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10451
|
My awesome macropad! by @kjaigan | Stardance
|
kjaigan
|
0
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0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @kjaigan | Stardanc Title: My awesome macropad! by @kjaigan | Stardance...
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1793173816.2298012
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1793778616.2298012
|
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10452
|
My awesome macropad! by @pipejosh | Stardance
|
pipejosh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @pipejosh | Stardan Title: My awesome macropad! by @pipejosh | Stardance...
|
1792939926.2280269
|
1793803926.2280269
|
|
10453
|
Untitled by @pipejosh | Stardance
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pipejosh
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0
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0.0
|
0
|
[]
|
[]
|
Title: Untitled by @pipejosh | Stardance
|
1793379171.418971
|
1793983971.418971
|
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10454
|
OpenCV camera playground by @angelina | Stardance
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angelina
|
0
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0.0
|
0
|
[]
|
[]
|
Title: OpenCV camera playground by @angelina | Sta Title: OpenCV camera playground by @angelina | Stardance...
|
1793447640.9777853
|
1794052440.9777853
|
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10455
|
LogicLoop by @pritammahata_dev | Stardance
|
pritammahata_dev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: LogicLoop by @pritammahata_dev | Stardance
|
1793364798.651033
|
1793969598.651033
|
|
10456
|
Untitled by @saiakshaypranav | Stardance
|
saiakshaypranav
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @saiakshaypranav | Stardance
|
1793314346.7428603
|
1793919146.7428603
|
|
10457
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792921855.580108
|
1793785855.580108
|
|
10458
|
My first slack bot! by @justjason | Stardance
|
justjason
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @justjason | Stardan Title: My first slack bot! by @justjason | Stardance...
|
1793281709.210414
|
1793886509.210414
|
|
10459
|
My awesome macropad! by @Pushyanth | Stardance
|
Pushyanth
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Pushyanth | Starda Title: My awesome macropad! by @Pushyanth | Stardance...
|
1793415367.5523188
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1794020167.5523188
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10460
|
Cosmo Docks by @james31vn | Stardance
|
james31vn
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T10:29:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "As you can see, I made Cosmos Docks, a custom 9-key macropad with a Seeed XIAO RP2040, one rotary encoder, a 0.91 inch OLED display, and 13 SK6812MINI-E RGB LEDs. The schematic and PCB was designed in KiCad, modeled a fully 3D-printable top and bottom case in Fusion 360 which fits together perfectly, and wrote QMK firmware for the key matrix, encoder, OLED, and RGB lighting, so it can always be updated to different functions. This was supposed to be an easy project(but I made it difficult because I overcomplicated stuff and added way more capacitors and resistors than I was supposed to). I spent a lot of time trying to optimize the pcb so now we’re here. I think I outdid myself with the case design(it even crashed my Fusion when exporting). To test the project, flash the included firmware.uf2 file onto the XIAO RP2040. Then plug in the macropad through USB-C and test all 9 keys in a text editor or keyboard tester. The rotary encoder should control volume on the base layer, the OLED should display the macropad name and layer, and the RGB LEDs should light up through QMK RGB Matrix.", "repo": "https://github.com/holeminhnhat3101/Cosmos-docks", "demo": ""}]...
|
[{"post_id": 9868, "ts": "2026 [{"post_id": 9868, "ts": "2026-06-16T10:13:30Z", "hours": 3.5575, "text": "I finished the macropad! After several days of having issues with hackatime and lapse, I finally shipped my first macropad. I’m calling this one Cosmodocks. It took way longer than the number you’re seeing on screen right now to learn pcb and 3d modeling in such a short amount of time. But here it is. It has 9 keys, a rotary encoder, and an Oled. Right now, the firmware only has basic functions, but it is compatible with QMK so it can be changed to more functions! Check out my github project to see more."}, {"post_id": 4924, "ts": "2026-06-08T15:00:19Z", "hours": 1.0308, "text": "Custom macropad with oled I just started gathering all the components my macropad would need and started the schematics design. I finished the schematics for the switches and knob, now I only need the LEDs and OLED schematics."}]...
|
Title: Cosmo Docks by @james31vn | Stardance
Devl Title: Cosmo Docks by @james31vn | Stardance
Devlogs:
Custom macropad with oled I just started gathering all the components my macropad would need and started the schematics design. I finished the schematics for the switches and knob, now I only need the LEDs and OLED schematics.
I finished the macropad! After several days of having issues with hackatime and lapse, I finally shipped my first macropad. I’m calling this one Cosmodocks. It took way longer than the number you’re seeing on screen right now to learn pcb and 3d modeling in such a short amount of time. But here it is. It has 9 keys, a rotary encoder, and an Oled. Right now, the firmware only has basic functions, but it is compatible with QMK so it can be changed to more functions! Check out my github project to see more.
Ships:
As you can see, I made Cosmos Docks, a custom 9-key macropad with a Seeed XIAO RP2040, one rotary encoder, a 0.91 inch OLED display, and 13 SK6812MINI-E RGB LEDs. The schematic and PCB was designed in KiCad, modeled a fully 3D-printable top and bottom case in Fusion 360 which fits together perfectly, and wrote QMK firmware for the key matrix, encoder, OLED, and RGB lighting, so it can always be updated to different functions. This was supposed to be an easy project(but I made it difficult because I overcomplicated stuff and added way more capacitors and resistors than I was supposed to). I spent a lot of time trying to optimize the pcb so now we’re here. I think I outdid myself with the case design(it even crashed my Fusion when exporting). To test the project, flash the included firmware.uf2 file onto the XIAO RP2040. Then plug in the macropad through USB-C and test all 9 keys in a text editor or keyboard tester. The rotary encoder should control volume on the base layer, the OLED should display the macropad name and layer, and the RGB LEDs should light up through QMK RGB Matrix....
|
1793310625.3457308
|
1793397025.3457308
|
|
10461
|
My awesome macropad! by @sujith12 | Stardance
|
sujith12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sujith12 | Stardan Title: My awesome macropad! by @sujith12 | Stardance...
|
1793411389.8767464
|
1794016189.8767464
|
|
10462
|
Untitled project by @angxah | Stardance
|
angxah
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @angxah | Stardance
|
1793350365.0888944
|
1793955165.0888944
|
|
10463
|
wordle by @anay_ | Stardance
|
anay_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: wordle by @anay_ | Stardance
|
1792885875.0588372
|
1793749875.0588372
|
|
10464
|
Untitled by @sujith12 | Stardance
|
sujith12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @sujith12 | Stardance
|
1793299913.2698052
|
1793904713.2698052
|
|
10465
|
My first slack bot! by @ermwhatthesillygoosery | S My first slack bot! by @ermwhatthesillygoosery | Stardance...
|
ermwhatthesillygoosery
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @ermwhatthesillygoos Title: My first slack bot! by @ermwhatthesillygoosery | Stardance...
|
1793181069.4711304
|
1793785869.4711304
|
|
10466
|
My awesome macropad! by @adzsturmar | Stardance
|
adzsturmar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @adzsturmar | Stard Title: My awesome macropad! by @adzsturmar | Stardance...
|
1793199108.5849178
|
1793803908.5849178
|
|
10467
|
My first slack bot! by @lakkey | Stardance
|
lakkey
|
1
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T17:18:11Z", "hours": 2.0, "multiplier": 1.3, "payout": 2, "blessing": "neutral", "text": "What I made: SlackSpace is a feature-rich Slack bot running 24/7 on Hack Club’s Nest servers. It has 13 commands spanning utility, fun, knowledge, and a full conversational AI assistant powered by Llama 3.3 70B via Groq — including /sp-ask, /sp-ping, /sp-joke, /sp-define, /sp-dice, and more. The AI remembers your last 20 messages and you can DM it directly without any command. How to test it: The bot is live and hosted on Hack Club Nest — it runs 24/7 via systemd and auto-restarts on crash. You can test it right now in the Hack Club Slack by typing any /sp- command (e.g. /sp-ping, /sp-joke, /sp-ask what is a black hole). No setup needed — just type and it responds. This project was built as part of the Hack Club Stardance “Make a Slack Bot” beginner mission. I chose it to understand how Slack bots, APIs, and hosting on Nest work — as a learning exercise before pursuing my own original idea. Cline (an AI coding assistant) did most of the actual coding. My contribution was following through, deploying it, and using it as a hands-on way to learn the stack.", "repo": "https://github.com/lakkeychoudhary/SlackSpace", "demo": "https://lakkeychoudhary.github.io/SlackSpace/"}]...
|
[{"post_id": 4340, "ts": "2026 [{"post_id": 4340, "ts": "2026-06-07T16:57:59Z", "hours": 0.7839, "text": "Thought to add AI API for DM chat replies by slackbot (slackspace) - use LPUs of groqcloud, and now its a wrap"}, {"post_id": 4179, "ts": "2026-06-07T12:20:01Z", "hours": 1.4969, "text": "working to make bot more genuine human like"}]...
|
Title: My first slack bot! by @lakkey | Stardance
Title: My first slack bot! by @lakkey | Stardance
Devlogs:
working to make bot more genuine human like
Thought to add AI API for DM chat replies by slackbot (slackspace) - use LPUs of groqcloud, and now its a wrap
Ships:
What I made: SlackSpace is a feature-rich Slack bot running 24/7 on Hack Club’s Nest servers. It has 13 commands spanning utility, fun, knowledge, and a full conversational AI assistant powered by Llama 3.3 70B via Groq — including /sp-ask, /sp-ping, /sp-joke, /sp-define, /sp-dice, and more. The AI remembers your last 20 messages and you can DM it directly without any command. How to test it: The bot is live and hosted on Hack Club Nest — it runs 24/7 via systemd and auto-restarts on crash. You can test it right now in the Hack Club Slack by typing any /sp- command (e.g. /sp-ping, /sp-joke, /sp-ask what is a black hole). No setup needed — just type and it responds. This project was built as part of the Hack Club Stardance “Make a Slack Bot” beginner mission. I chose it to understand how Slack bots, APIs, and hosting on Nest work — as a learning exercise before pursuing my own original idea. Cline (an AI coding assistant) did most of the actual coding. My contribution was following through, deploying it, and using it as a hands-on way to learn the stack....
|
1793281931.5825272
|
1793368331.5825272
|
|
10468
|
Cortex by @ramcharanvelpuri | Stardance
|
ramcharanvelpuri
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cortex by @ramcharanvelpuri | Stardance
|
1793274762.7624362
|
1793879562.7624362
|
|
10469
|
NasExplore by @I-like-BWRs | Stardance
|
I-like-BWRs
|
0
|
0.45
|
0
|
[]
|
[{"post_id": 4670, "ts": "2026 [{"post_id": 4670, "ts": "2026-06-08T02:14:23Z", "hours": 0.4511, "text": "NasExplore Ignore what it says I spent 1.5 hours on this (it logged in another project). has basic API fetching now!"}]...
|
Title: NasExplore by @I-like-BWRs | Stardance
Dev Title: NasExplore by @I-like-BWRs | Stardance
Devlogs:
NasExplore Ignore what it says I spent 1.5 hours on this (it logged in another project). has basic API fetching now!...
|
1793372062.677141
|
1793976862.677141
|
|
10470
|
My awesome macropad! by @prasad | Stardance
|
prasad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @prasad | Stardance
|
1793447613.6469393
|
1794052413.6469393
|
|
10471
|
My awesome macropad! by @Vikky | Stardance
|
Vikky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Vikky | Stardance
|
1792792070.9977353
|
1793396870.9977353
|
|
10472
|
test by @noah_alam77 | Stardance
|
noah_alam77
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @noah_alam77 | Stardance
|
1793238480.7665434
|
1793843280.7665434
|
|
10473
|
Untitled project by @KrackJack | Stardance
|
KrackJack
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @KrackJack | Stardance
|
1793307012.4628208
|
1793911812.4628208
|
|
10474
|
My awesome macropad! by @Ritchie | Stardance
|
Ritchie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ritchie | Stardanc Title: My awesome macropad! by @Ritchie | Stardance...
|
1793408141.365005
|
1794012941.365005
|
|
10475
|
Untitled project by @ | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ | Stardance
|
1793339853.074159
|
1793944653.074159
|
|
10476
|
Untitled by @mohnish | Stardance
|
mohnish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @mohnish | Stardance
|
1792788565.9688437
|
1793393365.9688437
|
|
10477
|
My awesome macropad! by @DevArora | Stardance
|
DevArora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @DevArora | Stardan Title: My awesome macropad! by @DevArora | Stardance...
|
1793263793.0947835
|
1793868593.0947835
|
|
10478
|
My first slack bot! by @DevArora | Stardance
|
DevArora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @DevArora | Stardanc Title: My first slack bot! by @DevArora | Stardance...
|
1793235348.121408
|
1793840148.121408
|
|
10479
|
dap up simulator by @DevArora | Stardance
|
DevArora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: dap up simulator by @DevArora | Stardance
|
1793228024.0711453
|
1793832824.0711453
|
|
10480
|
Untitled by @angxah | Stardance
|
angxah
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @angxah | Stardance
|
1793156041.4768517
|
1793760841.4768517
|
|
10481
|
rougelike (superhill? name in progress) by @DevAro rougelike (superhill? name in progress) by @DevArora | Stardance...
|
DevArora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rougelike (superhill? name in progress) by Title: rougelike (superhill? name in progress) by @DevArora | Stardance...
|
1793480113.4821193
|
1794084913.4821193
|
|
10482
|
Discord Bot Creator by @blazfoxx | Stardance
|
blazfoxx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Discord Bot Creator by @blazfoxx | Stardanc Title: Discord Bot Creator by @blazfoxx | Stardance...
|
1793285353.4255605
|
1793890153.4255605
|
|
10483
|
My awesome macropad! by @arnav_agarwal | Stardance
|
arnav_agarwal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @arnav_agarwal | St Title: My awesome macropad! by @arnav_agarwal | Stardance...
|
1792766890.8539348
|
1793371690.8539348
|
|
10484
|
Not so simple discord bot by @hsairam261 | Stardan Not so simple discord bot by @hsairam261 | Stardance...
|
hsairam261
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Not so simple discord bot by @hsairam261 | Title: Not so simple discord bot by @hsairam261 | Stardance...
|
1792766832.2001688
|
1793371632.2001688
|
|
10485
|
My first slack bot! by @shaiksuhail | Stardance
|
shaiksuhail
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @shaiksuhail | Stard Title: My first slack bot! by @shaiksuhail | Stardance...
|
1793335932.320627
|
1793940732.320627
|
|
10486
|
My awesome macropad! by @srinivasvardhancs8 | Star My awesome macropad! by @srinivasvardhancs8 | Stardance...
|
srinivasvardhancs8
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @srinivasvardhancs8 Title: My awesome macropad! by @srinivasvardhancs8 | Stardance...
|
1793191918.3947408
|
1793796718.3947408
|
|
10487
|
Kanban Board for VSCode by @DevArora | Stardance
|
DevArora
|
0
|
7.09
|
0
|
[]
|
[{"post_id": 5347, "ts": "2026 [{"post_id": 5347, "ts": "2026-06-09T02:39:30Z", "hours": 0.2983, "text": "What I did: Read write in the extension is now done!"}, {"post_id": 5337, "ts": "2026-06-09T02:20:39Z", "hours": 1.08, "text": "Stuff I got done: Custom editor provider for todo.md. This means that the Kanban board updates in real time when I make changes to todo.md, as well as a toggle that lets me convert between markdown and kanban board. Had to refactor ~30% of my code to make that change."}, {"post_id": 5279, "ts": "2026-06-09T00:08:20Z", "hours": 0.6919, "text": "Stuff I got done: Added styling for board, card, and column Now tasks render horizontally! (using flex)"}, {"post_id": 4763, "ts": "2026-06-08T07:18:09Z", "hours": 1.8128, "text": "Stuff I got done: Built JS algorithm to convert markdown string to card interface. Styling changes in style.css to make the cards look like cards. Remove hardcoded ‘todo’, ‘doing’, ‘done’ divs in HTML. Since I want my kanban board to integrate with a todo.md file, I need to switch from just using the webview into using a custom editor and building a KanbanEditorProvider. That means I need to rewrite around 30% of my code, but it’s all goody. I should probably create a GitHub branch instead of committing everything to main, but that’s too much of a hassle. Recently I’ve noticed that my eyes have been feeling really dry and weak, apparently looking outside every 30 minutes helps with that? Now I’m looking outside my window every 30 minutes with the hopes that my eyes feel better, and they already do. I’ve also been getting less headaches, which is nice. I already feel like an old man 🧓"}, {"post_id": 4200, "ts": "2026-06-07T12:48:17Z", "hours": 1.6169, "text": "Here’s what I did! Added symlinks for style.css and script.js Cleaned up JSX –> using the filesystem API used some javascript to build the rendercards function (also, learned javascript, bools) Why am I building this? I’m building this because I keep getting tool fatigue, I keep switching from todoist to notion to pen and paper, but nothing works! I’d rather just have a tool built into my environment so that I don’t have to worry about tracking my tasks, bonus points for if/when it’s satisfying!"}, {"post_id": 4041, "ts": "2026-06-07T06:58:59Z", "hours": 1.5939, "text": "I did a few lil things: I initialised the Git repo. I looked up how to make VSCode extensions (I have no idea how to build a VSCode extension). I initialised the WebView I learned: How to init a GitHub repo using the CLI (git init, add, push, upstream, ect) You can make a VSCode extension using the “yo code” command, that gives you boilerplate. Using “esbuild” for the bundler gives me the fastest build times. Using npm cause less potential debugging. (since pnpm symlinks) For my typescript edits to keep working, I need a terminal running “npm run watch” so that it compiles to js. Learned about VSCode UX patterns for extensions. Understood a little more about what we’re doing, we’re going to be using “webview” to make our extension. Learned a lil HTML! 🥱🥱🥱"}]...
|
Title: Kanban Board for VSCode by @DevArora | Star Title: Kanban Board for VSCode by @DevArora | Stardance
Devlogs:
I did a few lil things: I initialised the Git repo. I looked up how to make VSCode extensions (I have no idea how to build a VSCode extension). I initialised the WebView I learned: How to init a GitHub repo using the CLI (git init, add, push, upstream, ect) You can make a VSCode extension using the “yo code” command, that gives you boilerplate. Using “esbuild” for the bundler gives me the fastest build times. Using npm cause less potential debugging. (since pnpm symlinks) For my typescript edits to keep working, I need a terminal running “npm run watch” so that it compiles to js. Learned about VSCode UX patterns for extensions. Understood a little more about what we’re doing, we’re going to be using “webview” to make our extension. Learned a lil HTML! 🥱🥱🥱
Here’s what I did! Added symlinks for style.css and script.js Cleaned up JSX –> using the filesystem API used some javascript to build the rendercards function (also, learned javascript, bools) Why am I building this? I’m building this because I keep getting tool fatigue, I keep switching from todoist to notion to pen and paper, but nothing works! I’d rather just have a tool built into my environment so that I don’t have to worry about tracking my tasks, bonus points for if/when it’s satisfying!
Stuff I got done: Built JS algorithm to convert markdown string to card interface. Styling changes in style.css to make the cards look like cards. Remove hardcoded ‘todo’, ‘doing’, ‘done’ divs in HTML. Since I want my kanban board to integrate with a todo.md file, I need to switch from just using the webview into using a custom editor and building a KanbanEditorProvider. That means I need to rewrite around 30% of my code, but it’s all goody. I should probably create a GitHub branch instead of committing everything to main, but that’s too much of a hassle. Recently I’ve noticed that my eyes have been feeling really dry and weak, apparently looking outside every 30 minutes helps with that? Now I’m looking outside my window every 30 minutes with the hopes that my eyes feel better, and they already do. I’ve also been getting less headaches, which is nice. I already feel like an old man 🧓
Stuff I got done: Added styling for board, card, and column Now tasks render horizontally! (using flex)
Stuff I got done: Custom editor provider for todo.md. This means that the Kanban board updates in real time when I make changes to todo.md, as well as a toggle that lets me convert between markdown and kanban board. Had to refactor ~30% of my code to make that change.
What I did: Read write in the extension is now done!...
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nisha by @ctrl_nisha | Stardance
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ctrl_nisha
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Title: nisha by @ctrl_nisha | Stardance
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My first slack bot! by @Rajveer | Stardance
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Rajveer
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Title: My first slack bot! by @Rajveer | Stardance
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Particle Simulator by @Turtin | Stardance
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[{"post_id": 4045, "ts": "2026 [{"post_id": 4045, "ts": "2026-06-07T07:05:16Z", "hours": 1.8803, "text": "Made the first circle in the window. I am bad and still learning so this took a long time! Hopefully from here I should make better progress as it would be closer to areas I have more experience in. In the future this will need to good rewrite. Currently the circle is set to move with your mouse!"}]...
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Title: Particle Simulator by @Turtin | Stardance
Title: Particle Simulator by @Turtin | Stardance
Devlogs:
Made the first circle in the window. I am bad and still learning so this took a long time! Hopefully from here I should make better progress as it would be closer to areas I have more experience in. In the future this will need to good rewrite. Currently the circle is set to move with your mouse!...
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Untitled by @saiakshaypranav | Stardance
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Title: Untitled by @saiakshaypranav | Stardance
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My first slack bot! by @chtluridhiraj | Stardance
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Title: My first slack bot! by @chtluridhiraj | Sta Title: My first slack bot! by @chtluridhiraj | Stardance...
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1792767157.430263
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Rojo Mojo (Encryptor-Decryptor) by @bvaan | Starda Rojo Mojo (Encryptor-Decryptor) by @bvaan | Stardance...
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bvaan
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T16:49:01Z", "hours": 8.0, "multiplier": 8.58, "payout": 68, "blessing": "neutral", "text": "i made encryption and decryption tool using unique character generation or custom characters. Styling is a bit wonky because I am not a UI person. I learnt difference between randomness and true randomness in javascript.", "repo": "https://github.com/Bivaan10/ROJO-MOJO", "demo": "https://bivaan10.github.io/ROJO-MOJO/"}]...
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[{"post_id": 4965, "ts": "2026 [{"post_id": 4965, "ts": "2026-06-08T16:46:17Z", "hours": 2.8408, "text": "fixed generation of 16 character key, added toast completed initial verson."}, {"post_id": 4770, "ts": "2026-06-08T08:10:32Z", "hours": 1.8758, "text": "Some of my CSS layout was rewritten and tidied up. I made the UI much more structured and clear by fixing the overlapping boxes and messy spacing from my previous build. I’m almost finished with the CSS and will be working on JavaScript later."}, {"post_id": 4341, "ts": "2026-06-07T16:58:22Z", "hours": 3.3611, "text": "I am currently building a cyberpunk style web tool that will let users to safely encrypt and decrypt secret messages within the browser. It is still a work in progress and not even half completed yet, but I am working on implementing strong security codes like SHA-256 to lock text with a password and create unique digital footprint. So far, I have only set up the basic layout of the interface to give it a hacker terminal look . I still have a lot more styles to add , I am eager to continue developing it and see the outcome."}]...
|
Title: Rojo Mojo (Encryptor-Decryptor) by @bvaan | Title: Rojo Mojo (Encryptor-Decryptor) by @bvaan | Stardance
Devlogs:
I am currently building a cyberpunk style web tool that will let users to safely encrypt and decrypt secret messages within the browser. It is still a work in progress and not even half completed yet, but I am working on implementing strong security codes like SHA-256 to lock text with a password and create unique digital footprint. So far, I have only set up the basic layout of the interface to give it a hacker terminal look . I still have a lot more styles to add , I am eager to continue developing it and see the outcome.
Some of my CSS layout was rewritten and tidied up. I made the UI much more structured and clear by fixing the overlapping boxes and messy spacing from my previous build. I’m almost finished with the CSS and will be working on JavaScript later.
fixed generation of 16 character key, added toast completed initial verson.
Ships:
i made encryption and decryption tool using unique character generation or custom characters. Styling is a bit wonky because I am not a UI person. I learnt difference between randomness and true randomness in javascript....
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1793433221.1179001
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1793519621.1179001
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Untitled project by @matissem13 | Stardance
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Title: Untitled project by @matissem13 | Stardance
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Keyboard by @AhaanP | Stardance
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Title: Keyboard by @AhaanP | Stardance
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SpaceCore Steam Game by @Deesh | Stardance
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Title: SpaceCore Steam Game by @Deesh | Stardance
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AquaSense by @ClashLex | Stardance
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Title: AquaSense by @ClashLex | Stardance
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Making a small LLM using sub quadratic attention b Making a small LLM using sub quadratic attention by @awab | Stardance...
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Title: Making a small LLM using sub quadratic atte Title: Making a small LLM using sub quadratic attention by @awab | Stardance...
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1793760928.9574594
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CHRONOTAMEION by @dylz | Stardance
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[{"post_id": 66238, "ts": "202 [{"post_id": 66238, "ts": "2026-09-11T22:56:31Z", "hours": 11.9531, "text": "game Most of the time here has been transferring stuff over to be honest and a lot less of actual coding, but turns out the editor needed some pretty major changes (yeah i know i just made it lol) anyways below is a screenshot of what i’ve been starting to do"}, {"post_id": 31632, "ts": "2026-07-20T05:58:38Z", "hours": 12.22, "text": "THE EDITOR admittedly this was done a couple of days ago i lowk forgor ANYWAYS now we have a level editor yippee!! I’m very happy with it, all you have to do is decorate a property in a class with ExportAttribute and badabing badaboom it’ll appear in the editor! There’s still a lot more work to be done, I had my friend review the code and there are a good amount of changes I need to make, but honestly I think the base I’ve made for myself is shockingly good, I’m very content! The images below should illustrate how it all works, it’s 11pm, I’m going to bed. Oh also, there might not be a devlog on this project for a while – GMTK is coming up and I’m gonna be spending a crap ton of time on that and you can bet your bottom dollar I’m getting hours and devlogs from that. That begins on wednesday, take a look at those devlogs if you’re interested :)"}, {"post_id": 29329, "ts": "2026-07-16T06:13:17Z", "hours": 6.1492, "text": "Daily Devlog 7/15/26 - UI… i guess I added a bunch of UI components behind the scenes and more work on the editor. Didn’t get as much time to work today as I’d hoped but I do actually have something to show (even if it is just a textbox lol)"}, {"post_id": 28726, "ts": "2026-07-15T05:07:04Z", "hours": 2.8992, "text": "Daily Devlog 7/14/26 – Even MORE editor stuff + training Alright, today was definitely less productive than yesterday, but I still got a good amount of stuff done. First of all, the Editor code is very close to being finished! I refactored basically all of it and I’m really proud of how it turned out; genuinely some of the cleanest large-scale code I’ve written basically ever. Very happy with that! Tomorrow, I’ll actually have something to show for all of it 100%; cannot wait for that! Second of all, I’ve been teaching my friend C#, raylib, and how to work with/contribute to the codebase! I’m not a great teacher so I can’t say it’s the smoothest thing, but progress is no doubt being made. Hopefully once he’s all caught up, we’ll be able to make this game 2x faster than before. That’s all, see y’all tommorow! see below the Read/Write functions for the EntityMap (the entities) of the level (at least a high-level abstraction of them ig)"}, {"post_id": 28112, "ts": "2026-07-14T05:32:35Z", "hours": 7.1333, "text": "Daily Devlog 7/13/26 – More editor stuff Alright, today there really isn’t anything much to add. I will say, C# source (ok actually incremental but you get what i mean) generators are very cool. That’s what I’ve been using to avoid reflection when making classes acessable, editable, loadable and saveable in the editor and it’s been great. 1000% recommend over reflection any day of the week unless you definitely don’t need the like 100x performance gains. Anyways, hopefully tomorrow I’ll be able to actually finish up an early version of the editor and show y’all what it actually looks like! See you all then :) see below – lambdas, discards, syntax trees, LINQ, and pattern matching all in one function call. doesn’t get more C# than this."}, {"post_id": 26206, "ts": "2026-07-10T21:18:51Z", "hours": 14.6358, "text": "Sprite packing, teaching, etc. Honestly, everything I did is still backend, so nothing super interesting to report on. Lots of the hours here was teaching my friend proficiency with C# and general gamedev/SWE practices, but I still do have some stuff to share! I have an irrational hatred of dictionaries. So, while a normal human might be inclined to create a Dict<string, Sprite>, I made a whole seperate project that packs sprites into a texture atlas and makes a slightly absurd amount of properties so you can statically access every one! Honestly, it works very well and makes sprites super easy to use – I know manually writing out a .cs file is a little odd, but hey, if it works it works. Side note, I switched to linux! After windows decided to randomly lock me out of my laptop for an hour because it “detected odd activity”, I decided to finally bite the bullet and just install Linux. And it’s been pretty good! Honestly, everything is very tranferable from Windows, at least for a programmer, it’s a shockingly easy switch. Also it’s fun using the terminal more often and feeling like a hacker lol. Currently running Fedora w/ KDE Plasma for anyone who’s curious, although I think I’m going to switch to either Arch or Debian, I’m not super content with the dnf package manager or Red hat, altho I will say KDE Plasma is great. Alright, I’m going to wrap this up early(ish) b/c I still have a days of coding ahead of me (I just realized that it stops counting after 10hrs) Oh last thing – I’m going to start doing daily devlogs to track my progress a bit more accurately as me and my friend start to lock in more. Look forward to seeing you guys later today then!"}, {"post_id": 19693, "ts": "2026-07-01T02:38:23Z", "hours": 18.2056, "text": "Devlog 1 - Level Editor, Collision, Sprite Management and more!!!! (god that’s a lot of hours i hope most of it was afk) Alright, it’s been a while since my first devlog but for good reason! I’ve done a metric ton of stuff since then, literally none of which you will actually see as a player! Anyways, I’ll split this up into sections as usual. Level Editor Alright, this obviously comes pre-packaged with tilemap & tileset loading, file saving, compression, ids, and all of that, but I’ll try to just focus on the interesting things – firstly, my Autotiling system! Because most of the walls in my (top down) game are going to be quite simple, I’ve decided to go with a 16-piece tileset for most of them. Basically, there are 16 different tiles representing what each tile looks like depending on what’s around it – one for having one filled tile to the north only, another for having a tile to the south and east. These tiles can be uniquely represented by essentially assigning a binary flag to each of the four cardinal directions – North -> 1, East -> 2, South -> 4, etc. Now normally, you’d use a table, maybe a switch case, to match these up with their respective tiles… but I’m lazy and didn’t want to code all of that. Instead, I just decided to force the tile set to be in order so the id mathematically correlates directly to the tile’s position in the tileset! To visualize this, look at the (row-major) ordered tileset image I’ve included. The first 8x8 square is 0 – no filled tiles around it, the second is 1 – representing the tile to the north being filled… you can check this for every one, it all works out. Collision Ok, this one’s a lot more simple. The tilemap is stored in the code fundamentally as a grid of ids – 0 = air, anything else means full. To check if a player is colliding with one of these tiles, we just see what grid tiles the player would be colliding with, calculate the grid positions of those places from the world positions, and if those places are full we have a collision! There’s a bit more to it than that because you have to actually handle the collision afterwards but that’s the gist. Sprite Management Ok, this one’s pretty simple. At first, I was thinking of assigning each sprite in my game a UUID. But then I realized I wouldn’t using the first U (they don’t need to be universally unique), and sequential would be better, so now I have a sequentially id’d way to get sprites, woohoo. I still have to hook it up to some automation (it would NOT be fun to manually add a new id constant for every sprite in the future), but the core is done. Alright, I omitted a lot of stuff but I’ve already spent an unusually high amount of effort writing this, so I’ll stop there. Next devlog will hopefully be a lot smaller – refining the tilemap system and adding entities to the editor so I can add props and whatnot. See you all on the other side!"}, {"post_id": 13943, "ts": "2026-06-22T21:47:58Z", "hours": 0.5517, "text": "Devlog 0 – Movement, Occlusion, Debug Console, etc. hey y’all, thanks for checking out my devlog! In case you’re wondering why this is titled “Devlog 0” and not “Devlog 1”, it’s because everything in this devlog is actually just rehashed from some random testing I did a while back for a game I never ended up developing further. Anyways, I’ll go over the three main parts. Bear in mind, a lot of the work in this build is backend and the end result looks like I made it in 10 minutes, but I promise there’s a lot going on behind the scenes! 1. Occlusion Pretty simple, just drawing a shadowed area where the player won’t be able to see. 2. Debug Console So this is definitely one of the things that I did not code right now. A while back I made this really handy debug console thingamajig and I figured I’d show it off here. The system was originally made in Monogame, and I coded a whole text input system just for the debug console lol. This project is in Raylib C# but they’re similar enough that I just ported the code over. 3. other random info ok i kind of realized that I haven’t really explained what this project is about. To be honest I’m not quite sure – I’m going off the vague idea of a top-down heisting game (like Payday 2 or Entry Point on Roblox), but obviously I’ll have to see what’s fun. Right now I’m going to start working on guns, a level editor, and enemies. After that’s done, I’ll hopefully have a more concrete idea of what I want to make. ok that’s it thanks for reading bybye"}]...
|
Title: CHRONOTAMEION by @dylz | Stardance
Devlogs Title: CHRONOTAMEION by @dylz | Stardance
Devlogs:
Devlog 0 – Movement, Occlusion, Debug Console, etc. hey y’all, thanks for checking out my devlog! In case you’re wondering why this is titled “Devlog 0” and not “Devlog 1”, it’s because everything in this devlog is actually just rehashed from some random testing I did a while back for a game I never ended up developing further. Anyways, I’ll go over the three main parts. Bear in mind, a lot of the work in this build is backend and the end result looks like I made it in 10 minutes, but I promise there’s a lot going on behind the scenes! 1. Occlusion Pretty simple, just drawing a shadowed area where the player won’t be able to see. 2. Debug Console So this is definitely one of the things that I did not code right now. A while back I made this really handy debug console thingamajig and I figured I’d show it off here. The system was originally made in Monogame, and I coded a whole text input system just for the debug console lol. This project is in Raylib C# but they’re similar enough that I just ported the code over. 3. other random info ok i kind of realized that I haven’t really explained what this project is about. To be honest I’m not quite sure – I’m going off the vague idea of a top-down heisting game (like Payday 2 or Entry Point on Roblox), but obviously I’ll have to see what’s fun. Right now I’m going to start working on guns, a level editor, and enemies. After that’s done, I’ll hopefully have a more concrete idea of what I want to make. ok that’s it thanks for reading bybye
Devlog 1 - Level Editor, Collision, Sprite Management and more!!!! (god that’s a lot of hours i hope most of it was afk) Alright, it’s been a while since my first devlog but for good reason! I’ve done a metric ton of stuff since then, literally none of which you will actually see as a player! Anyways, I’ll split this up into sections as usual. Level Editor Alright, this obviously comes pre-packaged with tilemap & tileset loading, file saving, compression, ids, and all of that, but I’ll try to just focus on the interesting things – firstly, my Autotiling system! Because most of the walls in my (top down) game are going to be quite simple, I’ve decided to go with a 16-piece tileset for most of them. Basically, there are 16 different tiles representing what each tile looks like depending on what’s around it – one for having one filled tile to the north only, another for having a tile to the south and east. These tiles can be uniquely represented by essentially assigning a binary flag to each of the four cardinal directions – North -> 1, East -> 2, South -> 4, etc. Now normally, you’d use a table, maybe a switch case, to match these up with their respective tiles… but I’m lazy and didn’t want to code all of that. Instead, I just decided to force the tile set to be in order so the id mathematically correlates directly to the tile’s position in the tileset! To visualize this, look at the (row-major) ordered tileset image I’ve included. The first 8x8 square is 0 – no filled tiles around it, the second is 1 – representing the tile to the north being filled… you can check this for every one, it all works out. Collision Ok, this one’s a lot more simple. The tilemap is stored in the code fundamentally as a grid of ids – 0 = air, anything else means full. To check if a player is colliding with one of these tiles, we just see what grid tiles the player would be colliding with, calculate the grid positions of those places from the world positions, and if those places are full we have a collision! There’s a bit more to it than that because you have to actually handle the collision afterwards but that’s the gist. Sprite Management Ok, this one’s pretty simple. At first, I was thinking of assigning each sprite in my game a UUID. But then I realized I wouldn’t using the first U (they don’t need to be universally unique), and sequential would be better, so now I have a sequentially id’d way to get sprites, woohoo. I still have to hook it up to some automation (it would NOT be fun to manually add a new id constant for every sprite in the future), but the core is done. Alright, I omitted a lot of stuff but I’ve already spent an unusually high amount of effort writing this, so I’ll stop there. Next devlog will hopefully be a lot smaller – refining the tilemap system and adding entities to the editor so I can add props and whatnot. See you all on the other side!
Sprite packing, teaching, etc. Honestly, everything I did is still backend, so nothing super interesting to report on. Lots of the hours here was teaching my friend proficiency with C# and general gamedev/SWE practices, but I still do have some stuff to share! I have an irrational hatred of dictionaries. So, while a normal human might be inclined to create a Dict<string, Sprite>, I made a whole seperate project that packs sprites into a texture atlas and makes a slightly absurd amount of properties so you can statically access every one! Honestly, it works very well and makes sprites super easy to use – I know manually writing out a .cs file is a little odd, but hey, if it works it works. Side note, I switched to linux! After windows decided to randomly lock me out of my laptop for an hour because it “detected odd activity”, I decided to finally bite the bullet and just install Linux. And it’s been pretty good! Honestly, everything is very tranferable from Windows, at least for a programmer, it’s a shockingly easy switch. Also it’s fun using the terminal more often and feeling like a hacker lol. Currently running Fedora w/ KDE Plasma for anyone who’s curious, although I think I’m going to switch to either Arch or Debian, I’m not super content with the dnf package manager or Red hat, altho I will say KDE Plasma is great. Alright, I’m going to wrap this up early(ish) b/c I still have a days of coding ahead of me (I just realized that it stops counting after 10hrs) Oh last thing – I’m going to start doing daily devlogs to track my progress a bit more accurately as me and my friend start to lock in more. Look forward to seeing you guys later today then!
Daily Devlog 7/13/26 – More editor stuff Alright, today there really isn’t anything much to add. I will say, C# source (ok actually incremental but you get what i mean) generators are very cool. That’s what I’ve been using to avoid reflection when making classes acessable, editable, loadable and saveable in the editor and it’s been great. 1000% recommend over reflection any day of the week unless you definitely don’t need the like 100x performance gains. Anyways, hopefully tomorrow I’ll be able to actually finish up an early version of the editor and show y’all what it actually looks like! See you all then :) see below – lambdas, discards, syntax trees, LINQ, and pattern matching all in one function call. doesn’t get more C# than this.
Daily Devlog 7/14/26 – Even MORE editor stuff + training Alright, today was definitely less productive than yesterday, but I still got a good amount of stuff done. First of all, the Editor code is very close to being finished! I refactored basically all of it and I’m really proud of how it turned out; genuinely some of the cleanest large-scale code I’ve written basically ever. Very happy with that! Tomorrow, I’ll actually have something to show for all of it 100%; cannot wait for that! Second of all, I’ve been teaching my friend C#, raylib, and how to work with/contribute to the codebase! I’m not a great teacher so I can’t say it’s the smoothest thing, but progress is no doubt being made. Hopefully once he’s all caught up, we’ll be able to make this game 2x faster than before. That’s all, see y’all tommorow! see below the Read/Write functions for the EntityMap (the entities) of the level (at least a high-level abstraction of them ig)
Daily Devlog 7/15/26 - UI… i guess I added a bunch of UI components behind the scenes and more work on the editor. Didn’t get as much time to work today as I’d hoped but I do actually have something to show (even if it is just a textbox lol)
THE EDITOR admittedly this was done a couple of days ago i lowk forgor ANYWAYS now we have a level editor yippee!! I’m very happy with it, all you have to do is decorate a property in a class with ExportAttribute and badabing badaboom it’ll appear in the editor! There’s still a lot more work to be done, I had my friend review the code and there are a good amount of changes I need to make, but honestly I think the base I’ve made for myself is shockingly good, I’m very content! The images below should illustrate how it all works, it’s 11pm, I’m going to bed. Oh also, there might not be a devlog on this project for a while – GMTK is coming up and I’m gonna be spending a crap ton of time on that and you can bet your bottom dollar I’m getting hours and devlogs from that. That begins on wednesday, take a look at those devlogs if you’re interested :)
game Most of the time here has been transferring stuff over to be honest and a lot less of actual coding, but turns out the editor needed some pretty major changes (yeah i know i just made it lol) anyways below is a screenshot of what i’ve been starting to do...
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1793188386.4245977
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1793793186.4245977
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10500
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Not Alone, But Together by @naqeeb | Stardance
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naqeeb
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1
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13.0
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137
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T13:20:06Z", "hours": 13.0, "multiplier": 10.72, "payout": 137, "blessing": "neutral", "text": "I made a 2d platformer with local co-op. The challenging part was gravity and online. And a short reflection would be that i should’ve worked with delta time, which i had completely forgotten about. Thinking back, it would’ve really helped me with fixing the movement in online. That’ll be good to remember for future projects.", "repo": "https://github.com/naqeeb-rahmani/Not-Alone", "demo": "https://naqeebb.itch.io/not-alone"}]...
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[{"post_id": 11251, "ts": "202 [{"post_id": 11251, "ts": "2026-06-18T12:26:03Z", "hours": 0.8469, "text": "FINISHED! I removed some unnecessary files and some parts of the code which were no longer needed. Now i’m finally done with this project, now i know that this is not the best game especially with the online not being perfect and the game not responding when looking for connections, but the reason for that is that this was my first time working with networking, so i learned basic networking as i was making this game. I also learned a lot of things from this project such as animations and some basic pixelart (I only made the levers and modified the buttons to how i needed them). So, yeah. That was it :). The reason for the text being so cramped up is because for some reason I seem to be unable to use enter to change line."}, {"post_id": 11151, "ts": "2026-06-18T07:23:54Z", "hours": 0.8325, "text": "the game is finished or is it? I think I’m finished because I have got online to work and did some polishing BUT online can still be laggy because the networking code blocks the rest while waiting for a msg. Yesterday it came to my mind that i should’ve used delta time to fix the lags in online from the beginning but it might be a little too late now. Maybe i’ll give it a try and see if i manage to fix it with that, other than that im finished with the game."}, {"post_id": 9947, "ts": "2026-06-16T14:02:29Z", "hours": 1.3383, "text": "Online should now be working without any errors and in normal speed. To fix the speed issue i just increased the speed of the characters while in online. I adjusted the speed based on how slow it was for me, now i don’t know if that was due to my internet being very slow or something else, so it is possible that for some people online would seem too fast but i hope that does not happen. I’ll try to test online on a different network if i get a chance but for now I’ll be focusing on polishing."}, {"post_id": 9297, "ts": "2026-06-15T16:49:00Z", "hours": 2.1597, "text": "FINALLY! I finally got online to work BUT it feels like it’s running on 0.5x the speed of the offline version. I also found out that this only happens when running online on two different devices, so it doesn’t feel slow when you both host and join on the same device. To fix that i might try to double the fps in online but what if someone has really good internet, that might make the game really fast for them. So, I’m planning on doubling the fps limit from 120 to 240 for online and see if it still feels really laggy and if it feels like that. Then I will maybe test for a while and see if i need to add a button so the player can choose between 120 or 240fps based on how much they’re lagging. AND I also made a text box so the player can type the host’s ip, almost forgot about this lol below is a screenshot of the text box"}, {"post_id": 8788, "ts": "2026-06-14T16:27:16Z", "hours": 1.0869, "text": "I got it! After trying for a while, I think i finally fixed online. Before I was sending the raw coordinates and setting them but that was making my collision/camera system behave weirdly. After trying many things, I tried to code it in a way that it uses the inputs and the coordinates. So, now the game in online takes the inputs and calculates the new coordinates and collision. And to avoid desyncs because if i only use inputs, It WILL desync at some point, so i used the distance form: √((x1 − x2)2 + (y1 − y2)^2) (y2 != y *2 it means the 2nd and first x/y) By using the distance formula, I can now calculate the distance between the players accross the different devices. Which means that i can use the inputs when the characters are slightly desynced and when they are desynced a lot, I can just straight up use the coordinates. I also have to fix the gui because i had forgotten that the player also needs to put in the ip of the host. Because of that online doesn’t work accross different devices right now. To fix that I’ll have to use a module such as the pygame gui module or fix it myself with pygame. I’m leaning more towards doing myself because I don’t really want to learn the pygame gui module and imo it should take less time if i do it myself."}, {"post_id": 8671, "ts": "2026-06-14T12:31:06Z", "hours": 2.3536, "text": "I have fixed movement and interaction in online, but now there is something wrong with the camera system. It seems like they aren’t synced which changes the game mode for one of the players. I tried to fix it in different ways, I even asked AI for help but I didn’t really understand anything. So, I’m thining about rewriting the online code, it shouldn’t take that long because its just the offline one with networking and some small changes."}, {"post_id": 7569, "ts": "2026-06-12T17:29:19Z", "hours": 2.2953, "text": "After coding, testing and debugging for a while, I got online multiplayer to work on LAN. But it is still pretty buggy. Problems i have noticed so far: the animations aren’t smooth, but glitchy and laggy the person joining can’t jump Levers can’t be activated. But the reason to that is that i haven’t sent any data regarding the levers yet because I first want to fix the movement between the devices. Other tiny bugs Tbh the code rn is pretty messy and full of bugs because i just focused on fixing the connection and transfering data between the host and the one joining, that’s why pretty much everything is buggy in online rn. So, i’ll have to work with some debugging now."}, {"post_id": 6200, "ts": "2026-06-10T12:39:29Z", "hours": 1.7628, "text": "It’s me again! I’ve just been trying out sockets these last hours and i think i have the basics down now. So, i might start with implementing them to the game. About what i said in the last devlog - that i wanted to add a backstory and maybe even a level editor. I don’t think that I want to spend more time on this project, because I already have spent a lot on it. My new plan is to just add multiplayer on local network and call it a day."}, {"post_id": 4063, "ts": "2026-06-07T07:40:23Z", "hours": 0.2819, "text": "Before i start with what i am doing/going to do in the upcoming days I’d like to talk about what i have done so far. Before joining this thing i had worked on this game at school, since it was my final project for the python course. I have worked on it for around 20 hours or maybe more than that, but i worked on it a lot in my free time because i really liked the idea of this game. I wanted to combine the sideview of mario and it takes two, I’m not a graphics designer so it obviously doesn’t look the best. Most assets were taken from itch.io and i have modified most of them and made some small things like levers and pressure plates myself. For now: Summer break is here (well not really. Right now while writing this i have 4 more school days left). After not working on this project for around 2 weeks or so, I have started again. This time I’m planning on adding multiplayer on local network with the help of sockets in python and write a little about the story of the game, I might as well add a simple level editor, but that’s the last thing im thinking of doing. As of now, i have started working on the online part and currently am working with the menu, so you can select online and then select host or join. Below is a screenshot of the base game running"}]...
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Title: Not Alone, But Together by @naqeeb | Starda Title: Not Alone, But Together by @naqeeb | Stardance
Devlogs:
Before i start with what i am doing/going to do in the upcoming days I’d like to talk about what i have done so far. Before joining this thing i had worked on this game at school, since it was my final project for the python course. I have worked on it for around 20 hours or maybe more than that, but i worked on it a lot in my free time because i really liked the idea of this game. I wanted to combine the sideview of mario and it takes two, I’m not a graphics designer so it obviously doesn’t look the best. Most assets were taken from itch.io and i have modified most of them and made some small things like levers and pressure plates myself. For now: Summer break is here (well not really. Right now while writing this i have 4 more school days left). After not working on this project for around 2 weeks or so, I have started again. This time I’m planning on adding multiplayer on local network with the help of sockets in python and write a little about the story of the game, I might as well add a simple level editor, but that’s the last thing im thinking of doing. As of now, i have started working on the online part and currently am working with the menu, so you can select online and then select host or join. Below is a screenshot of the base game running
It’s me again! I’ve just been trying out sockets these last hours and i think i have the basics down now. So, i might start with implementing them to the game. About what i said in the last devlog - that i wanted to add a backstory and maybe even a level editor. I don’t think that I want to spend more time on this project, because I already have spent a lot on it. My new plan is to just add multiplayer on local network and call it a day.
After coding, testing and debugging for a while, I got online multiplayer to work on LAN. But it is still pretty buggy. Problems i have noticed so far: the animations aren’t smooth, but glitchy and laggy the person joining can’t jump Levers can’t be activated. But the reason to that is that i haven’t sent any data regarding the levers yet because I first want to fix the movement between the devices. Other tiny bugs Tbh the code rn is pretty messy and full of bugs because i just focused on fixing the connection and transfering data between the host and the one joining, that’s why pretty much everything is buggy in online rn. So, i’ll have to work with some debugging now.
I have fixed movement and interaction in online, but now there is something wrong with the camera system. It seems like they aren’t synced which changes the game mode for one of the players. I tried to fix it in different ways, I even asked AI for help but I didn’t really understand anything. So, I’m thining about rewriting the online code, it shouldn’t take that long because its just the offline one with networking and some small changes.
I got it! After trying for a while, I think i finally fixed online. Before I was sending the raw coordinates and setting them but that was making my collision/camera system behave weirdly. After trying many things, I tried to code it in a way that it uses the inputs and the coordinates. So, now the game in online takes the inputs and calculates the new coordinates and collision. And to avoid desyncs because if i only use inputs, It WILL desync at some point, so i used the distance form: √((x1 − x2)2 + (y1 − y2)^2) (y2 != y *2 it means the 2nd and first x/y) By using the distance formula, I can now calculate the distance between the players accross the different devices. Which means that i can use the inputs when the characters are slightly desynced and when they are desynced a lot, I can just straight up use the coordinates. I also have to fix the gui because i had forgotten that the player also needs to put in the ip of the host. Because of that online doesn’t work accross different devices right now. To fix that I’ll have to use a module such as the pygame gui module or fix it myself with pygame. I’m leaning more towards doing myself because I don’t really want to learn the pygame gui module and imo it should take less time if i do it myself.
FINALLY! I finally got online to work BUT it feels like it’s running on 0.5x the speed of the offline version. I also found out that this only happens when running online on two different devices, so it doesn’t feel slow when you both host and join on the same device. To fix that i might try to double the fps in online but what if someone has really good internet, that might make the game really fast for them. So, I’m planning on doubling the fps limit from 120 to 240 for online and see if it still feels really laggy and if it feels like that. Then I will maybe test for a while and see if i need to add a button so the player can choose between 120 or 240fps based on how much they’re lagging. AND I also made a text box so the player can type the host’s ip, almost forgot about this lol below is a screenshot of the text box
Online should now be working without any errors and in normal speed. To fix the speed issue i just increased the speed of the characters while in online. I adjusted the speed based on how slow it was for me, now i don’t know if that was due to my internet being very slow or something else, so it is possible that for some people online would seem too fast but i hope that does not happen. I’ll try to test online on a different network if i get a chance but for now I’ll be focusing on polishing.
the game is finished or is it? I think I’m finished because I have got online to work and did some polishing BUT online can still be laggy because the networking code blocks the rest while waiting for a msg. Yesterday it came to my mind that i should’ve used delta time to fix the lags in online from the beginning but it might be a little too late now. Maybe i’ll give it a try and see if i manage to fix it with that, other than that im finished with the game.
FINISHED! I removed some unnecessary files and some parts of the code which were no longer needed. Now i’m finally done with this project, now i know that this is not the best game especially with the online not being perfect and the game not responding when looking for connections, but the reason for that is that this was my first time working with networking, so i learned basic networking as i was making this game. I also learned a lot of things from this project such as animations and some basic pixelart (I only made the levers and modified the buttons to how i needed them). So, yeah. That was it :). The reason for the text being so cramped up is because for some reason I seem to be unable to use enter to change line.
Ships:
I made a 2d platformer with local co-op. The challenging part was gravity and online. And a short reflection would be that i should’ve worked with delta time, which i had completely forgotten about. Thinking back, it would’ve really helped me with fixing the movement in online. That’ll be good to remember for future projects....
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