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57952
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CodeWare by @tyleruploads | Stardance
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tyleruploads
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1
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51.0
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1013
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T21:03:58Z", "hours": 51.0, "multiplier": 16.45, "payout": 1013, "blessing": "neutral", "text": "I created CodeWare, a WarioWare-style video game where you have to complete various minigames, written in Godot. I originally had it under the WarioWare game mission, but I eventually decided I should detach it from it due to the sheer complexity of this game, which is way above the beginner mission. In the game, players are put through what is currently 12 minigames. Each minigame has a strict timer limit, whether it be losing a life or progressing to the next minigame once it strikes 0. In case you are confused, the way they win a life at the end is if the purpose of the minigame is to survive a certain amount of time against computer-generated obstacles, like arrows or orbs (essentially meteors). The very interesting thing about this game is the two endings: the ending you get when you complete all the minigames with lives to spare, and the one when you lose all of your five lives. These endings, which I will not explain in detail (so it is not spoiled for you!), highlight the eternity of automatically generated code files. The opening scene of the game is the Tyleruploads Mountain Range, which shows many mountains connected via bridges. The suspension for those bridges is the game’s logo turned into a bunch of small links. Metaphysically, the game’s goal is to cross these bridges. Many parts of this project were extremely challenging for me. For one, I had never set foot in Godot at all before embarking on this project. I was also a complete newcomer to any sort of game development. I encountered many errors caused by my being just introduced to GDScript and game development, such as not knowing that scripts continue after changing the scene, the absence of a deferred call causing the game to go completely grey, losing a lot of work in video editing software while making the gameplay trailer video, and many more small and large things. In every ship message for prior Stardance projects, I have said something like “Wow! Before I started, I really didn’t think I could do something this complex. I really just transformed my coding abilities.” But this time, I am not going to repeat that basic fib without any supporting arguments. My previous Stardance projects were nowhere near this length. So, I would like to make a new claim now. That claim is that while I have not become a completely new developer or graphic designer or anything, I have dipped into a new path of development that I will have the choice to either continue to pursue or to reap the benefits of the mindset associated with it as I enter high school. For these reasons, along with the fact that I was able to sit down and write quality code for one project for 51 hours, I am very proud of myself. My viewpoint of “sit down and make a decent project and leave it” has been greatly diminished outside of specific contexts.", "repo": "https://github.com/tyleruploads/code-ware", "demo": "https://tyleruploads.itch.io/codeware"}]...
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[{"post_id": 77174, "ts": "202 [{"post_id": 77174, "ts": "2026-10-05T22:22:21Z", "hours": 1.2811, "text": "This marks v1.0.0! This is my FINAL devlog for CodeWare (at least the first ship)! It has really been a great project that has significantly pushed what I think about my development capabilities. But I will explain that more in the ship message! The main change made over the time of this devlog was a complete revamp of the README! Here is a summary of the changes made to it: The following shields have been added: Play on GitHub Pages, Made with Godot, GitHub Release (version number), and GitHub Commit Activity The hero image near the top of the README, depicting the title screen, has been replaced with a gameplay video for the game, with a hero of minigame 6 (Unintelligent Arrows) The minigames section has been moved to near the bottom of the README to make the start of the README a better hook. And the minigame descriptions and hero images inside the section have been put inside a spoiler notice, so the game can not be easily spoiled for players. And the hero images in the minigame section have been converted from Markdown tags to HTML tags in order to enforce a specific width."}, {"post_id": 76860, "ts": "2026-10-04T21:10:06Z", "hours": 2.3425, "text": "This will be one of my very last devlogs before I ship CodeWare! I just created the gameplay trailer, which is a huge accomplishment! This is my first time making any sort of video for anything I make in the computer world, and I think it actually turned out very well! The video shows potential players what the game will look like and gives a glimpse of its unexpected win-and-lose endings. I also put the video on the game’s Itch.io page, which will be made public very soon. You can view the video on YouTube here: CodeWare - Official Gameplay Video"}, {"post_id": 75987, "ts": "2026-10-01T21:19:32Z", "hours": 0.7008, "text": "I just created the twelfth mingame of CodeWare, “Catch the Falling Orbs!” In it, you have 45 seconds to catch 35 falling orbs by moving left and right with your keyboard."}, {"post_id": 75387, "ts": "2026-09-29T22:05:18Z", "hours": 1.7511, "text": "In the Newspaper department at my summer sleepaway camp this year, they always said, “If the number is less than 11, spell it out.” CodeWare has officially surpassed this guideline in the number of its minigames. Minigame 11 of CodeWare is titled “Type the Strings,” and players must type 15 five-character strings provided to them in less than one minute. The string is generated from a pool of characters with lookalikes (i.e., Z and 2, S and 5, O and 0, I and l, etc.) removed to ensure it is completely fair for the user. This was definitely one of the easier minigames to code, but it wasn’t the easiest thing ever. I still ran into some issues, like the vertical alignment of a RichTextLabel being a bit too low when dynamically updating its content in GDScript to show a custom notice to the user (I fixed it by changing it to a normal Label, after troubleshooting for way too long)."}, {"post_id": 74691, "ts": "2026-09-28T00:28:50Z", "hours": 3.545, "text": "I just did a lot of asset updating and linting! The part I think would be most interesting to you is obviously the asset updates. I changed the assets in Minigame 1, 3, 4, and 9! I also updated the gallery, accessible in the extras menu, to include new assets I’ve forgotten to put in there for a while now. I’ll just show you how minigame one looks now; no need for a detailed explanation of everything. Now, I have to address the boring part, which took most of the three and a half hours. That would be linting! It’s pretty self-explanatory: I went through and made the scenes and scripts adhere to style guidelines."}, {"post_id": 74561, "ts": "2026-09-27T17:10:27Z", "hours": 2.3617, "text": "I just made the tenth minigame for CodeWare! It is named “RGB Skills.” In the minigame, there are two colors: one generated automatically by the code, and one controlled by manual RGB Sliders. It validates the user’s guess using the GDScript method Vector3.distance_to() . The method uses the 3D Pythagorean theorem to calculate the Euclidean Distance between the RGB values, as if they were plotted in a 3D space. This works because the red value represents the x-axis, the green value represents the y-axis, and the blue value represents the z-axis on a 3D graph. This was very interesting for me to discover, since I only learned the 2D Pythagorean theorem last year (in seventh grade). The game also starts the sliders at the furthest possible points from the target color, which makes the minigame harder. If the player clicks the submit button without making any changes, they will not pass. And yes, I know they could easily invert the colors to find the right one. The only thing is, they probably didn’t read this devlog. So, they’ll have no clue of the fact the sliders were placed at the inversion of the target color."}, {"post_id": 74200, "ts": "2026-09-26T22:13:25Z", "hours": 2.3222, "text": "I just made the ninth minigame for CodeWare, “The Maze!” In the minigame, the user needs to get to the center of the maze in less than 18 seconds! They move a mini tyleruploads texture with arrow keys and WASD to eventually get to the bigger one in the middle! I had a lot of trouble with physics here, hence the 2 hours! And, I’ve never made any sort of maze before, so this is a first!"}, {"post_id": 74111, "ts": "2026-09-26T18:21:01Z", "hours": 1.9775, "text": "I just made version v0.14.0 of CodeWare! In this version, I added the eighth minigame, “Choose the Boxes!” The user has 30 seconds to choose 20 boxes by clicking on the one matching the color of the center box. I also went through and removed unnecessary log statements and unused variables."}, {"post_id": 72912, "ts": "2026-09-24T00:48:33Z", "hours": 2.9286, "text": "I just released version v0.13.0 of CodeWare! In this version, I have completely changed the sound environment of the game! I will explain it with two basic pseudocode (or Python) logic statements! prev_sound = sound in v0.12.0 curr_sound = sound in v0.13.0 print(prev_sound, curr_sound) # False, True What I’m trying to illustrate here is that there was absolutely no sound before, and now there is! There is a background ticking noise playing (forever) through an autoload and sound effects corresponding to in-minigame events. Feel free to test it at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg ! Send any feedback in the comments!"}, {"post_id": 71345, "ts": "2026-09-20T17:48:01Z", "hours": 0.7083, "text": "I just made two new assets for CodeWare! They are the players in minigames 4 and 6. Here is a photo of one of them."}, {"post_id": 70807, "ts": "2026-09-19T19:51:11Z", "hours": 0.8956, "text": "After receiving feedback from the Hack Club community, I have made these changes to CodeWare. The icon has been updated to increase contrast and to look better at small resolutions Minigame 6, “Unintelligent Arrows,” has been balanced to be easier for users to complete WASD Movement has been added to all games Support for held jumps has been added to the first minigame, “Orb Collection Platformer” An ambiguity in the README about the objective has been corrected"}, {"post_id": 70237, "ts": "2026-09-18T19:29:20Z", "hours": 0.94, "text": "I just balanced minigame 6, “Unintelligent Arrows,” after feedback from Hack Club members. I made users have more time to react before getting hit by the arrows. I have not released this update yet; once I apply some other suggestions from the community, I will release it as v0.11.0."}, {"post_id": 69877, "ts": "2026-09-17T23:54:31Z", "hours": 2.5408, "text": "I just created the sixth minigame, “Unintelligent Arrows,” in CodeWare! In the minigame, users have to dodge countless arrows that are described as unintelligent purely based on their inability to change paths once shot. If you weren’t already guessing, I am planning on making an intelligent-arrow-themed minigame in the future, possibly inspired by 1948 in some ways. This game is actually getting nice and long, way longer than I thought it would be at the start. When I shared it with people a while ago, it was very short. Now, it’s decently long! Once I add a lot more minigames, I will consider making them go in random order and giving them difficulty tags to determine when they should be shown."}, {"post_id": 69387, "ts": "2026-09-16T23:12:21Z", "hours": 1.0319, "text": "I just completely refactored, everything! I made many new directories in order to organize the entire repository much better! This took an hour because of the debugging and other related changes to the code associated with a complete structural refactor. It definitely was not a calm, easy hour."}, {"post_id": 69337, "ts": "2026-09-16T20:42:37Z", "hours": 2.45, "text": "I just added two minigames to CodeWare! The first minigame I just added, minigame 4, titled “Dodge the Flying Balls,” has users dodge flying balls (referred to as meteors in the code) for 45 seconds. Each hit takes away 10% of the user’s health. It can actually be pretty hard. A good strategy to stay alive is moving from side to side and never stopping, because there are really fast ones that come before you can even react. The second minigame I just added, minigame 5, titled “Click Very Fast,” has the user click on a big circular button in the middle 100 times in less than 20 seconds. I have tested it many times, and it is just the right time (at least for now). You can play the game at https://tyleruploads.github.io/code-ware/"}, {"post_id": 68302, "ts": "2026-09-14T21:48:29Z", "hours": 0.3142, "text": "This is a short one! I just integrated it with the Itch.io Butler API, so it will automatically update its Itch.io game whenever I make a new release! Currently, it is a draft on Itch.io. You can view the draft at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg . Sometime before I ship, I will make the Itch.io page public, which may bring in some players."}, {"post_id": 67752, "ts": "2026-09-14T00:02:19Z", "hours": 0.4536, "text": "I just put CodeWare on GitHub pages! You can view it at https://tyleruploads.github.io/code-ware/ ! I also upped the time for a minigame after a web playtest determined the amount of time given was not enough to complete the task at hand."}, {"post_id": 66971, "ts": "2026-09-12T23:32:31Z", "hours": 1.4353, "text": "I just added the third minigame to CodeWare! It is titled “Hit the Circles.” In the minigame, you start with a balance of -15, and each circle you hit, you get +1 balance! It is kindove like Whack-a-Mole (don’t sue me Mattel.) This marks version 0.6.0 of the game!"}, {"post_id": 66187, "ts": "2026-09-11T21:03:31Z", "hours": 1.0183, "text": "I just made some nice changes to CodeWare! I added pause, unpause, and reset functionality. This was in the README as coming soon for a while. I relocated script locations and removed ambiguity from a script named ‘self_timer.gd’ by renaming it ‘minigame_1_timer.gd,’ which makes it not look wrong when next to ‘minigame_2_timer.gd.’ And, I added the version number to the title menu!"}, {"post_id": 65647, "ts": "2026-09-10T22:37:05Z", "hours": 8.2886, "text": "Wow! 8 hours is a lot of time! Here’s what I did! Create all new assets. I made a new icon and background for the title screen and both minigames. The icon features an infinity symbol cut in half but connected with the parts in between them in a bit of a 3D-like arrangement, symbolizing two sides of eternity connected by small paths. The first minigame background and the title scene background contain a mountain range, a sunset, and one or multiple bridges. The second minigame background is two eyes in many perfectly aligned rectangles. Make death scene. Previously, I only had a win screen in the game (a very anticlimactic one at best, in a purposeful way). Now, I added a death scene too! The death scene links with the idea of the two sides of eternity (or infinity) connected by a small path because the user is showed specific text by automatic vertical scrolling, then they click a button to get thrown right back to the first minigame, as if nothing happened. They can do this as many times as they want; the bridges between the two halves of eternity represented by infinity are very strong, the same bridges connecting the mountains. Replace unused settings button with extras. The main menu used to contain a button labeled “Settings,” which would take the user to a blank scene with no way to get back. It has now been replaced with an “Extras” button, which contains an Asset Gallery that allows users to look at the beautiful game assets and obviously, a credits section. Universal back buttons. Now, users can always get back to some point in the game (including the title screen), even if they are in the infinite end scene."}, {"post_id": 63976, "ts": "2026-09-08T02:12:04Z", "hours": 2.1261, "text": "I JUST MADE THE END SCENE! It is very complex. But, I can’t spoil it! Here’s the code. It’s your choice to go line by line and spoil it for yourself."}, {"post_id": 63904, "ts": "2026-09-07T22:50:03Z", "hours": 0.75, "text": "Well, that was very silly. I spent 45 minutes adding automatic cross-compilation via GitHub actions! The main issue was: macOS! I now officially hate macOS. I essentially spent 12 commits trying to fix macOS, and 1 commit removing macOS. The commits mentioning Windows or Linux? They were never the issue. It was only macOS. Heres my commit history for this devlog: Add basic src/export_presets.cfg 1 file changed, 431 insertions(+) Make publishing workflow to compile 1 file changed, 66 insertions(+) Fix Linux export in export_presets.cfg to work with workflow 1 file changed, 2 insertions(+), 2 deletions(-) Set project directory in workflow 1 file changed, 4 insertions(+), 4 deletions(-) Remove export_path for windows in export_presents.cfg to fix CI/CD 1 file changed, 1 insertion(+), 1 deletion(-) Hopefully fixes CI/CD 1 file changed, 6 insertions(+), 9 deletions(-) Make macOS only support x86_64 to fix CI/CD issue 1 file changed, 2 insertions(+), 2 deletions(-) Add bundle identifier for macOS (why does it have to be such a pain?) 1 file changed, 2 insertions(+), 2 deletions(-) The mac strikes back: import ETC2 ASTC compession for macOS 1 file changed, 1 insertion(+) Add initial project import step to CI/CD 1 file changed, 4 insertions(+) Cd into src before initializing godot 2 files changed, 2 insertions(+), 1 deletion(-) Remove cding into src and add export_templates_path 1 file changed, 5 insertions(+), 1 deletion(-) The mac struck back yet again: emancipated 1 file changed, 1 insertion(+), 4 deletions(-) I rebased it to “Add support for every OS; remove support for macOS (it struck back, like starwars)”"}, {"post_id": 63853, "ts": "2026-09-07T20:42:56Z", "hours": 2.5025, "text": "This is going to be my second to last devlog before I ship, assuming everything goes well! In these two and a half hours, I did SO MANY THINGS! The most obvious change has to be how I added the second minigame, the clicker! In the minigame, you have 12 seconds to collect 18 tyleruploads circles! Each circle is randomly placed on the screen, which makes it so you can’t just memorize it! I also added a license to the project. It contains five sections for different types of content. And, I updated the SECURITY.md so it is completed. Another nice thing I added is action and description messages before each minigame. It tells the player what to do, so they aren’t losing any time when it starts! I also fixed the text it shows you when you win, before it takes you to the win screen I am going to make soon. I also revamped the README! It is way better now! Check out the README on GitHub if you want! I also set up and configured GitHub Discussions!"}, {"post_id": 62147, "ts": "2026-09-05T12:25:32Z", "hours": 0.2619, "text": "I just did some play testing, added some comments, and made a basic README! Nothing much!"}, {"post_id": 61866, "ts": "2026-09-05T00:12:04Z", "hours": 6.3597, "text": "I just created the basic blueprint for my very own WarioWare style video game, CodeWare! In CodeWare, you are playing as GitHub, and for the first minigame, you are trying to capture 7 of me (that’s just a nice image I had available—I might consider changing it later). The time constraints are actually pretty balanced, you’ll generally finish right in the nick of time. There is still a lot more remaining. The reason there was so much time in this devlog is because of error correction. This is my first time using Godot—everything’s not meant to be correct the first time around. A lot of the error correction was silly stuff like scaling, timer pixelation, text getting cropped off (without me knowing), and etc. You jump on those little box thingeys to get to the mini-mes in order to collect. In order to get to the one near the big wall barrier, you need to make a big jump from one near it (NOT TO THE RIGHT!!). And, once you go to get the last ones on the very right, there’s no coming out! Hopefully, you got the other ones first!"}]...
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Title: CodeWare by @tyleruploads | Stardance
Devl Title: CodeWare by @tyleruploads | Stardance
Devlogs:
I just created the basic blueprint for my very own WarioWare style video game, CodeWare! In CodeWare, you are playing as GitHub, and for the first minigame, you are trying to capture 7 of me (that’s just a nice image I had available—I might consider changing it later). The time constraints are actually pretty balanced, you’ll generally finish right in the nick of time. There is still a lot more remaining. The reason there was so much time in this devlog is because of error correction. This is my first time using Godot—everything’s not meant to be correct the first time around. A lot of the error correction was silly stuff like scaling, timer pixelation, text getting cropped off (without me knowing), and etc. You jump on those little box thingeys to get to the mini-mes in order to collect. In order to get to the one near the big wall barrier, you need to make a big jump from one near it (NOT TO THE RIGHT!!). And, once you go to get the last ones on the very right, there’s no coming out! Hopefully, you got the other ones first!
I just did some play testing, added some comments, and made a basic README! Nothing much!
This is going to be my second to last devlog before I ship, assuming everything goes well! In these two and a half hours, I did SO MANY THINGS! The most obvious change has to be how I added the second minigame, the clicker! In the minigame, you have 12 seconds to collect 18 tyleruploads circles! Each circle is randomly placed on the screen, which makes it so you can’t just memorize it! I also added a license to the project. It contains five sections for different types of content. And, I updated the SECURITY.md so it is completed. Another nice thing I added is action and description messages before each minigame. It tells the player what to do, so they aren’t losing any time when it starts! I also fixed the text it shows you when you win, before it takes you to the win screen I am going to make soon. I also revamped the README! It is way better now! Check out the README on GitHub if you want! I also set up and configured GitHub Discussions!
Well, that was very silly. I spent 45 minutes adding automatic cross-compilation via GitHub actions! The main issue was: macOS! I now officially hate macOS. I essentially spent 12 commits trying to fix macOS, and 1 commit removing macOS. The commits mentioning Windows or Linux? They were never the issue. It was only macOS. Heres my commit history for this devlog: Add basic src/export_presets.cfg 1 file changed, 431 insertions(+) Make publishing workflow to compile 1 file changed, 66 insertions(+) Fix Linux export in export_presets.cfg to work with workflow 1 file changed, 2 insertions(+), 2 deletions(-) Set project directory in workflow 1 file changed, 4 insertions(+), 4 deletions(-) Remove export_path for windows in export_presents.cfg to fix CI/CD 1 file changed, 1 insertion(+), 1 deletion(-) Hopefully fixes CI/CD 1 file changed, 6 insertions(+), 9 deletions(-) Make macOS only support x86_64 to fix CI/CD issue 1 file changed, 2 insertions(+), 2 deletions(-) Add bundle identifier for macOS (why does it have to be such a pain?) 1 file changed, 2 insertions(+), 2 deletions(-) The mac strikes back: import ETC2 ASTC compession for macOS 1 file changed, 1 insertion(+) Add initial project import step to CI/CD 1 file changed, 4 insertions(+) Cd into src before initializing godot 2 files changed, 2 insertions(+), 1 deletion(-) Remove cding into src and add export_templates_path 1 file changed, 5 insertions(+), 1 deletion(-) The mac struck back yet again: emancipated 1 file changed, 1 insertion(+), 4 deletions(-) I rebased it to “Add support for every OS; remove support for macOS (it struck back, like starwars)”
I JUST MADE THE END SCENE! It is very complex. But, I can’t spoil it! Here’s the code. It’s your choice to go line by line and spoil it for yourself.
Wow! 8 hours is a lot of time! Here’s what I did! Create all new assets. I made a new icon and background for the title screen and both minigames. The icon features an infinity symbol cut in half but connected with the parts in between them in a bit of a 3D-like arrangement, symbolizing two sides of eternity connected by small paths. The first minigame background and the title scene background contain a mountain range, a sunset, and one or multiple bridges. The second minigame background is two eyes in many perfectly aligned rectangles. Make death scene. Previously, I only had a win screen in the game (a very anticlimactic one at best, in a purposeful way). Now, I added a death scene too! The death scene links with the idea of the two sides of eternity (or infinity) connected by a small path because the user is showed specific text by automatic vertical scrolling, then they click a button to get thrown right back to the first minigame, as if nothing happened. They can do this as many times as they want; the bridges between the two halves of eternity represented by infinity are very strong, the same bridges connecting the mountains. Replace unused settings button with extras. The main menu used to contain a button labeled “Settings,” which would take the user to a blank scene with no way to get back. It has now been replaced with an “Extras” button, which contains an Asset Gallery that allows users to look at the beautiful game assets and obviously, a credits section. Universal back buttons. Now, users can always get back to some point in the game (including the title screen), even if they are in the infinite end scene.
I just made some nice changes to CodeWare! I added pause, unpause, and reset functionality. This was in the README as coming soon for a while. I relocated script locations and removed ambiguity from a script named ‘self_timer.gd’ by renaming it ‘minigame_1_timer.gd,’ which makes it not look wrong when next to ‘minigame_2_timer.gd.’ And, I added the version number to the title menu!
I just added the third minigame to CodeWare! It is titled “Hit the Circles.” In the minigame, you start with a balance of -15, and each circle you hit, you get +1 balance! It is kindove like Whack-a-Mole (don’t sue me Mattel.) This marks version 0.6.0 of the game!
I just put CodeWare on GitHub pages! You can view it at https://tyleruploads.github.io/code-ware/ ! I also upped the time for a minigame after a web playtest determined the amount of time given was not enough to complete the task at hand.
This is a short one! I just integrated it with the Itch.io Butler API, so it will automatically update its Itch.io game whenever I make a new release! Currently, it is a draft on Itch.io. You can view the draft at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg . Sometime before I ship, I will make the Itch.io page public, which may bring in some players.
I just added two minigames to CodeWare! The first minigame I just added, minigame 4, titled “Dodge the Flying Balls,” has users dodge flying balls (referred to as meteors in the code) for 45 seconds. Each hit takes away 10% of the user’s health. It can actually be pretty hard. A good strategy to stay alive is moving from side to side and never stopping, because there are really fast ones that come before you can even react. The second minigame I just added, minigame 5, titled “Click Very Fast,” has the user click on a big circular button in the middle 100 times in less than 20 seconds. I have tested it many times, and it is just the right time (at least for now). You can play the game at https://tyleruploads.github.io/code-ware/
I just completely refactored, everything! I made many new directories in order to organize the entire repository much better! This took an hour because of the debugging and other related changes to the code associated with a complete structural refactor. It definitely was not a calm, easy hour.
I just created the sixth minigame, “Unintelligent Arrows,” in CodeWare! In the minigame, users have to dodge countless arrows that are described as unintelligent purely based on their inability to change paths once shot. If you weren’t already guessing, I am planning on making an intelligent-arrow-themed minigame in the future, possibly inspired by 1948 in some ways. This game is actually getting nice and long, way longer than I thought it would be at the start. When I shared it with people a while ago, it was very short. Now, it’s decently long! Once I add a lot more minigames, I will consider making them go in random order and giving them difficulty tags to determine when they should be shown.
I just balanced minigame 6, “Unintelligent Arrows,” after feedback from Hack Club members. I made users have more time to react before getting hit by the arrows. I have not released this update yet; once I apply some other suggestions from the community, I will release it as v0.11.0.
After receiving feedback from the Hack Club community, I have made these changes to CodeWare. The icon has been updated to increase contrast and to look better at small resolutions Minigame 6, “Unintelligent Arrows,” has been balanced to be easier for users to complete WASD Movement has been added to all games Support for held jumps has been added to the first minigame, “Orb Collection Platformer” An ambiguity in the README about the objective has been corrected
I just made two new assets for CodeWare! They are the players in minigames 4 and 6. Here is a photo of one of them.
I just released version v0.13.0 of CodeWare! In this version, I have completely changed the sound environment of the game! I will explain it with two basic pseudocode (or Python) logic statements! prev_sound = sound in v0.12.0 curr_sound = sound in v0.13.0 print(prev_sound, curr_sound) # False, True What I’m trying to illustrate here is that there was absolutely no sound before, and now there is! There is a background ticking noise playing (forever) through an autoload and sound effects corresponding to in-minigame events. Feel free to test it at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg ! Send any feedback in the comments!
I just made version v0.14.0 of CodeWare! In this version, I added the eighth minigame, “Choose the Boxes!” The user has 30 seconds to choose 20 boxes by clicking on the one matching the color of the center box. I also went through and removed unnecessary log statements and unused variables.
I just made the ninth minigame for CodeWare, “The Maze!” In the minigame, the user needs to get to the center of the maze in less than 18 seconds! They move a mini tyleruploads texture with arrow keys and WASD to eventually get to the bigger one in the middle! I had a lot of trouble with physics here, hence the 2 hours! And, I’ve never made any sort of maze before, so this is a first!
I just made the tenth minigame for CodeWare! It is named “RGB Skills.” In the minigame, there are two colors: one generated automatically by the code, and one controlled by manual RGB Sliders. It validates the user’s guess using the GDScript method Vector3.distance_to() . The method uses the 3D Pythagorean theorem to calculate the Euclidean Distance between the RGB values, as if they were plotted in a 3D space. This works because the red value represents the x-axis, the green value represents the y-axis, and the blue value represents the z-axis on a 3D graph. This was very interesting for me to discover, since I only learned the 2D Pythagorean theorem last year (in seventh grade). The game also starts the sliders at the furthest possible points from the target color, which makes the minigame harder. If the player clicks the submit button without making any changes, they will not pass. And yes, I know they could easily invert the colors to find the right one. The only thing is, they probably didn’t read this devlog. So, they’ll have no clue of the fact the sliders were placed at the inversion of the target color.
I just did a lot of asset updating and linting! The part I think would be most interesting to you is obviously the asset updates. I changed the assets in Minigame 1, 3, 4, and 9! I also updated the gallery, accessible in the extras menu, to include new assets I’ve forgotten to put in there for a while now. I’ll just show you how minigame one looks now; no need for a detailed explanation of everything. Now, I have to address the boring part, which took most of the three and a half hours. That would be linting! It’s pretty self-explanatory: I went through and made the scenes and scripts adhere to style guidelines.
In the Newspaper department at my summer sleepaway camp this year, they always said, “If the number is less than 11, spell it out.” CodeWare has officially surpassed this guideline in the number of its minigames. Minigame 11 of CodeWare is titled “Type the Strings,” and players must type 15 five-character strings provided to them in less than one minute. The string is generated from a pool of characters with lookalikes (i.e., Z and 2, S and 5, O and 0, I and l, etc.) removed to ensure it is completely fair for the user. This was definitely one of the easier minigames to code, but it wasn’t the easiest thing ever. I still ran into some issues, like the vertical alignment of a RichTextLabel being a bit too low when dynamically updating its content in GDScript to show a custom notice to the user (I fixed it by changing it to a normal Label, after troubleshooting for way too long).
I just created the twelfth mingame of CodeWare, “Catch the Falling Orbs!” In it, you have 45 seconds to catch 35 falling orbs by moving left and right with your keyboard.
This will be one of my very last devlogs before I ship CodeWare! I just created the gameplay trailer, which is a huge accomplishment! This is my first time making any sort of video for anything I make in the computer world, and I think it actually turned out very well! The video shows potential players what the game will look like and gives a glimpse of its unexpected win-and-lose endings. I also put the video on the game’s Itch.io page, which will be made public very soon. You can view the video on YouTube here: CodeWare - Official Gameplay Video
This marks v1.0.0! This is my FINAL devlog for CodeWare (at least the first ship)! It has really been a great project that has significantly pushed what I think about my development capabilities. But I will explain that more in the ship message! The main change made over the time of this devlog was a complete revamp of the README! Here is a summary of the changes made to it: The following shields have been added: Play on GitHub Pages, Made with Godot, GitHub Release (version number), and GitHub Commit Activity The hero image near the top of the README, depicting the title screen, has been replaced with a gameplay video for the game, with a hero of minigame 6 (Unintelligent Arrows) The minigames section has been moved to near the bottom of the README to make the start of the README a better hook. And the minigame descriptions and hero images inside the section have been put inside a spoiler notice, so the game can not be easily spoiled for players. And the hero images in the minigame section have been converted from Markdown tags to HTML tags in order to enforce a specific width.
Ships:
I created CodeWare, a WarioWare-style video game where you have to complete various minigames, written in Godot. I originally had it under the WarioWare game mission, but I eventually decided I should detach it from it due to the sheer complexity of this game, which is way above the beginner mission. In the game, players are put through what is currently 12 minigames. Each minigame has a strict timer limit, whether it be losing a life or progressing to the next minigame once it strikes 0. In case you are confused, the way they win a life at the end is if the purpose of the minigame is to survive a certain amount of time against computer-generated obstacles, like arrows or orbs (essentially meteors). The very interesting thing about this game is the two endings: the ending you get when you complete all the minigames with lives to spare, and the one when you lose all of your five lives. These endings, which I will not explain in detail (so it is not spoiled for you!), highlight the eternity of automatically generated code files. The opening scene of the game is the Tyleruploads Mountain Range, which shows many mountains connected via bridges. The suspension for those bridges is the game’s logo turned into a bunch of small links. Metaphysically, the game’s goal is to cross these bridges. Many parts of this project were extremely challenging for me. For one, I had never set foot in Godot at all before embarking on this project. I was also a complete newcomer to any sort of game development. I encountered many errors caused by my being just introduced to GDScript and game development, such as not knowing that scripts continue after changing the scene, the absence of a deferred call causing the game to go completely grey, losing a lot of work in video editing software while making the gameplay trailer video, and many more small and large things. In every ship message for prior Stardance projects, I have said something like “Wow! Before I started, I really didn’t think I could do something this complex. I really just transformed my coding abilities.” But this time, I am not going to repeat that basic fib without any supporting arguments. My previous Stardance projects were nowhere near this length. So, I would like to make a new claim now. That claim is that while I have not become a completely new developer or graphic designer or anything, I have dipped into a new path of development that I will have the choice to either continue to pursue or to reap the benefits of the mindset associated with it as I enter high school. For these reasons, along with the fact that I was able to sit down and write quality code for one project for 51 hours, I am very proud of myself. My viewpoint of “sit down and make a decent project and leave it” has been greatly diminished outside of specific contexts....
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1794023664.291992
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1794110064.291992
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57953
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My own site! by @vzylgabriel | Stardance
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vzylgabriel
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @vzylgabriel | Stardance
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1793465474.0524514
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1794070274.0524514
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57954
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First project by @Sworddw | Stardance
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Sworddw
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0
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0.0
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0
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[]
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[]
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Title: First project by @Sworddw | Stardance
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1793465474.9316378
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1794070274.9316378
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57955
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RL Simulation in games by @sheikhabdullahamjadoffi RL Simulation in games by @sheikhabdullahamjadofficial | Stardance...
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sheikhabdullahamjadofficial
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0.0
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0
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[]
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Title: RL Simulation in games by @sheikhabdullaham Title: RL Simulation in games by @sheikhabdullahamjadofficial | Stardance...
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1793465475.8231115
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1794070275.8231115
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57956
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1793767719.9494553
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1794631719.9494553
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57957
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My awesome macropad! by @hypnoss | Stardance
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hypnoss
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @hypnoss | Stardanc Title: My awesome macropad! by @hypnoss | Stardance...
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1793465476.689481
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STEM // COMMAND by @jazzyjae | Stardance
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jazzyjae
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0
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0.0
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[]
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[]
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Title: STEM // COMMAND by @jazzyjae | Stardance
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1793465477.5712013
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1794070277.5712013
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57959
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benigni by @hypnoss | Stardance
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hypnoss
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0
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0.0
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0
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[]
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[]
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Title: benigni by @hypnoss | Stardance
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1793465483.1827948
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1794070283.1827948
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57960
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My awesome macropad! by @EdgarM | Stardance
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EdgarM
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @EdgarM | Stardance
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1793465484.0784457
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1794070284.0784457
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57961
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Space Thing by @RobbieMa | Stardance
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RobbieMa
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1
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3.4
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24
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T01:37:57Z", "hours": 3.0, "multiplier": 9.53, "payout": 24, "blessing": "neutral", "text": "I made a scene in Unity with my very own 3D gas planet shader and post processing effects. It is mainly to use for my wallpaper, and makes my setup look nicer", "repo": "https://github.com/Hello-Grow/Wallpapers-Space", "demo": "https://lamp-dude.itch.io/space-shaders"}]...
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[{"post_id": 86458, "ts": "202 [{"post_id": 86458, "ts": "2026-11-02T04:13:50Z", "hours": 0.4, "text": "Makde a itch.io page!!! Tested on both mobile and desktop webGL. It works amazing, even on low end devices!"}, {"post_id": 62550, "ts": "2026-09-06T00:18:07Z", "hours": 0.3667, "text": "3 New wallpapers added! It is now completely complete! (I have a lot of screens ok? hehe) and they look great even on their own!"}, {"post_id": 62509, "ts": "2026-09-05T22:15:35Z", "hours": 0.5, "text": "Made the 3 positioning. 1 left, middle, and of course, right. For the first one, I positioned the camera very close Like a close shot of the planet details and the ship. My idea was it should be a continuous image so fir my main display I have the edge of the planet shot. For the right, I faked it by disabling the planet and zooming the camera out then added a small sphere not too far from the camera, gave it a earth texture from NASA, making it feel like the earth is in the distance. And hey, this inst random either! my left display and my main monitor never moves, the right computer is my MacBook, I carry that computer around a lot, that computer isn’t always home. Therefore the wallpaper conveys the feeling of “far from home” :) Of course, I can also freely change the colors of the planet! Quite proud"}, {"post_id": 62490, "ts": "2026-09-05T21:29:31Z", "hours": 0.8667, "text": "I made a good looking planet with my very own gas planet shader! Positioned it to make it more cinematic and positioned camera away for the wallpaper of my left laptop. I had to adjust a LOT of shadow settings due to the planet being just so huge (The transforms of it look scary). But I think it looks great! exported it in 4K and loos wonderful. Now i just gotta figure out what i want to do for my main monitor and my right laptop. For the shader, how i made it is i used a texture from space engine, plopped it into my procedural gas giant stripes generator, adding noise to it, made those noise also normals, added color to the stripes, and added noise to teh color so its all random and each one can be unique."}, {"post_id": 62432, "ts": "2026-09-05T19:31:47Z", "hours": 0.4333, "text": "Added a space station model of sorts with some camera effects (blur) and a placeholder planet. Gonna make the shader for the planet soon! thinking of a gas giant"}, {"post_id": 61245, "ts": "2026-09-04T02:45:13Z", "hours": 0.3333, "text": "Made a unity project, got a solid color skybox and some post processing effects! (Bloom, color grading, film grain and just a simple cube)"}]...
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Title: Space Thing by @RobbieMa | Stardance
Devlo Title: Space Thing by @RobbieMa | Stardance
Devlogs:
Made a unity project, got a solid color skybox and some post processing effects! (Bloom, color grading, film grain and just a simple cube)
Added a space station model of sorts with some camera effects (blur) and a placeholder planet. Gonna make the shader for the planet soon! thinking of a gas giant
I made a good looking planet with my very own gas planet shader! Positioned it to make it more cinematic and positioned camera away for the wallpaper of my left laptop. I had to adjust a LOT of shadow settings due to the planet being just so huge (The transforms of it look scary). But I think it looks great! exported it in 4K and loos wonderful. Now i just gotta figure out what i want to do for my main monitor and my right laptop. For the shader, how i made it is i used a texture from space engine, plopped it into my procedural gas giant stripes generator, adding noise to it, made those noise also normals, added color to the stripes, and added noise to teh color so its all random and each one can be unique.
Made the 3 positioning. 1 left, middle, and of course, right. For the first one, I positioned the camera very close Like a close shot of the planet details and the ship. My idea was it should be a continuous image so fir my main display I have the edge of the planet shot. For the right, I faked it by disabling the planet and zooming the camera out then added a small sphere not too far from the camera, gave it a earth texture from NASA, making it feel like the earth is in the distance. And hey, this inst random either! my left display and my main monitor never moves, the right computer is my MacBook, I carry that computer around a lot, that computer isn’t always home. Therefore the wallpaper conveys the feeling of “far from home” :) Of course, I can also freely change the colors of the planet! Quite proud
3 New wallpapers added! It is now completely complete! (I have a lot of screens ok? hehe) and they look great even on their own!
Makde a itch.io page!!! Tested on both mobile and desktop webGL. It works amazing, even on low end devices!
Ships:
I made a scene in Unity with my very own 3D gas planet shader and post processing effects. It is mainly to use for my wallpaper, and makes my setup look nicer...
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1793980160.293497
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1794066560.293497
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57962
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bohhh by @hypnoss | Stardance
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hypnoss
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0
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0.0
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0
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[]
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[]
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Title: bohhh by @hypnoss | Stardance
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1793465484.9688597
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1794070284.9688597
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57963
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My awesome macropad! by @Anooss | Stardance
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Anooss
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Anooss | Stardance
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1793465489.163882
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1794070289.163882
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57964
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Task Manager by @Helena350 | Stardance
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Helena350
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0
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0.0
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0
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[]
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[]
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Title: Task Manager by @Helena350 | Stardance
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1793465490.0370412
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1794070290.0370412
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57965
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1793767722.1687183
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1794631722.1687183
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57966
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Multitennant Plattform by @sogol | Stardance
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sogol
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0
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0.0
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0
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[]
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[]
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Title: Multitennant Plattform by @sogol | Stardanc Title: Multitennant Plattform by @sogol | Stardance...
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1793465490.925574
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1794070290.925574
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57967
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A Universe Who Remembers You by @yukthasingh | Sta A Universe Who Remembers You by @yukthasingh | Stardance...
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yukthasingh
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0
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0.29
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0
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[]
|
[{"post_id": 61185, "ts": "202 [{"post_id": 61185, "ts": "2026-09-04T00:11:03Z", "hours": 0.2892, "text": "A Universe Who Remembers You - Devlog #1 I love games. I love space. I love making my own decisions in ficition and seeing where it gets me, knowing that I can undo it. But what if I physically or virtually couldn’t? It got me thinking, what if I smoosh them all together to make a game. So, I did! I present to you below my planning for my next project, A Universe Who Remembers You . The point of this game is to create your own universe and hope you don’t screw it up. It is a retro-style game, or I hope it will be. I don’t have much experience in animation, but it’s pixels, so it shouldn’t be bad. I think this will take about 2-4 weeks, that’s until the end of Stardance, but I hope I can get it finished a week before the challenge ends and when my schoolwork starts to really pick up. I’ve decided to go for C++ for this project; I prefer C++ over Python because I just seem to understand it better. Below are ideas that I’ve come up with for this project. I like writing my ideas all down in paper just to get it out there and not get overwhelmed from constantly inserting stuff on a google doc. I can also doodle when I’m bored :p Today I’ve planned what I wanted for my project, got my repoistory set up, linked it to VSCode, and starting adding my files. Tomorrow, I’ll get the basic code down for the main file, where the landing page resides. Maybe I’ll also do some asset designing and sound hunting. Anyway, I hope you’ll stay for the ride! See you on the next devlog :)"}]...
|
Title: A Universe Who Remembers You by @yukthasing Title: A Universe Who Remembers You by @yukthasingh | Stardance
Devlogs:
A Universe Who Remembers You - Devlog #1 I love games. I love space. I love making my own decisions in ficition and seeing where it gets me, knowing that I can undo it. But what if I physically or virtually couldn’t? It got me thinking, what if I smoosh them all together to make a game. So, I did! I present to you below my planning for my next project, A Universe Who Remembers You . The point of this game is to create your own universe and hope you don’t screw it up. It is a retro-style game, or I hope it will be. I don’t have much experience in animation, but it’s pixels, so it shouldn’t be bad. I think this will take about 2-4 weeks, that’s until the end of Stardance, but I hope I can get it finished a week before the challenge ends and when my schoolwork starts to really pick up. I’ve decided to go for C++ for this project; I prefer C++ over Python because I just seem to understand it better. Below are ideas that I’ve come up with for this project. I like writing my ideas all down in paper just to get it out there and not get overwhelmed from constantly inserting stuff on a google doc. I can also doodle when I’m bored :p Today I’ve planned what I wanted for my project, got my repoistory set up, linked it to VSCode, and starting adding my files. Tomorrow, I’ll get the basic code down for the main file, where the landing page resides. Maybe I’ll also do some asset designing and sound hunting. Anyway, I hope you’ll stay for the ride! See you on the next devlog :)...
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1793616642.6783137
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1794480642.6783137
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57968
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My own site! by @sriramb0102 | Stardance
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sriramb0102
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @sriramb0102 | Stardance
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1793465493.0190022
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1794070293.0190022
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57969
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My awesome macropad! by @cinami_sp17 | Stardance
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cinami_sp17
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @cinami_sp17 | Star Title: My awesome macropad! by @cinami_sp17 | Stardance...
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1793465493.8964756
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1794070293.8964756
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57970
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1793767723.0277147
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1794631723.0277147
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57971
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NULL
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NULL
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0
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0.0
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0
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[]
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1793767725.935574
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1794631725.935574
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57972
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ImtPlayer by @Imtiaz | Stardance
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Imtiaz
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0
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1.75
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0
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[]
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[{"post_id": 61146, "ts": "202 [{"post_id": 61146, "ts": "2026-09-03T22:16:13Z", "hours": 1.7503, "text": "Did a lot of work, eventually found nothing. So, what im gonna do, I’m gonna create a schematics for ImtPlayer, write the firmware, ask for a grant, build it with items, then make the PCB, and then make it."}]...
|
Title: ImtPlayer by @Imtiaz | Stardance
Devlogs:
Title: ImtPlayer by @Imtiaz | Stardance
Devlogs:
Did a lot of work, eventually found nothing. So, what im gonna do, I’m gonna create a schematics for ImtPlayer, write the firmware, ask for a grant, build it with items, then make the PCB, and then make it....
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1793897740.924217
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1794761740.924217
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57973
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Web OS v.0.1 by @AbdElrahman | Stardance
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AbdElrahman
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0
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0.0
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0
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[]
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[]
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Title: Web OS v.0.1 by @AbdElrahman | Stardance
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1793465494.7987654
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1794070294.7987654
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57974
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NULL
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NULL
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0
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0.0
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[]
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[]
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1793767726.8306458
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1794631726.8306458
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57975
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1793767727.68379
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1794631727.68379
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57976
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My awesome macropad! by @swikar | Stardance
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swikar
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @swikar | Stardance
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1793465495.680378
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1794070295.680378
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57977
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OrbitTask Engine by @diopdissy | Stardance
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diopdissy
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0
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0.0
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0
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[]
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Title: OrbitTask Engine by @diopdissy | Stardance
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1793465498.7244437
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1794070298.7244437
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57978
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Slop Bot :) by @neetyan | Stardance
|
neetyan
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T22:18:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "You are on the final step! You can copy and paste this response directly into the text box: I built Slop Bot :), a 24/7 Slack bot running on a Linux VPS using Node.js, @slack /bolt, and Socket Mode. It serves brainrot jokes, facts, latency metrics, and help commands. The most challenging part was fixing syntax errors from code formatting, setting up systemd to keep the process running continuously in the background, and making sure the commands had unique names so they didn’t collide with anyone else’s. I’m really proud of getting it hosted on Nest so it stays online even when my laptop is completely turned off! To test it, run any of these commands in Slack: /slop-bot-ping - Check latency /slop-bot-help - View all commands /slop-joke - Get a random joke /slop-fact - Get a brainrot origin fact", "repo": "https://github.com/neetyan56-gif/Slop-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BV2S2DLR5"}]...
|
[{"post_id": 62634, "ts": "202 [{"post_id": 62634, "ts": "2026-09-06T03:06:03Z", "hours": 0.29, "text": "I just hate how i have been working at 11pm trying to not get my streak killed and this thing never updates"}, {"post_id": 62596, "ts": "2026-09-06T02:06:55Z", "hours": 0.2839, "text": "Add new command called slop-facts which gives a random fact from these 10."}, {"post_id": 61835, "ts": "2026-09-04T23:03:47Z", "hours": 0.5203, "text": "Working on Slop Bot this is a bot that will reply to you but with slop For example : you -/slop-bot-hello , slop bot - Yo twin, what’s the up. (This is probably not how most people reply put most of this is just perspective wise. So far I just got everything set up so i am planning to add a lot more commands"}]...
|
Title: Slop Bot :) by @neetyan | Stardance
Devlog Title: Slop Bot :) by @neetyan | Stardance
Devlogs:
Working on Slop Bot this is a bot that will reply to you but with slop For example : you -/slop-bot-hello , slop bot - Yo twin, what’s the up. (This is probably not how most people reply put most of this is just perspective wise. So far I just got everything set up so i am planning to add a lot more commands
Add new command called slop-facts which gives a random fact from these 10.
I just hate how i have been working at 11pm trying to not get my streak killed and this thing never updates
Ships:
You are on the final step! You can copy and paste this response directly into the text box: I built Slop Bot :), a 24/7 Slack bot running on a Linux VPS using Node.js, @slack /bolt, and Socket Mode. It serves brainrot jokes, facts, latency metrics, and help commands. The most challenging part was fixing syntax errors from code formatting, setting up systemd to keep the process running continuously in the background, and making sure the commands had unique names so they didn’t collide with anyone else’s. I’m really proud of getting it hosted on Nest so it stays online even when my laptop is completely turned off! To test it, run any of these commands in Slack: /slop-bot-ping - Check latency /slop-bot-help - View all commands /slop-joke - Get a random joke /slop-fact - Get a brainrot origin fact...
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1793980459.9866807
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1794066859.9866807
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57979
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hi by @Awsome | Stardance
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Awsome
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0
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0.0
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0
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[]
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[]
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Title: hi by @Awsome | Stardance
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1793465500.461376
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1794070300.461376
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57980
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My awesome macropad! by @mateusah | Stardance
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mateusah
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @mateusah | Stardan Title: My awesome macropad! by @mateusah | Stardance...
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1793465502.2236118
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1794070302.2236118
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57981
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Crablings Game by @kudakoki | Stardance
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kudakoki
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0
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4.74
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0
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[]
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[{"post_id": 66351, "ts": "202 [{"post_id": 66351, "ts": "2026-09-12T03:58:30Z", "hours": 0.5639, "text": "Figured out how to make the background, adjusted some hitboxes for my crab, and got to see it move! I think I coded other things too but I can’t remember (was working today)"}, {"post_id": 64560, "ts": "2026-09-09T02:05:17Z", "hours": 0.3339, "text": "My sprite instead of garlic for Wario Ware! Sorry that most of my work has been…. well, a little small. School is picking back up, and being sick made it a lot harder."}, {"post_id": 63957, "ts": "2026-09-08T01:32:28Z", "hours": 0.5436, "text": "FIRST SPRITE OF A CRABLING! Some of my minutes weren’t logged on Krita cause I broke it, but it makes up for like the 10 minutes i was idle on Godot on accident, but ITS SO CUTE!!!!! Anyway production will be really slow because of college apps so I’m glad I was about to make a sprite!"}, {"post_id": 63117, "ts": "2026-09-06T18:57:14Z", "hours": 0.3667, "text": "Followed the guide for a timer but… Son what did I just code (high cortisol)… Kinda wish I had more of an understanding at this point but I basically know that when the lives = 4/3/2/1/0, claws disappear. Still really curious on what get_tree exactly means if any Godot pro wants to share"}, {"post_id": 63096, "ts": "2026-09-06T18:19:11Z", "hours": 0.7347, "text": "Garlic is now a carb claw! Mostly just drew, I know a lot of my time has gone to making nice graphics so I will try to focus on actually getting through code :) though I’m sick so I might have to take a break from the little crablings."}, {"post_id": 62541, "ts": "2026-09-05T23:46:38Z", "hours": 0.7133, "text": "I think I fixed the global script! (honestly just going to wing that from here, looked strange and acted weirdly) I drew a background for the lives screen but thats about it for now. Hopefully the minigames will have simpler visuals and I’ll be used to drawing on krita by then!"}, {"post_id": 61544, "ts": "2026-09-04T14:48:11Z", "hours": 0.4625, "text": "I made a (not functioning) title screen! Buttons worked nicely and I liked customizing things. However, I had to do a whole lot of troubleshooting, and my play test shows non-working buttons. I also made a global script, but I don’t really know where to find it so we will see when I get there."}, {"post_id": 61512, "ts": "2026-09-04T13:48:54Z", "hours": 1.0172, "text": "Decided on a name for my Wario Ware game and drew the background! These little things are called Crablings, and they’re going to be EVERYWHERE! Also working on the title screen, but I’m hoping to get that done soon :)"}]...
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Title: Crablings Game by @kudakoki | Stardance
De Title: Crablings Game by @kudakoki | Stardance
Devlogs:
Decided on a name for my Wario Ware game and drew the background! These little things are called Crablings, and they’re going to be EVERYWHERE! Also working on the title screen, but I’m hoping to get that done soon :)
I made a (not functioning) title screen! Buttons worked nicely and I liked customizing things. However, I had to do a whole lot of troubleshooting, and my play test shows non-working buttons. I also made a global script, but I don’t really know where to find it so we will see when I get there.
I think I fixed the global script! (honestly just going to wing that from here, looked strange and acted weirdly) I drew a background for the lives screen but thats about it for now. Hopefully the minigames will have simpler visuals and I’ll be used to drawing on krita by then!
Garlic is now a carb claw! Mostly just drew, I know a lot of my time has gone to making nice graphics so I will try to focus on actually getting through code :) though I’m sick so I might have to take a break from the little crablings.
Followed the guide for a timer but… Son what did I just code (high cortisol)… Kinda wish I had more of an understanding at this point but I basically know that when the lives = 4/3/2/1/0, claws disappear. Still really curious on what get_tree exactly means if any Godot pro wants to share
FIRST SPRITE OF A CRABLING! Some of my minutes weren’t logged on Krita cause I broke it, but it makes up for like the 10 minutes i was idle on Godot on accident, but ITS SO CUTE!!!!! Anyway production will be really slow because of college apps so I’m glad I was about to make a sprite!
My sprite instead of garlic for Wario Ware! Sorry that most of my work has been…. well, a little small. School is picking back up, and being sick made it a lot harder.
Figured out how to make the background, adjusted some hitboxes for my crab, and got to see it move! I think I coded other things too but I can’t remember (was working today)...
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1793465503.1552014
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1794070303.1552014
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57982
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My first slack bot! by @jeremiah_kohler | Stardanc My first slack bot! by @jeremiah_kohler | Stardance...
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jeremiah_kohler
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @jeremiah_kohler | S Title: My first slack bot! by @jeremiah_kohler | Stardance...
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1793465504.3472614
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1794070304.3472614
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57983
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Flashcards Website by @Ruda_L | Stardance
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Ruda_L
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T23:18:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where you get access to many tools for studying! I made this for the new upcoming school year and willing to share with friends. The biggest challenge I met was that I didn’t know a lot about HTML and had to search very often on how to make things happen. I’m really proud that I could make a working flashcard website on my own.", "repo": "https://github.com/Ruda-L/Flashcard-Website", "demo": "https://ruda-l.github.io/Flashcard-Website/"}]...
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[{"post_id": 62531, "ts": "202 [{"post_id": 62531, "ts": "2026-09-05T23:14:48Z", "hours": 0.3983, "text": "I made a home page for my study website"}, {"post_id": 62505, "ts": "2026-09-05T22:06:09Z", "hours": 0.3522, "text": "I made a simple flashcard website to study for the new school year"}]...
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Title: Flashcards Website by @Ruda_L | Stardance
Title: Flashcards Website by @Ruda_L | Stardance
Devlogs:
I made a simple flashcard website to study for the new school year
I made a home page for my study website
Ships:
I made a website where you get access to many tools for studying! I made this for the new upcoming school year and willing to share with friends. The biggest challenge I met was that I didn’t know a lot about HTML and had to search very often on how to make things happen. I’m really proud that I could make a working flashcard website on my own....
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1793983627.8937519
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1794070027.8937519
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57984
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1793767729.434535
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1794631729.434535
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57985
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My own site! by @Qwentin | Stardance
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Qwentin
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Qwentin | Stardance
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1793465507.115979
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1794070307.115979
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57986
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Camera Rail For Phones by @Aaryan_Mehta | Stardanc Camera Rail For Phones by @Aaryan_Mehta | Stardance...
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Aaryan_Mehta
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0
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1.14
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0
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[]
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[{"post_id": 61231, "ts": "202 [{"post_id": 61231, "ts": "2026-09-04T01:59:25Z", "hours": 1.1411, "text": "With the design for the Phone Camera Rail mainly complete, I need to move into the 3D printing phase, where I can fix issues that only become apparent in the real world. The Picture here is the main rail segment, which can be interlocked and capped with end caps I have also designed."}]...
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Title: Camera Rail For Phones by @Aaryan_Mehta | S Title: Camera Rail For Phones by @Aaryan_Mehta | Stardance
Devlogs:
With the design for the Phone Camera Rail mainly complete, I need to move into the 3D printing phase, where I can fix issues that only become apparent in the real world. The Picture here is the main rail segment, which can be interlocked and capped with end caps I have also designed....
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1793465509.2521472
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1794070309.2521472
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57987
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1793767731.20736
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1794631731.20736
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57988
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Untitled project by @Hex | Stardance
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Hex
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Hex | Stardance
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1793465511.04255
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1794070311.04255
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57989
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Self-driving Rover by @rubfiber | Stardance
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rubfiber
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0
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0.0
|
0
|
[]
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[]
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Title: Self-driving Rover by @rubfiber | Stardance
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1793465514.0263245
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1794070314.0263245
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57990
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Shooting game by @j_pichon12 | Stardance
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j_pichon12
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0
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0.0
|
0
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[]
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[]
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Title: Shooting game by @j_pichon12 | Stardance
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1793465519.1646597
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1794070319.1646597
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57991
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howdy by @Evangel | Stardance
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Evangel
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0
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0.0
|
0
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[]
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[]
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Title: howdy by @Evangel | Stardance
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1793897742.6594377
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1794761742.6594377
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57992
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link - probe by @ayman | Stardance
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ayman
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1
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30.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T21:53:53Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made linkprobe measures what a network does to messages between two machines: round-trip time, packet loss, and how many packets get lost in a row (bursts). It can degrade the link on purpose with 5 profiles: clean, latency-ladder, jitter, bernoulli-loss, and gilbert-elliott. I built it because robots that depend on a reply every control cycle get hurt way more by losses in a row than by random single losses, but a lot of tests assume losses are independent. Main result At the same 10% loss rate, Gilbert-Elliott bursts were about 4.4x longer than Bernoulli bursts (around 4.9 vs 1.1 packets), and the longest burst was 29 packets vs 5, across 3 seeds. With jitter, the deadline had to be 176 ms to get missed packets under 1%. What was challenging I found a bug where my client saved replies under the wrong packet. A late reply got recorded as the next packet’s reply, and every packet after that was shifted by one. Nothing crashed, the data was just wrong. I fixed it by giving every packet a deadline and only accepting the reply with the matching sequence number. Without that, every jitter run would have been garbage. Fixing Hackatime also took a lot of time. What I’m proud of Learning how researchers actually model packet loss, building the Gilbert-Elliott channel myself, and checking my results: a replay check across 60,000 packets found only one mismatch, and pytest tests cover the channel functions. I also learned a lot of new coding libraries and tricks for the future How to test it git clone https://github.com/AymanM-Projects/linkprobe pip install -r requirements.txt python run_all.py (runs all the profiles; the full set takes a while) python analyze.py, then run the plot_*.py files to make the graphs Everything runs on one computer over loopback, so the only delay and loss are the ones linkprobe adds. Full results are in RESULTS.md.", "repo": "https://github.com/AymanM-Projects/linkprobe", "demo": "https://github.com/AymanM-Projects/linkprobe/releases/tag/v1.0.1"}]...
|
[{"post_id": 82803, "ts": "202 [{"post_id": 82803, "ts": "2026-10-25T21:09:39Z", "hours": 0.4233, "text": "I finished cleaning up RESULTS.md, added some more limitations, and fixed some discrepancies."}, {"post_id": 82773, "ts": "2026-10-25T20:01:31Z", "hours": 0.6539, "text": "I fixed my citations and also added a different section for people interested in running my program."}, {"post_id": 82733, "ts": "2026-10-25T18:10:04Z", "hours": 0.6367, "text": "Commented through analyze.py."}, {"post_id": 82487, "ts": "2026-10-24T23:25:02Z", "hours": 0.5997, "text": "I finished commenting through echo_client.py."}, {"post_id": 82474, "ts": "2026-10-24T22:19:23Z", "hours": 1.7253, "text": "I commented through channel.py so it is easier to read the documentation and understand it."}, {"post_id": 80816, "ts": "2026-10-18T21:28:52Z", "hours": 0.7186, "text": "Using pytest, I added a test_channel.py file that checks 3 of the functions in my code: make_channel, adding Bernoulli loss, and changing GE burst lengths."}, {"post_id": 80782, "ts": "2026-10-18T19:37:04Z", "hours": 0.3919, "text": "FIxed readme and added to results.md"}, {"post_id": 80769, "ts": "2026-10-18T18:50:47Z", "hours": 0.4819, "text": "OK, next I made a new plot to analyze the missed packet deadline percentage for my latency ladder and jitter runs. We can see that all the latency ladders show a similar shape with a horizontal shift, while the jitter run has an S-shaped curve with an inflection point around 100 ms."}, {"post_id": 80752, "ts": "2026-10-18T18:19:02Z", "hours": 0.7853, "text": "I made a new Python file that creates a new figure using matplotlib, and it measures the median and p99 RTT for my latency ladder. I will now add this into my RESULTS.md."}, {"post_id": 79694, "ts": "2026-10-15T02:45:04Z", "hours": 0.5592, "text": "So I worked on fixing and updating my plot.py with some features. I added a title version, fixed the y-axis labeling, and then added a theoretical value using the definitions of GE loss and Bernoulli loss. Something we see is that in the real data there is a staircase step, due to burst values being only integers, while the theoretical value is a straight line. Here is a before and after."}, {"post_id": 79684, "ts": "2026-10-15T01:52:08Z", "hours": 0.6667, "text": "Added sections 5–7 to RESULTS.md, which talk about the limitations, and I also talked about the .py file I made yesterday."}, {"post_id": 79193, "ts": "2026-10-12T23:38:32Z", "hours": 1.2231, "text": "i added a new file that is supposed to check across all runs if the value in the csv matches with my decide function to check my seeds. Out of 60000 packets i only got one mismatch"}, {"post_id": 79175, "ts": "2026-10-12T21:57:42Z", "hours": 1.8461, "text": "I first added requirements.txt to my repo for people who want to rerun or add onto the experiment, and I also made sure to include instructions to repeat it in my README. Then I fixed some rounding errors in my summary.csv and also added a RESULTS.md that I have not finished yet."}, {"post_id": 75382, "ts": "2026-09-29T21:50:15Z", "hours": 2.2731, "text": "I used matplotlib to make a graph of my burst results. The x-axis is the burst length (how many packets are lost in a row), and the y-axis is the percentage of bursts that were greater than or equal to the k value. You obviously see a declining trend for both, because it’s much harder for a random point to lose a lot of packets in a row. We see a big difference between Gilbert-Elliott and Bernoulli here, and the difference between the two packet loss calculation methods."}, {"post_id": 74615, "ts": "2026-09-27T19:42:56Z", "hours": 0.3431, "text": "So now I worked on making another CSV as part of analyze.py, which counts how many bursts were in each run and the length and frequency of the bursts. A burst is basically how many packets were lost in a row. Now I am going to download matplotlib to plot it, see how my data and experiment actually work, and try to understand my results."}, {"post_id": 74562, "ts": "2026-09-27T17:11:11Z", "hours": 1.1439, "text": "OK, I had to fix a few things with my analyze.py and summary.csv because it didn’t track lost packets or the parameters of the runs, so I used enumerate, slicing, and joining to get the right parameters for each run."}, {"post_id": 72496, "ts": "2026-09-23T02:34:10Z", "hours": 2.1517, "text": "So over the past few days, I have been working on an analyze.py Python file that takes my CSV results from the 14 trials and basically combines all of it into one summary. Obviously it’s missing late and params, so I have to fix that and make a new one, but I had to learn a lot, and there was a lot of logic I did wrong in the beginning, so I’m glad I worked it out."}, {"post_id": 70933, "ts": "2026-09-20T02:15:42Z", "hours": 3.7128, "text": "Today was a long day. I basically wrote a new Python file that connects to config.py and runs the server and client multiple times, and I ran a smoke test. I learned a lot of new things, like matrices, which keep all my tests, as well as parsing through argparse."}, {"post_id": 70380, "ts": "2026-09-19T02:23:06Z", "hours": 1.0139, "text": "Today I created a config.py where I can set all the parameters for the experiments I can do, and I used it to connect channel.py to config.py. I also ran some tests of Bernoulli versus Gilbert-Elliott."}, {"post_id": 69422, "ts": "2026-09-17T00:59:26Z", "hours": 1.7903, "text": "Researched Gilbert-Elliott and Bernoulli packet loss distributions and made a model to simulate them in channel.py."}, {"post_id": 68351, "ts": "2026-09-15T00:15:21Z", "hours": 1.4958, "text": "Today I found a bug where my client could save a reply under the wrong packet. The client grabbed whichever reply showed up first and assumed it belonged to the packet it had just sent. When a reply came back after the timeout, it got recorded as the next packet’s reply, and every packet after that was shifted by one. Nothing crashed. The data was just wrong. To prove it, I made my server hold a reply for 1.5 seconds while my timeout was 1 second. By accident, my first test delayed every packet after the 20th. The RTTs climbed from 1.5 s to 12 s, every other packet was marked lost, and the ones marked received carried an older packet’s time. The fix: every packet gets a deadline (send time + timeout), and the client keeps listening until the reply with the matching sequence number arrives or time runs out. Replies for older packets get counted as “late” and thrown away. Now the same test shows 1 lost, 1 late, and every packet after it keeps the right number. This matters because my jitter profile will produce late replies constantly, and without this fix every jitter run would have been garbage. I also added total runtime and average packet rate."}, {"post_id": 67704, "ts": "2026-09-13T22:02:52Z", "hours": 0.965, "text": "I worked on making the data from my tests actually export as CSV files. I had to learn how to use the csv module in Python, how to make sure my files don’t get overwritten each time, and how to show that a packet is lost. Then I ran some trials and saw the CSV, but I still need to fix some things."}, {"post_id": 67676, "ts": "2026-09-13T20:47:05Z", "hours": 0.6097, "text": "Added a file of constants as well as worked through some bugs. Basically, I tried out a few experiments with how many packets I sent and the time in between each packet. It really changed the average RTT, and I also got to see how the counter worked."}, {"post_id": 67631, "ts": "2026-09-13T19:38:36Z", "hours": 2.5683, "text": "I added the first layer of my experimentation: a server and a client. The client sends packets of info with a sequence number to the server, which sends them back to the client. The client then prints out the sequence number and the time of the whole trip."}, {"post_id": 61247, "ts": "2026-09-04T02:46:17Z", "hours": 0.9519, "text": "Created the GitHub repo and README.md to start my project. I also wrote in more detail why I am doing this, as well as what I am trying to accomplish and what I am measuring. I had to spend a lot of time fixing Hackatime. I learned a lot about why packets actually get lost, how modern researchers categorize their loss, and why it happens."}]...
|
Title: link - probe by @ayman | Stardance
Devlogs Title: link - probe by @ayman | Stardance
Devlogs:
Created the GitHub repo and README.md to start my project. I also wrote in more detail why I am doing this, as well as what I am trying to accomplish and what I am measuring. I had to spend a lot of time fixing Hackatime. I learned a lot about why packets actually get lost, how modern researchers categorize their loss, and why it happens.
I added the first layer of my experimentation: a server and a client. The client sends packets of info with a sequence number to the server, which sends them back to the client. The client then prints out the sequence number and the time of the whole trip.
Added a file of constants as well as worked through some bugs. Basically, I tried out a few experiments with how many packets I sent and the time in between each packet. It really changed the average RTT, and I also got to see how the counter worked.
I worked on making the data from my tests actually export as CSV files. I had to learn how to use the csv module in Python, how to make sure my files don’t get overwritten each time, and how to show that a packet is lost. Then I ran some trials and saw the CSV, but I still need to fix some things.
Today I found a bug where my client could save a reply under the wrong packet. The client grabbed whichever reply showed up first and assumed it belonged to the packet it had just sent. When a reply came back after the timeout, it got recorded as the next packet’s reply, and every packet after that was shifted by one. Nothing crashed. The data was just wrong. To prove it, I made my server hold a reply for 1.5 seconds while my timeout was 1 second. By accident, my first test delayed every packet after the 20th. The RTTs climbed from 1.5 s to 12 s, every other packet was marked lost, and the ones marked received carried an older packet’s time. The fix: every packet gets a deadline (send time + timeout), and the client keeps listening until the reply with the matching sequence number arrives or time runs out. Replies for older packets get counted as “late” and thrown away. Now the same test shows 1 lost, 1 late, and every packet after it keeps the right number. This matters because my jitter profile will produce late replies constantly, and without this fix every jitter run would have been garbage. I also added total runtime and average packet rate.
Researched Gilbert-Elliott and Bernoulli packet loss distributions and made a model to simulate them in channel.py.
Today I created a config.py where I can set all the parameters for the experiments I can do, and I used it to connect channel.py to config.py. I also ran some tests of Bernoulli versus Gilbert-Elliott.
Today was a long day. I basically wrote a new Python file that connects to config.py and runs the server and client multiple times, and I ran a smoke test. I learned a lot of new things, like matrices, which keep all my tests, as well as parsing through argparse.
So over the past few days, I have been working on an analyze.py Python file that takes my CSV results from the 14 trials and basically combines all of it into one summary. Obviously it’s missing late and params, so I have to fix that and make a new one, but I had to learn a lot, and there was a lot of logic I did wrong in the beginning, so I’m glad I worked it out.
OK, I had to fix a few things with my analyze.py and summary.csv because it didn’t track lost packets or the parameters of the runs, so I used enumerate, slicing, and joining to get the right parameters for each run.
So now I worked on making another CSV as part of analyze.py, which counts how many bursts were in each run and the length and frequency of the bursts. A burst is basically how many packets were lost in a row. Now I am going to download matplotlib to plot it, see how my data and experiment actually work, and try to understand my results.
I used matplotlib to make a graph of my burst results. The x-axis is the burst length (how many packets are lost in a row), and the y-axis is the percentage of bursts that were greater than or equal to the k value. You obviously see a declining trend for both, because it’s much harder for a random point to lose a lot of packets in a row. We see a big difference between Gilbert-Elliott and Bernoulli here, and the difference between the two packet loss calculation methods.
I first added requirements.txt to my repo for people who want to rerun or add onto the experiment, and I also made sure to include instructions to repeat it in my README. Then I fixed some rounding errors in my summary.csv and also added a RESULTS.md that I have not finished yet.
i added a new file that is supposed to check across all runs if the value in the csv matches with my decide function to check my seeds. Out of 60000 packets i only got one mismatch
Added sections 5–7 to RESULTS.md, which talk about the limitations, and I also talked about the .py file I made yesterday.
So I worked on fixing and updating my plot.py with some features. I added a title version, fixed the y-axis labeling, and then added a theoretical value using the definitions of GE loss and Bernoulli loss. Something we see is that in the real data there is a staircase step, due to burst values being only integers, while the theoretical value is a straight line. Here is a before and after.
I made a new Python file that creates a new figure using matplotlib, and it measures the median and p99 RTT for my latency ladder. I will now add this into my RESULTS.md.
OK, next I made a new plot to analyze the missed packet deadline percentage for my latency ladder and jitter runs. We can see that all the latency ladders show a similar shape with a horizontal shift, while the jitter run has an S-shaped curve with an inflection point around 100 ms.
FIxed readme and added to results.md
Using pytest, I added a test_channel.py file that checks 3 of the functions in my code: make_channel, adding Bernoulli loss, and changing GE burst lengths.
I commented through channel.py so it is easier to read the documentation and understand it.
I finished commenting through echo_client.py.
Commented through analyze.py.
I fixed my citations and also added a different section for people interested in running my program.
I finished cleaning up RESULTS.md, added some more limitations, and fixed some discrepancies.
Ships:
What I made linkprobe measures what a network does to messages between two machines: round-trip time, packet loss, and how many packets get lost in a row (bursts). It can degrade the link on purpose with 5 profiles: clean, latency-ladder, jitter, bernoulli-loss, and gilbert-elliott. I built it because robots that depend on a reply every control cycle get hurt way more by losses in a row than by random single losses, but a lot of tests assume losses are independent. Main result At the same 10% loss rate, Gilbert-Elliott bursts were about 4.4x longer than Bernoulli bursts (around 4.9 vs 1.1 packets), and the longest burst was 29 packets vs 5, across 3 seeds. With jitter, the deadline had to be 176 ms to get missed packets under 1%. What was challenging I found a bug where my client saved replies under the wrong packet. A late reply got recorded as the next packet’s reply, and every packet after that was shifted by one. Nothing crashed, the data was just wrong. I fixed it by giving every packet a deadline and only accepting the reply with the matching sequence number. Without that, every jitter run would have been garbage. Fixing Hackatime also took a lot of time. What I’m proud of Learning how researchers actually model packet loss, building the Gilbert-Elliott channel myself, and checking my results: a replay check across 60,000 packets found only one mismatch, and pytest tests cover the channel functions. I also learned a lot of new coding libraries and tricks for the future How to test it git clone https://github.com/AymanM-Projects/linkprobe pip install -r requirements.txt python run_all.py (runs all the profiles; the full set takes a while) python analyze.py, then run the plot_*.py files to make the graphs Everything runs on one computer over loopback, so the only delay and loss are the ones linkprobe adds. Full results are in RESULTS.md....
|
1793865216.4407308
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1793951616.4407308
|
|
57993
|
Bytepad (hackpad) by @dan | Stardance
|
dan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bytepad (hackpad) by @dan | Stardance
|
1793465526.9491525
|
1794070326.9491525
|
|
57994
|
S.T.A.L.K.E.R.-clocker by @sriramb0102 | Stardance
|
sriramb0102
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: S.T.A.L.K.E.R.-clocker by @sriramb0102 | St Title: S.T.A.L.K.E.R.-clocker by @sriramb0102 | Stardance...
|
1793465527.8693905
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1794070327.8693905
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57995
|
wait i can do it twice by @willexists | Stardance
|
willexists
|
0
|
0.0
|
0
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[]
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[]
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Title: wait i can do it twice by @willexists | Sta Title: wait i can do it twice by @willexists | Stardance...
|
1793465530.6009235
|
1794070330.6009235
|
|
57996
|
Custom RP2040 Devboard by @shlok_ | Stardance
|
shlok_
|
0
|
5.74
|
0
|
[]
|
[{"post_id": 61200, "ts": "202 [{"post_id": 61200, "ts": "2026-09-04T00:43:40Z", "hours": 5.7419, "text": "Total- 20 hrs, cannot teanfer journa time over here: https://macondo.hackclub.com/projects/6156 Continued Wiring Date: Jun 10, 2026, 7:14 PM Author: shlok Continued wiring the PCB, routed everything except for the pins, which are halfway done. Fixed resistor and capacitor values in schematic Date: Jun 7, 2026, 5:28 PM Author: shlok | Logged: 0.7h Fixed resistor and capacitor values in schematic. Some of the resistors just said “R” So, I researched and attached the proer value to them. Worked on devboard Date: Jun 2, 2026, 6:01 PM Author: shlok | Logged: 0.5h Added some stuff and routed some stuff to the devboard, it was confusing on where to put come on the resistors and capacitors but I figured it out. Started on the PCB Date: Jun 1, 2026, 4:33 PM Author: shlok | Logged: 1.0h Got some basic things in there, spent some time trying to iclude he connector but realized that there will not be enough space for it so I had to let go of it. Added power LED and Programabble LED Date: May 31, 2026, 8:35 AM Author: shlok | Logged: 1.4h I added a power LED to test the board and make sure thst it is on, I did this by using the +3v3 power line to power it. Since there was an unused pin in the tutorial, I added a programabble LED to it so I could test my board and use the pin. I also researched footprints from the JLCPCB library and decided to use a slightly larger 0603 LED size to make them easier to see. I kept the resistors small though to save board space, From what I researched this is OK but I am not completely sure. Relized I might have to plug in some sensors to this devboard so I added a Qwiic / Stemma QT connector which allows to plug in sensors, I used GPIO 2 and 3 for this. Fixed Footprints Date: May 30, 2026, 8:36 AM Author: shlok | Logged: 0.3h I was wondering why my footprints loooked off in the PCB editor but then i realized that I had the wronng foot rpints, so I fixed them and now all the footprints look correct. Fixed Schematic Errors Date: May 29, 2026, 8:53 PM Author: shlok | Logged: 0.5h When I ran the ERC on my schematic, a few errors appeared such as GPIO 25 having no connection and a resistor having an open end. I fixed everything and polished the schematic. Finnished Schematic and added Footprints Date: May 28, 2026, 6:22 PM Author: shlok | Logged: 1.6h Kept on working on the tutorial, finnished up the schematic by adding I/O Headers and cleaning and organizing everything I organized everything into different sections by using text boxes. I also assigned footprints by doing a little bit of reasearch and taking inspiration from the tutorial. After this, I am ready to get started on acctually making the PCB. Adding Flash storage Date: May 27, 2026, 1:32 PM Author: shlok | Logged: 0.8h Kept on working on the tutorial and added the flash storage. While doing this I tried to understand which pins do what But I would still need to see a little buit more to fully understand. Added the Crystal Oscilator Date: May 27, 2026, 1:05 PM Author: shlok | Logged: 0.5h Kept on following the tutorial, added the crystal oscilator so that the signals are recieved properly and data comes at the right time for the chip. Added USB-C connection Date: May 26, 2026, 10:31 PM Author: shlok | Logged: 1.0h Kept on working on the tutorial and finished the USB_C Connection part, Was a bit confused on what LDO to use but eventually settled on the MCP1700x-330xxTT. Started on the Tutorial and Added Decoupling Date: May 25, 2026, 8:48 PM Author: shlok | Logged: 1.0h Started on the tutorial, got everything set up and finished decoupling and adding all of the capacitors. I an planning for this devboard to have everything included in the tutorial as well ad many new additions that I still have to think of."}]...
|
Title: Custom RP2040 Devboard by @shlok_ | Stardan Title: Custom RP2040 Devboard by @shlok_ | Stardance
Devlogs:
Total- 20 hrs, cannot teanfer journa time over here: https://macondo.hackclub.com/projects/6156 Continued Wiring Date: Jun 10, 2026, 7:14 PM Author: shlok Continued wiring the PCB, routed everything except for the pins, which are halfway done. Fixed resistor and capacitor values in schematic Date: Jun 7, 2026, 5:28 PM Author: shlok | Logged: 0.7h Fixed resistor and capacitor values in schematic. Some of the resistors just said “R” So, I researched and attached the proer value to them. Worked on devboard Date: Jun 2, 2026, 6:01 PM Author: shlok | Logged: 0.5h Added some stuff and routed some stuff to the devboard, it was confusing on where to put come on the resistors and capacitors but I figured it out. Started on the PCB Date: Jun 1, 2026, 4:33 PM Author: shlok | Logged: 1.0h Got some basic things in there, spent some time trying to iclude he connector but realized that there will not be enough space for it so I had to let go of it. Added power LED and Programabble LED Date: May 31, 2026, 8:35 AM Author: shlok | Logged: 1.4h I added a power LED to test the board and make sure thst it is on, I did this by using the +3v3 power line to power it. Since there was an unused pin in the tutorial, I added a programabble LED to it so I could test my board and use the pin. I also researched footprints from the JLCPCB library and decided to use a slightly larger 0603 LED size to make them easier to see. I kept the resistors small though to save board space, From what I researched this is OK but I am not completely sure. Relized I might have to plug in some sensors to this devboard so I added a Qwiic / Stemma QT connector which allows to plug in sensors, I used GPIO 2 and 3 for this. Fixed Footprints Date: May 30, 2026, 8:36 AM Author: shlok | Logged: 0.3h I was wondering why my footprints loooked off in the PCB editor but then i realized that I had the wronng foot rpints, so I fixed them and now all the footprints look correct. Fixed Schematic Errors Date: May 29, 2026, 8:53 PM Author: shlok | Logged: 0.5h When I ran the ERC on my schematic, a few errors appeared such as GPIO 25 having no connection and a resistor having an open end. I fixed everything and polished the schematic. Finnished Schematic and added Footprints Date: May 28, 2026, 6:22 PM Author: shlok | Logged: 1.6h Kept on working on the tutorial, finnished up the schematic by adding I/O Headers and cleaning and organizing everything I organized everything into different sections by using text boxes. I also assigned footprints by doing a little bit of reasearch and taking inspiration from the tutorial. After this, I am ready to get started on acctually making the PCB. Adding Flash storage Date: May 27, 2026, 1:32 PM Author: shlok | Logged: 0.8h Kept on working on the tutorial and added the flash storage. While doing this I tried to understand which pins do what But I would still need to see a little buit more to fully understand. Added the Crystal Oscilator Date: May 27, 2026, 1:05 PM Author: shlok | Logged: 0.5h Kept on following the tutorial, added the crystal oscilator so that the signals are recieved properly and data comes at the right time for the chip. Added USB-C connection Date: May 26, 2026, 10:31 PM Author: shlok | Logged: 1.0h Kept on working on the tutorial and finished the USB_C Connection part, Was a bit confused on what LDO to use but eventually settled on the MCP1700x-330xxTT. Started on the Tutorial and Added Decoupling Date: May 25, 2026, 8:48 PM Author: shlok | Logged: 1.0h Started on the tutorial, got everything set up and finished decoupling and adding all of the capacitors. I an planning for this devboard to have everything included in the tutorial as well ad many new additions that I still have to think of....
|
1793897744.3622465
|
1794761744.3622465
|
|
57997
|
My awesome macropad! by @Ahxad | Stardance
|
Ahxad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ahxad | Stardance
|
1793465535.6527073
|
1794070335.6527073
|
|
57998
|
Robot Claw by @Nuno | Stardance
|
Nuno
|
0
|
11.25
|
0
|
[]
|
[{"post_id": 68286, "ts": "202 [{"post_id": 68286, "ts": "2026-09-14T21:04:51Z", "hours": 0.8339, "text": "Devlog 4-2: Naming and Repo Basically named all the parts for the Arm and Controller and Pushed everything to the repo. Also worked on export everything and taking pictures"}, {"post_id": 67521, "ts": "2026-09-13T17:16:38Z", "hours": 0.8333, "text": "Devlog 3-2: Controller and GitHub Done. Dont have much to say tbh just did the repo and thats and controller and thats it"}, {"post_id": 66765, "ts": "2026-09-12T17:31:33Z", "hours": 0.8333, "text": "Devlog 2-2: Controller and Antenna First Lookout was bugging so I had to stop at 50 min. But this time i basically was trying to finish the controller and adding the antenna, grips, fillets, etc.. I still wanna add some hollow knight details to make it more exciting! The antenna is made to slid onto the little bump on the top of the controller body so it can be printed separately"}, {"post_id": 66160, "ts": "2026-09-11T20:05:34Z", "hours": 0.8167, "text": "Devlog 1-2: Controller and Headache Basically today I had my school presentation/reunion so with my very normal sleep schedule I had to go to school without sleeping so during the day I had a horrible headache so i couldnt do much today. But besides that I basically start to build the raw shape of the controller. It will have 6 joysticks that each control a different servo and will communicate to the Arm using ESP-NOW."}, {"post_id": 65581, "ts": "2026-09-10T20:24:48Z", "hours": 0.75, "text": "Devlog End: The End I think its finally done This Devlog was just me basically assuring everything was correct and making a piece to slide on my desk to lock the arm. Besides that I just need to make the repository and thats the end. Also Added the Knight and Hornet into the ARM"}, {"post_id": 64513, "ts": "2026-09-08T23:40:36Z", "hours": 0.9333, "text": "Devlog: More Cutting Basically just gutted the last segment so now everything weights less than 500 grams i still need to redo the base and figure a way to nop snap the cables as they go from the claw to the base"}, {"post_id": 63882, "ts": "2026-09-07T21:42:43Z", "hours": 1.2992, "text": "Devlog 4: Black and More Basically i started to strip everything in order to make it extremely light. Also made it Black cuz it looks better. And added support for Brass Inserts."}, {"post_id": 63186, "ts": "2026-09-06T21:06:02Z", "hours": 1.15, "text": "Devlog 3: Confusion Basically this hour was just me figuring out ways to route the cables in order for them not to tangle. So now im trying to mkake a design similar to a construction crane where it is mostly hollow so i have space to pass the clabes through the middle. its still kinda ugly ngl but i still have time"}, {"post_id": 62374, "ts": "2026-09-05T18:20:06Z", "hours": 1.9169, "text": "DevLog 2: More Segments More Servos Basically Just did a bit more work, aka another segment and the claw! Lowk been having a lot of fun figuring out how im gonna wire all of this but overall its been fun! Now im working on making the design lighter and trying to make more compact"}, {"post_id": 61720, "ts": "2026-09-04T19:17:57Z", "hours": 1.8836, "text": "Devlog 1: Arm Basically instead of being normal and finishing my WebOS, I decided to Start yet another Hardware project because they are funnier! Basically I wanna build some sort of Claw Arm with Servo Motor cuz on paper it looks cool! So i spent some time doing some sketches and CADing the general parts of the arm. I wanna also try using an ESP32 and the ESP NOW protocol to control with an ESP based controller! But for now i still need to finish and polish the CAD model"}]...
|
Title: Robot Claw by @Nuno | Stardance
Devlogs:
D Title: Robot Claw by @Nuno | Stardance
Devlogs:
Devlog 1: Arm Basically instead of being normal and finishing my WebOS, I decided to Start yet another Hardware project because they are funnier! Basically I wanna build some sort of Claw Arm with Servo Motor cuz on paper it looks cool! So i spent some time doing some sketches and CADing the general parts of the arm. I wanna also try using an ESP32 and the ESP NOW protocol to control with an ESP based controller! But for now i still need to finish and polish the CAD model
DevLog 2: More Segments More Servos Basically Just did a bit more work, aka another segment and the claw! Lowk been having a lot of fun figuring out how im gonna wire all of this but overall its been fun! Now im working on making the design lighter and trying to make more compact
Devlog 3: Confusion Basically this hour was just me figuring out ways to route the cables in order for them not to tangle. So now im trying to mkake a design similar to a construction crane where it is mostly hollow so i have space to pass the clabes through the middle. its still kinda ugly ngl but i still have time
Devlog 4: Black and More Basically i started to strip everything in order to make it extremely light. Also made it Black cuz it looks better. And added support for Brass Inserts.
Devlog: More Cutting Basically just gutted the last segment so now everything weights less than 500 grams i still need to redo the base and figure a way to nop snap the cables as they go from the claw to the base
Devlog End: The End I think its finally done This Devlog was just me basically assuring everything was correct and making a piece to slide on my desk to lock the arm. Besides that I just need to make the repository and thats the end. Also Added the Knight and Hornet into the ARM
Devlog 1-2: Controller and Headache Basically today I had my school presentation/reunion so with my very normal sleep schedule I had to go to school without sleeping so during the day I had a horrible headache so i couldnt do much today. But besides that I basically start to build the raw shape of the controller. It will have 6 joysticks that each control a different servo and will communicate to the Arm using ESP-NOW.
Devlog 2-2: Controller and Antenna First Lookout was bugging so I had to stop at 50 min. But this time i basically was trying to finish the controller and adding the antenna, grips, fillets, etc.. I still wanna add some hollow knight details to make it more exciting! The antenna is made to slid onto the little bump on the top of the controller body so it can be printed separately
Devlog 3-2: Controller and GitHub Done. Dont have much to say tbh just did the repo and thats and controller and thats it
Devlog 4-2: Naming and Repo Basically named all the parts for the Arm and Controller and Pushed everything to the repo. Also worked on export everything and taking pictures...
|
1793465537.423256
|
1794070337.423256
|
|
57999
|
Guaraná Horizon by @vexith | Stardance
|
vexith
|
1
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T11:52:46Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a plane simulation game inspired by star fox. it has support for windows and linux", "repo": "https://github.com/Vexith/Guarana-Horizon", "demo": "https://github.com/Vexith/Guarana-Horizon/releases"}]...
|
[{"post_id": 75533, "ts": "202 [{"post_id": 75533, "ts": "2026-09-30T11:51:10Z", "hours": 4.8189, "text": "devlog #7 => added bots and tweaked physics physics of the airplane tweaked due to a bug that kept the plane rising up. added bot AI started to implement the weapons system currently i plan to add multiplayer support and sound"}, {"post_id": 73599, "ts": "2026-09-25T13:22:36Z", "hours": 4.4992, "text": "devlog #6 -> rewritten camera system and 3d model rendering new rewritten camera system without the mouse, based on chase camera method using currently this 3d model . all credits to designer soup added obj mesh rendering of the plane added rendering different plane colors currently i plan to add enemys, projectiles and multiplayer support"}, {"post_id": 72245, "ts": "2026-09-22T14:59:23Z", "hours": 9.6628, "text": "devlog #5 => better physics engine and new rendering method on this devlog, i added better physics more focused in gameplay (still not perfect but better than before) added flat shading with directional light added new physics engine added restriction to not go above floor currently, i plan to add enemys, projectiles for the plane, 3D model of the plane, be able to switch the plane."}, {"post_id": 69176, "ts": "2026-09-16T15:16:32Z", "hours": 5.4231, "text": "devlog #4 => rendering the plane and controlling it in this devlog, i finally got the plane rendering properly and responding clearly the controls without getting the velocity infinite. added green lines on the ground to make it like 3D currently, it has the simple static camera following the plane, but in the future it will be variable, to give the sense of the plane moving and not only the background. i added input ramping for the keyboard controls to give fluidity to the plane (previously it look like that the plane was moving too fast). i switched from the Euler angles to quaternions, because in the euler angles, when pitch reaches +/- 90 degrees yaw and roll become the same degree of freedom and the representation breaks. currently, i plan to add enemys, projectiles for the plane and multiplayer support, maybe custom planes."}, {"post_id": 68056, "ts": "2026-09-14T13:16:38Z", "hours": 2.085, "text": "devlog #3 => rendering now the game has a basic SDL3 window and renderer, i replaced the old keyboard input (get async keystate) with SDL3 events, connecting pitch, yaw, roll and throttle controls. its still just a triangle with controls for now, but finally it’s taking shape now ( https://imgur.com/a/D3RhBLy )"}, {"post_id": 67060, "ts": "2026-09-13T03:20:08Z", "hours": 1.6633, "text": "devlog #2 => from simulation to flight from this devlog, i started turning the flight simulation into something actually controllable, i added a separate input system for pitch, yaw, roll and throttle, keeping the controls independent from the aircraft physics. its still running in the console for now, but the aircraft can finally respond to player input. for the next devlog, i want to implement rendering and camera ( https://imgur.com/a/xCKDbTZ ) for gif"}, {"post_id": 64487, "ts": "2026-09-08T22:22:37Z", "hours": 3.1472, "text": "devlog #1 - starting GuaranaHorizon i’ve started working on Guarana Horizon, a multiplayer flight game inspired by star fox. im making it from scratch in C, without using a game engine. right now im mainly focused on getting the aircraft physics working before moving on to graphics and gameplay. in the beginning, the physics engine kept becoming unstable and eventually getting the values to extraordinay values out of reality but now the aircraft can now accelerate, generate lift, climb and experience drag and gravity without the simulation spitting nonsense. now it only runs tests programs to check if the physics is alright. next i want to add actual flight controls (WASD) and then start working on rendering (probably SDL2)."}]...
|
Title: Guaraná Horizon by @vexith | Stardance
Dev Title: Guaraná Horizon by @vexith | Stardance
Devlogs:
devlog #1 - starting GuaranaHorizon i’ve started working on Guarana Horizon, a multiplayer flight game inspired by star fox. im making it from scratch in C, without using a game engine. right now im mainly focused on getting the aircraft physics working before moving on to graphics and gameplay. in the beginning, the physics engine kept becoming unstable and eventually getting the values to extraordinay values out of reality but now the aircraft can now accelerate, generate lift, climb and experience drag and gravity without the simulation spitting nonsense. now it only runs tests programs to check if the physics is alright. next i want to add actual flight controls (WASD) and then start working on rendering (probably SDL2).
devlog #2 => from simulation to flight from this devlog, i started turning the flight simulation into something actually controllable, i added a separate input system for pitch, yaw, roll and throttle, keeping the controls independent from the aircraft physics. its still running in the console for now, but the aircraft can finally respond to player input. for the next devlog, i want to implement rendering and camera ( https://imgur.com/a/xCKDbTZ ) for gif
devlog #3 => rendering now the game has a basic SDL3 window and renderer, i replaced the old keyboard input (get async keystate) with SDL3 events, connecting pitch, yaw, roll and throttle controls. its still just a triangle with controls for now, but finally it’s taking shape now ( https://imgur.com/a/D3RhBLy )
devlog #4 => rendering the plane and controlling it in this devlog, i finally got the plane rendering properly and responding clearly the controls without getting the velocity infinite. added green lines on the ground to make it like 3D currently, it has the simple static camera following the plane, but in the future it will be variable, to give the sense of the plane moving and not only the background. i added input ramping for the keyboard controls to give fluidity to the plane (previously it look like that the plane was moving too fast). i switched from the Euler angles to quaternions, because in the euler angles, when pitch reaches +/- 90 degrees yaw and roll become the same degree of freedom and the representation breaks. currently, i plan to add enemys, projectiles for the plane and multiplayer support, maybe custom planes.
devlog #5 => better physics engine and new rendering method on this devlog, i added better physics more focused in gameplay (still not perfect but better than before) added flat shading with directional light added new physics engine added restriction to not go above floor currently, i plan to add enemys, projectiles for the plane, 3D model of the plane, be able to switch the plane.
devlog #6 -> rewritten camera system and 3d model rendering new rewritten camera system without the mouse, based on chase camera method using currently this 3d model . all credits to designer soup added obj mesh rendering of the plane added rendering different plane colors currently i plan to add enemys, projectiles and multiplayer support
devlog #7 => added bots and tweaked physics physics of the airplane tweaked due to a bug that kept the plane rising up. added bot AI started to implement the weapons system currently i plan to add multiplayer support and sound
Ships:
i made a plane simulation game inspired by star fox. it has support for windows and linux...
|
1794023671.3674295
|
1794110071.3674295
|
|
58000
|
My own site! by @higorhigormd | Stardance
|
higorhigormd
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @higorhigormd | Stardance
|
1793468991.5448136
|
1794073791.5448136
|
|
58001
|
Untitled project by @Imobes | Stardance
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Imobes
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0
|
0.0
|
0
|
[]
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[]
|
Title: Untitled project by @Imobes | Stardance
|
1793900912.926332
|
1794764912.926332
|