design, I do not like the plain and minimalistic designs that every site has now a days, they all look and feel the same and lack a character so that’s why I went for this design, it’s still pretty basic and gives off the 2000s vibe but I love it. As much as I love using react, the mission demanded for a html and css site, and it’s been years since I last wrote something in html so I decided to give it a try, It felt really nostalgic and I enjoyed it too. I actually really love the color scheme, it feels very warm. Since the site was pretty simple, I have completed it quickly, I dont think there is anything else I would like to add now so I will ship after this devlog even tho it’s the first one!!!"}]...
|
Title: Our Site by @Ansh904 | Stardance
Devlogs:
Title: Our Site by @Ansh904 | Stardance
Devlogs:
Our Site While everyone is busy making their personal site, I made the site of the State, This isn’t your average personal site, the state owns this one. It is pretty basic, but I wanted some un-convential design, I do not like the plain and minimalistic designs that every site has now a days, they all look and feel the same and lack a character so that’s why I went for this design, it’s still pretty basic and gives off the 2000s vibe but I love it. As much as I love using react, the mission demanded for a html and css site, and it’s been years since I last wrote something in html so I decided to give it a try, It felt really nostalgic and I enjoyed it too. I actually really love the color scheme, it feels very warm. Since the site was pretty simple, I have completed it quickly, I dont think there is anything else I would like to add now so I will ship after this devlog even tho it’s the first one!!!
Ships:
Our Site While everyone is busy making their personal site, I made the site of the State, This isn’t your average personal site, the state owns this one. I am a react developer so I know html and css pretty well, but it has been a long time since I made a static html site so I decided to make one for the Personal Site Mission!!! The site 5 main sections, but out of those 2 are headers and footers whom I dont count as sections. Header - It is a simple box with a h1 and a p tag and text align center to center everything. About - It is a flex box with two elements, a span to hold the image and div to hold the text Main grid - It is grid layout with the column template property set to grid-template-columns: repeat(auto-fit, minmax(260px, 1fr)); to make this responsive. The number of columns inside the grid are dynamically adjusted with the screen size such that the columns inside the grid are not narrower than 260px and if there is extra space, it is divided equally to all the columns of that row. Contact - This is a flex column container with 2 elements, one is the main title labelled as Contact Us and a text underline property and the other element is another flex with three anchor tags linked to my respective social media handles Footer - It is basic footer element, basically flex box with the text inside centered and a border color of red In the css I used variables to set the color pallete of the site perfectly, it is a warm color pallete that fits the soviet and communist aesthetic perfectly Also I dont really like css, I wanted to use tailwind but I didn’t knew if it was allowed or not so I ended up using css, which is very time consuming and repeating, tailwind is so much better!!!...
|
1793951492.7822921
|
1794037892.7822921
|
|
56401
|
fancy ahh weather app for m country by @OrderDanie fancy ahh weather app for m country by @OrderDanie | Stardance...
|
OrderDanie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fancy ahh weather app for m country by @Ord Title: fancy ahh weather app for m country by @OrderDanie | Stardance...
|
1793872416.262314
|
1794736416.262314
|