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12151
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My first slack bot! by @aryanaga2011 | Stardance
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aryanaga2011
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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 @aryanaga2011 | Star Title: My first slack bot! by @aryanaga2011 | Stardance...
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1792788779.912879
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1793393579.912879
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12152
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My first slack bot! by @Ziyaad | Stardance
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Ziyaad
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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 @Ziyaad | Stardance
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1792795918.7253683
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1793400718.7253683
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12153
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Untitled by @aryanaga2011 | Stardance
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aryanaga2011
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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 by @aryanaga2011 | Stardance
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1792767222.9873748
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1793372022.9873748
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12154
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Untitled by @aryanaga2011 | Stardance
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aryanaga2011
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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 by @aryanaga2011 | Stardance
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1793393516.1651366
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1793998316.1651366
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12155
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Wrist Gadget Pt 1 by @Candice | Stardance
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Candice
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0
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0.43
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0
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[]
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[{"post_id": 20218, "ts": "202 [{"post_id": 20218, "ts": "2026-07-01T19:25:39Z", "hours": 0.4322, "text": "Okay i made a simple SIMPLE python script to show the logic behind the wrist gadget. I do a specific combination and it activates something. Ill do way more later but this is a good start. Now i need to figure out how to add visuals…."}]...
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Title: Wrist Gadget Pt 1 by @Candice | Stardance
Title: Wrist Gadget Pt 1 by @Candice | Stardance
Devlogs:
Okay i made a simple SIMPLE python script to show the logic behind the wrist gadget. I do a specific combination and it activates something. Ill do way more later but this is a good start. Now i need to figure out how to add visuals…....
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1792896516.9263864
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1793760516.9263864
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12156
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Custom MIDI Pad by @kushb | Stardance
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kushb
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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: Custom MIDI Pad by @kushb | Stardance
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1793267456.157498
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1793872256.157498
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12157
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My awesome macropad! by @Aashna | Stardance
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Aashna
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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 @Aashna | Stardance
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1793195322.1773689
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1793800122.1773689
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12158
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Whim & Waypoint by @Scout | Stardance
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Scout
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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: Whim & Waypoint by @Scout | Stardance
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1793321268.460909
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1793926068.460909
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12159
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My first slack bot! by @riyasutharia | Stardance
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riyasutharia
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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 @riyasutharia | Star Title: My first slack bot! by @riyasutharia | Stardance...
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1793159695.7454598
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1793764495.7454598
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12160
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My awesome macropad! by @Nithya | Stardance
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Nithya
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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 @Nithya | Stardance
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1793328961.1061792
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1793933761.1061792
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12161
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Aria by @arushp | Stardance
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arushp
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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: Aria by @arushp | Stardance
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1793281870.1529408
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1793886670.1529408
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12162
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Stonks by @bchoi1267 | Stardance
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bchoi1267
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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: Stonks by @bchoi1267 | Stardance
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1793414853.7120996
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1794019653.7120996
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12163
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Untitled project by @danielriv | Stardance
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danielriv
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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 @danielriv | Stardance
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1793177305.29525
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1793782105.29525
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12164
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SIMOND the HackPad by @dylankchristel | Stardance
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dylankchristel
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1
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7.0
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43
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T18:49:41Z", "hours": 7.0, "multiplier": 5.0, "payout": 43, "blessing": "neutral", "text": "This ship is just for the design and assembly of SIMOND, not the final product yet. SIMOND is a hackpad made with a rotary encoder, 5 buttons, 4 LEDs, and an OLED controlled by a xiao rp2040. I intentionally used a diverse set of parts so that I could learn as many different branches of PCB design as possible. I started SIMOND during blueprint but didn’t get the parts until stardance started, so he’s a continuation project. I probably spent 15+20 hours on him before stardance while learning the process.", "repo": "https://github.com/dylankchristel-sudo/SIMON_the_HackPad", "demo": ""}]...
|
[{"post_id": 13751, "ts": "202 [{"post_id": 13751, "ts": "2026-06-22T15:18:22Z", "hours": 1.4692, "text": "I got around the broken mircontroller by changing the cable and some code. Then I tried to solder it to fix the orginal issue(the board doesn’t stay connected constantly). Long story short, now the board doesn’t even turn on. I think I cooked it when I was soldering."}, {"post_id": 13435, "ts": "2026-06-22T00:32:42Z", "hours": 3.2203, "text": "Tried to fix soldering issue that came up while I was writing the firmware. Ended up breaking the mirco controller in the process. But the code hypothetically works. New parts are on the way :("}, {"post_id": 7638, "ts": "2026-06-12T19:19:02Z", "hours": 2.5614, "text": "Assembled and soldered SIMOND. Also redid part of the case in Onshape"}]...
|
Title: SIMOND the HackPad by @dylankchristel | Sta Title: SIMOND the HackPad by @dylankchristel | Stardance
Devlogs:
Assembled and soldered SIMOND. Also redid part of the case in Onshape
Tried to fix soldering issue that came up while I was writing the firmware. Ended up breaking the mirco controller in the process. But the code hypothetically works. New parts are on the way :(
I got around the broken mircontroller by changing the cable and some code. Then I tried to solder it to fix the orginal issue(the board doesn’t stay connected constantly). Long story short, now the board doesn’t even turn on. I think I cooked it when I was soldering.
Ships:
This ship is just for the design and assembly of SIMOND, not the final product yet. SIMOND is a hackpad made with a rotary encoder, 5 buttons, 4 LEDs, and an OLED controlled by a xiao rp2040. I intentionally used a diverse set of parts so that I could learn as many different branches of PCB design as possible. I started SIMOND during blueprint but didn’t get the parts until stardance started, so he’s a continuation project. I probably spent 15+20 hours on him before stardance while learning the process....
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1793299734.8032343
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1793386134.8032343
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12165
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Agni3 by @Sivanesh | Stardance
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Sivanesh
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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: Agni3 by @Sivanesh | Stardance
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1792788858.9114532
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1793393658.9114532
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12166
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My awesome macropad! by @Moctezuma | Stardance
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Moctezuma
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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 @Moctezuma | Starda Title: My awesome macropad! by @Moctezuma | Stardance...
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1793401015.17915
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My awesome macropad! by @icekareem | Stardance
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icekareem
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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 @icekareem | Starda Title: My awesome macropad! by @icekareem | Stardance...
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1793375282.685715
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My awesome macropad! by @teakzc | Stardance
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teakzc
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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 @teakzc | Stardance
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1793271353.0046961
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1793876153.0046961
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12169
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MKAS (Magnetic Keyboard Assembly System) by @Flare MKAS (Magnetic Keyboard Assembly System) by @Flare | Stardance...
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Flare
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0
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[]
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Title: MKAS (Magnetic Keyboard Assembly System) by Title: MKAS (Magnetic Keyboard Assembly System) by @Flare | Stardance...
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1792788807.2961326
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1793393607.2961326
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My awesome macropad! by @TotsllyRandom | Stardance
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TotsllyRandom
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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 @TotsllyRandom | St Title: My awesome macropad! by @TotsllyRandom | Stardance...
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1792579920.4275281
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12171
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Solar Sonar by @timurski3 | Stardance
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timurski3
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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: Solar Sonar by @timurski3 | Stardance
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1793339838.7771213
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1793944638.7771213
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12172
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My first slack bot! by @krish9 | Stardance
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krish9
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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 @krish9 | Stardance
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1793505238.357562
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1794110038.357562
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12173
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Truck by @Wyrd | Stardance
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Wyrd
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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: Truck by @Wyrd | Stardance
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1793440578.0305057
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1794045378.0305057
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12174
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Untitled project by @jaylol | Stardance
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jaylol
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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 @jaylol | Stardance
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1793386237.4391456
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1793991037.4391456
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12175
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My awesome macropad! by @devnchalil | Stardance
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devnchalil
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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 @devnchalil | Stard Title: My awesome macropad! by @devnchalil | Stardance...
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1793199387.0603223
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1793804187.0603223
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12176
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My awesome macropad! by @SoloBlazer | Stardance
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SoloBlazer
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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 @SoloBlazer | Stard Title: My awesome macropad! by @SoloBlazer | Stardance...
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1793206102.7859604
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1793810902.7859604
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12177
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Untitled by @danielriv | Stardance
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danielriv
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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 by @danielriv | Stardance
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1793238717.890438
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1793843517.890438
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12178
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Reclaim - A 3D extraction tower defence by @andrew Reclaim - A 3D extraction tower defence by @andrewp_silker | Stardance...
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andrewp_silker
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0
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183.03
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0
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[]
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[{"post_id": 83374, "ts": "202 [{"post_id": 83374, "ts": "2026-10-27T21:15:29Z", "hours": 8.7911, "text": "# Devlog #23 will he ship in time. yes he will. I added alot of new things like top down placement mode full authorision levels basic tutorial flow better persistant storage refactored item pinning and more We all need to ship somthing before the 31st"}, {"post_id": 76367, "ts": "2026-10-03T10:01:44Z", "hours": 4.7403, "text": "Devlog 🐟 (its str(2) + str(2)) Hope you all are having wonderful time making cool stuff we dont got long till the end of Stardance. Thing 1 added a top down building mode to make building easier or im just to lazy to add council auth values. Comes with cool 2D shader Thing 2 finilized how the council auth upgrades work they start at 0 then go up. need to all all the values for other authorisatoin levels apart from ship tier. Thing 3 SHIPING ON THE 17TH of oct."}, {"post_id": 75517, "ts": "2026-09-30T10:39:00Z", "hours": 7.2031, "text": "# Devlog #whats 9 + 10? DID HE SHIP. NO HE DIDN’T. What is he doing he dosn’t even know (i do). i know i said id ship but like its not ready… sorry THIS is a promise I WILL SHIP AFTER TUTORAL IS DONE. please stay everyone : P Thing 1 95% implementation of council auth Thing 2 fixed alot of scripts using my custom made script fix skill. its a skill that checks code for conventions, bugs, formatting issues and fixes them**. Purely used as a debugging tool and i will change my project information. Thing 3 Re designed turret and base placement to use one mode and not multiple as it confuses people. Cool Thing if you want to play test comment “GIVE IT TO ME :]” Also this project is now going to be assisted by ai as my school assignment is over and I need to get it done as well as keep my code robust though I dont have the time to read and consider my code in abstract ways."}, {"post_id": 73071, "ts": "2026-09-24T10:05:44Z", "hours": 10.7569, "text": "Devlog #20 Sup everyone hope you are a buku buku and not the other. There have been some interesting changes. Thing one Persistent storage fully works saving settings stored items and other important game values. Thing TWO COUNCIL AUTHORISATION This has taken way to long to get done. designed the full UI and made some icons images below. IM GOING TO SHIP 160 hours : ). Making assets also takes a long time and other stuff so i probably have at least 200."}, {"post_id": 69553, "ts": "2026-09-17T09:33:29Z", "hours": 6.3356, "text": "Dev log #19 EXAM MOCKS ARE OVER : ) Almost done with the pause menu. I’m going to ship this Saturday I swear. Completely changed the camera system to account for double axis collision with spring arms with lerping (not larping) the camera position to markers for smooth camera movement. I need to lock in now how about you?"}, {"post_id": 61401, "ts": "2026-09-04T09:14:54Z", "hours": 6.3886, "text": "Devlog #18 I am so back we are locked in everyone that in reading this WE are locked in. Brand new queueing system, full remote island enemy spawning pattern. ZERO balencing there are still a lot of issues but expect me to put in a lot of hours when im suppose to be studying for exams Love you all and the song im listening to right now is “Better Off Alone - Mckyyy” Thing 2 Major refactor to the building logic because I was just looking at the build_handeling function and it was like 140 lines so i put it into a bunch of helper functions. My OCD/perfectionism goes hard. like m… calm down i don’t know why I am literally. Thing 3 Yea I know i said I’d ship b4 but i need to get the council authorization done hopefully in the next week. GG all I am feeling unnecessary ecstatic bout to do a front lever."}, {"post_id": 58518, "ts": "2026-08-30T23:08:28Z", "hours": 15.7625, "text": "Devlog #17 Small changes to the wave mechanics, new recipe pinning, starting to work on tutorial"}, {"post_id": 45672, "ts": "2026-08-12T09:49:11Z", "hours": 8.3053, "text": "devlog #16 Completely changed spawning mechanics to be extremely customizable, added pickup notifications in the bottom right, added 4 other types of enemies. next work on Wave/Run ui and Tutorial and council authorization. also played around with some ai generated textures. all code is written by me not assets."}, {"post_id": 43867, "ts": "2026-08-09T09:56:31Z", "hours": 2.6447, "text": "Devlog #15 Just push a playable ish version to the itch page please brutally critque it in the comment section if you are bothered. then after i pushed it made alot of the item assets. tweaked some spawning and then pushed it back to itch. I will ship this MVP and start a new project. did hella bug fix’s and code robustness (is that even a word) What you can do walk around, shoot enemies, craft, extract, build up ship storage, access all craftable items in the game What you can’t do the game dosn’t save or load any persistant data but there will be in the future, drop down to the sector with ship resources. Future plans Add saveing and loading, deploy UI, Tutorial, Council Authroisatoin (persistant upgrades), modules, revamp enemy spawning logic, and more here is the itch link https://silverkeybord.itch.io/reclaim tutorial drop down to the sector, kill enemies, get one plate, craft 2 basic material, craft one single turret then get more."}, {"post_id": 42558, "ts": "2026-08-07T11:42:37Z", "hours": 16.1831, "text": "Devlog 13, 14# omg i forgot to post devlog 13 so this is kinda both. a lot of polishing done to gameplay and implementing animations to make the game more fun. making it easier to start with lower enemy health. shield fix’s, extraction preset are fully working and items are now taken back to the ship. just a little more balencing and ill have a playable base game posted on itch for devlog 15# wooo. not bothered to record a video of the animations in this devlog here is a screen shot though"}, {"post_id": 38804, "ts": "2026-08-01T11:20:55Z", "hours": 9.675, "text": "Devlog #12 – Extraction UI mostly implemented just need to work on the preset buttons. but it looks really nice. the sector shield got a shader and the extraction UI animation works. somthing is currenly broken. planning to have a fully working mvp by next week should be able to ship : )."}, {"post_id": 36921, "ts": "2026-07-29T10:06:11Z", "hours": 3.6575, "text": "Devlog #11. i dont know how to write on new lines when i press enter it dosn’t do anything so thats why this is all on one line can somone tell me how to format these post thanks. working on extraction ui. just added the changing colors to the extraction limit bar in the middle the left screen shot is in figma and then i put it into godot. i probably have like 4 hours of planning and iterating on the design of the extraction UI so thats why this dev log only has 3 hours. idk what im typing so yea. have a nice day."}, {"post_id": 33688, "ts": "2026-07-23T20:14:01Z", "hours": 8.4569, "text": "Devlog - 10# I have been working on polishing up the code making it a lot more robust. added shield, health, changed crafting ui to be less cluttered, an amazing looking health bar that works, forced extraction and damage numbers."}, {"post_id": 31141, "ts": "2026-07-19T09:46:12Z", "hours": 4.0261, "text": "DEVLOG #9 – Shield added, shield health added and the building selectoin is finally fully working took me way to long. need to lock in on this project bc i dont got that much time. this is like dev long 9???"}, {"post_id": 30061, "ts": "2026-07-17T10:37:54Z", "hours": 7.5172, "text": "Global scrip refactor new Helperfunctions scrips with static functions. polishing the build selectoin UI not finished but its going not smoothly taking way to long i need to lock in bc this is killing me"}, {"post_id": 26941, "ts": "2026-07-12T00:55:28Z", "hours": 10.3906, "text": "made the scrolling selection for changing builds, some optimizations, added another turret, critical damage, and build plate foundations"}, {"post_id": 19915, "ts": "2026-07-01T10:59:42Z", "hours": 16.7642, "text": "Crafting is fully working now working on polishing the item tips, extraction/deploying limits, Build selection and better visibility of system status. Feed back on the UI would be greatly appreciated"}, {"post_id": 15577, "ts": "2026-06-25T10:31:47Z", "hours": 5.7419, "text": "crafting system is 80% complete just need to call a check for all inventory slots and requirements for when something is crafted."}, {"post_id": 14978, "ts": "2026-06-24T10:11:05Z", "hours": 11.9461, "text": "creating a inventory, crafting, and implementing sounds took way to long. I ain’t explaining all my code it took 12 hours"}, {"post_id": 12461, "ts": "2026-06-20T10:51:07Z", "hours": 7.4831, "text": "refactored drops, did like 3 hours of planning game lore, drops reasons, market logic, fleshed out all future drops, started designing crafting system."}, {"post_id": 9087, "ts": "2026-06-15T05:51:37Z", "hours": 9.3872, "text": "fixed some bugs and improved structure for future development. starting to work on inventory, sounds, and basic modles."}, {"post_id": 4729, "ts": "2026-06-08T05:14:51Z", "hours": 0.8747, "text": "finished basic prototyping and MVP components"}]...
|
Title: Reclaim - A 3D extraction tower defence by Title: Reclaim - A 3D extraction tower defence by @andrewp_silker | Stardance
Devlogs:
finished basic prototyping and MVP components
fixed some bugs and improved structure for future development. starting to work on inventory, sounds, and basic modles.
refactored drops, did like 3 hours of planning game lore, drops reasons, market logic, fleshed out all future drops, started designing crafting system.
creating a inventory, crafting, and implementing sounds took way to long. I ain’t explaining all my code it took 12 hours
crafting system is 80% complete just need to call a check for all inventory slots and requirements for when something is crafted.
Crafting is fully working now working on polishing the item tips, extraction/deploying limits, Build selection and better visibility of system status. Feed back on the UI would be greatly appreciated
made the scrolling selection for changing builds, some optimizations, added another turret, critical damage, and build plate foundations
Global scrip refactor new Helperfunctions scrips with static functions. polishing the build selectoin UI not finished but its going not smoothly taking way to long i need to lock in bc this is killing me
DEVLOG #9 – Shield added, shield health added and the building selectoin is finally fully working took me way to long. need to lock in on this project bc i dont got that much time. this is like dev long 9???
Devlog - 10# I have been working on polishing up the code making it a lot more robust. added shield, health, changed crafting ui to be less cluttered, an amazing looking health bar that works, forced extraction and damage numbers.
Devlog #11. i dont know how to write on new lines when i press enter it dosn’t do anything so thats why this is all on one line can somone tell me how to format these post thanks. working on extraction ui. just added the changing colors to the extraction limit bar in the middle the left screen shot is in figma and then i put it into godot. i probably have like 4 hours of planning and iterating on the design of the extraction UI so thats why this dev log only has 3 hours. idk what im typing so yea. have a nice day.
Devlog #12 – Extraction UI mostly implemented just need to work on the preset buttons. but it looks really nice. the sector shield got a shader and the extraction UI animation works. somthing is currenly broken. planning to have a fully working mvp by next week should be able to ship : ).
Devlog 13, 14# omg i forgot to post devlog 13 so this is kinda both. a lot of polishing done to gameplay and implementing animations to make the game more fun. making it easier to start with lower enemy health. shield fix’s, extraction preset are fully working and items are now taken back to the ship. just a little more balencing and ill have a playable base game posted on itch for devlog 15# wooo. not bothered to record a video of the animations in this devlog here is a screen shot though
Devlog #15 Just push a playable ish version to the itch page please brutally critque it in the comment section if you are bothered. then after i pushed it made alot of the item assets. tweaked some spawning and then pushed it back to itch. I will ship this MVP and start a new project. did hella bug fix’s and code robustness (is that even a word) What you can do walk around, shoot enemies, craft, extract, build up ship storage, access all craftable items in the game What you can’t do the game dosn’t save or load any persistant data but there will be in the future, drop down to the sector with ship resources. Future plans Add saveing and loading, deploy UI, Tutorial, Council Authroisatoin (persistant upgrades), modules, revamp enemy spawning logic, and more here is the itch link https://silverkeybord.itch.io/reclaim tutorial drop down to the sector, kill enemies, get one plate, craft 2 basic material, craft one single turret then get more.
devlog #16 Completely changed spawning mechanics to be extremely customizable, added pickup notifications in the bottom right, added 4 other types of enemies. next work on Wave/Run ui and Tutorial and council authorization. also played around with some ai generated textures. all code is written by me not assets.
Devlog #17 Small changes to the wave mechanics, new recipe pinning, starting to work on tutorial
Devlog #18 I am so back we are locked in everyone that in reading this WE are locked in. Brand new queueing system, full remote island enemy spawning pattern. ZERO balencing there are still a lot of issues but expect me to put in a lot of hours when im suppose to be studying for exams Love you all and the song im listening to right now is “Better Off Alone - Mckyyy” Thing 2 Major refactor to the building logic because I was just looking at the build_handeling function and it was like 140 lines so i put it into a bunch of helper functions. My OCD/perfectionism goes hard. like m… calm down i don’t know why I am literally. Thing 3 Yea I know i said I’d ship b4 but i need to get the council authorization done hopefully in the next week. GG all I am feeling unnecessary ecstatic bout to do a front lever.
Dev log #19 EXAM MOCKS ARE OVER : ) Almost done with the pause menu. I’m going to ship this Saturday I swear. Completely changed the camera system to account for double axis collision with spring arms with lerping (not larping) the camera position to markers for smooth camera movement. I need to lock in now how about you?
Devlog #20 Sup everyone hope you are a buku buku and not the other. There have been some interesting changes. Thing one Persistent storage fully works saving settings stored items and other important game values. Thing TWO COUNCIL AUTHORISATION This has taken way to long to get done. designed the full UI and made some icons images below. IM GOING TO SHIP 160 hours : ). Making assets also takes a long time and other stuff so i probably have at least 200.
# Devlog #whats 9 + 10? DID HE SHIP. NO HE DIDN’T. What is he doing he dosn’t even know (i do). i know i said id ship but like its not ready… sorry THIS is a promise I WILL SHIP AFTER TUTORAL IS DONE. please stay everyone : P Thing 1 95% implementation of council auth Thing 2 fixed alot of scripts using my custom made script fix skill. its a skill that checks code for conventions, bugs, formatting issues and fixes them**. Purely used as a debugging tool and i will change my project information. Thing 3 Re designed turret and base placement to use one mode and not multiple as it confuses people. Cool Thing if you want to play test comment “GIVE IT TO ME :]” Also this project is now going to be assisted by ai as my school assignment is over and I need to get it done as well as keep my code robust though I dont have the time to read and consider my code in abstract ways.
Devlog 🐟 (its str(2) + str(2)) Hope you all are having wonderful time making cool stuff we dont got long till the end of Stardance. Thing 1 added a top down building mode to make building easier or im just to lazy to add council auth values. Comes with cool 2D shader Thing 2 finilized how the council auth upgrades work they start at 0 then go up. need to all all the values for other authorisatoin levels apart from ship tier. Thing 3 SHIPING ON THE 17TH of oct.
# Devlog #23 will he ship in time. yes he will. I added alot of new things like top down placement mode full authorision levels basic tutorial flow better persistant storage refactored item pinning and more We all need to ship somthing before the 31st...
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My awesome macropad! by @Kenny27 | Stardance
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Settlers by @TotsllyRandom | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T00:56:13Z", "hours": 14.0, "multiplier": 2.08, "payout": 29, "blessing": "neutral", "text": "This is a world-generation algorithm with a basic placement system put on top. I want to, later down the road, add a survival game/co-op game on top, but it’s really draining me to work on this project since I’ve lost motivation. Thanks!", "repo": "https://github.com/TotsllyRandom/survival-game", "demo": "https://totsllyrandom.itch.io/settlers"}]...
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[{"post_id": 18821, "ts": "202 [{"post_id": 18821, "ts": "2026-06-30T00:54:08Z", "hours": 1.0097, "text": "I’m gunna be really honest. I got so bored making this project as of a few days ago. I added the tile editing and that’s the last thing I wanted to add. I want to finish this one day, but today is NOT that day. Feel free to check the itch page, and add suggestions, but I’m not going to work on it for a while."}, {"post_id": 16360, "ts": "2026-06-26T16:47:28Z", "hours": 2.1375, "text": "I haven’t finished my tile system. BUUUT I got it exported for IOS! NOW: I haven’t got the funding to open my apple dev account just yet, so I’m more-or-less waiting to see if I can get enough hours to snag that from the shop here. Otherwise, I’ve gotten it to expand to the screen’s size on both PC and IOS! It looks great. My next order of business is to add a placement menu to place items, then to make resource generation, then finally to add save/load features for the demo to be done!"}, {"post_id": 14636, "ts": "2026-06-23T20:20:03Z", "hours": 1.9483, "text": "I’ve decided to lower my scope, and make the terrain only 1 size. this will lower how it looks (on a coolness scale,) but will make it easier to code and draw. I can always add this back later. I need YOUR feedback! do I: A - allow tiles with placed-on houses produce resources? this would shift the meta to have FULL house layouts. or B - NOT allow placed-on tiles to produce. Production would happen from the 6 tiles surrounding (if one of the tiles is producing, it must have a house surrounding to give resources.) If I choose B, should I add a distance rule, like in Catan?"}, {"post_id": 13214, "ts": "2026-06-21T17:22:23Z", "hours": 2.5336, "text": "I’ve been working on the placeable item system. My artwork for it is a bit wonky, but I’m just making things that work. The idea here (as of now) is that each tile can hold one thing, then that one thing chooses which sprite fits the tile’s height and slaps it on there. Building buildings will remove the natural stuff on top, and the tile cannot produce resources anymore. I’m not done with this system however. I need to remake it so that the placeables are a separate scene so that I dont have to make 3 for each item (one for each height.) I also need to add paths, which I’ll probably turn this system now into that) This is what it looks like now. Everybody say “hi little house” i’m going to work on the better system and the paths before I post another devlog"}, {"post_id": 11462, "ts": "2026-06-18T18:53:27Z", "hours": 2.9722, "text": "I’ve been working on the biome generation! It sucked to work on, I’ll be real, but now it’s done! Here’s the system. Each tile is made and can choose to be a part of a biome clump nearby or start its own clump. Then, after every tile has a clump, we go through each clump’s data to see if it has more than 7 tiles. if so, we change tiles into new clumps until it only has 7. This makes each clump have anywhere from 1-7 tiles, keeping the biomes small but not consistently single-tiled. The biggest issue (which isnt a big deal) is that two clumps of the same tile can spawn right next to each other. Im not sure if I’ll change this later. Also: I have variables set up for min and max amounts of clumps for each tile. I need to enforce these, but I’ll do that later. Next: I want to make placeable paths and buildings. attached are images of the current game, showung the terrain generation and one image of the largest script I have so far."}, {"post_id": 6636, "ts": "2026-06-11T03:54:13Z", "hours": 1.6019, "text": "Added some more tiles, to actually make it work well. I’m planning on adding more clumped biomes before anything else, and will do that probably tmrw"}, {"post_id": 4707, "ts": "2026-06-08T04:03:20Z", "hours": 1.7128, "text": "Some basic art for the game, as well as some placeholder tiles for the other tiles-to-be (don’t mind the project setup it’s a little rough rn.)"}]...
|
Title: Settlers by @TotsllyRandom | Stardance
Dev Title: Settlers by @TotsllyRandom | Stardance
Devlogs:
Some basic art for the game, as well as some placeholder tiles for the other tiles-to-be (don’t mind the project setup it’s a little rough rn.)
Added some more tiles, to actually make it work well. I’m planning on adding more clumped biomes before anything else, and will do that probably tmrw
I’ve been working on the biome generation! It sucked to work on, I’ll be real, but now it’s done! Here’s the system. Each tile is made and can choose to be a part of a biome clump nearby or start its own clump. Then, after every tile has a clump, we go through each clump’s data to see if it has more than 7 tiles. if so, we change tiles into new clumps until it only has 7. This makes each clump have anywhere from 1-7 tiles, keeping the biomes small but not consistently single-tiled. The biggest issue (which isnt a big deal) is that two clumps of the same tile can spawn right next to each other. Im not sure if I’ll change this later. Also: I have variables set up for min and max amounts of clumps for each tile. I need to enforce these, but I’ll do that later. Next: I want to make placeable paths and buildings. attached are images of the current game, showung the terrain generation and one image of the largest script I have so far.
I’ve been working on the placeable item system. My artwork for it is a bit wonky, but I’m just making things that work. The idea here (as of now) is that each tile can hold one thing, then that one thing chooses which sprite fits the tile’s height and slaps it on there. Building buildings will remove the natural stuff on top, and the tile cannot produce resources anymore. I’m not done with this system however. I need to remake it so that the placeables are a separate scene so that I dont have to make 3 for each item (one for each height.) I also need to add paths, which I’ll probably turn this system now into that) This is what it looks like now. Everybody say “hi little house” i’m going to work on the better system and the paths before I post another devlog
I’ve decided to lower my scope, and make the terrain only 1 size. this will lower how it looks (on a coolness scale,) but will make it easier to code and draw. I can always add this back later. I need YOUR feedback! do I: A - allow tiles with placed-on houses produce resources? this would shift the meta to have FULL house layouts. or B - NOT allow placed-on tiles to produce. Production would happen from the 6 tiles surrounding (if one of the tiles is producing, it must have a house surrounding to give resources.) If I choose B, should I add a distance rule, like in Catan?
I haven’t finished my tile system. BUUUT I got it exported for IOS! NOW: I haven’t got the funding to open my apple dev account just yet, so I’m more-or-less waiting to see if I can get enough hours to snag that from the shop here. Otherwise, I’ve gotten it to expand to the screen’s size on both PC and IOS! It looks great. My next order of business is to add a placement menu to place items, then to make resource generation, then finally to add save/load features for the demo to be done!
I’m gunna be really honest. I got so bored making this project as of a few days ago. I added the tile editing and that’s the last thing I wanted to add. I want to finish this one day, but today is NOT that day. Feel free to check the itch page, and add suggestions, but I’m not going to work on it for a while.
Ships:
This is a world-generation algorithm with a basic placement system put on top. I want to, later down the road, add a survival game/co-op game on top, but it’s really draining me to work on this project since I’ve lost motivation. Thanks!...
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GPS鬼ごっこ by @yuupc820 | Stardance
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Title: GPS鬼ごっこ by @yuupc820 | Stardance
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Is Jesus Canon? by @misterninjamaster | Stardance
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Title: Is Jesus Canon? by @misterninjamaster | Sta Title: Is Jesus Canon? by @misterninjamaster | Stardance...
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My awesome macropad! by @mj_ndiomu | Stardance
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Title: My awesome macropad! by @mj_ndiomu | Starda Title: My awesome macropad! by @mj_ndiomu | Stardance...
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Untitled by @Senvor | Stardance
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Title: Untitled by @Senvor | Stardance
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My first slack bot! by @Shishir | Stardance
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Title: My first slack bot! by @Shishir | Stardance
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My awesome macropad! by @neo477328 | Stardance
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Title: My awesome macropad! by @neo477328 | Starda Title: My awesome macropad! by @neo477328 | Stardance...
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ProfolioX by @raza_m_emad | Stardance
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Title: ProfolioX by @raza_m_emad | Stardance
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Cheapest Possible Smart Chess Board by @rivaandesa Cheapest Possible Smart Chess Board by @rivaandesai3219 | Stardance...
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[{"post_id": 38714, "ts": "202 [{"post_id": 38714, "ts": "2026-08-01T08:06:18Z", "hours": 5.2633, "text": "Designed Second Prototype Realised cardboard will be too hard to cut and will add up when I have to make the entire 8x8 grid. and cardstock will be much better as it is thinner. Also added advantage of cardstock will be that partition walls will be thinner so each segment is larger so the lighting area on the square will be larger (which I was concerned about before). Furthermore, I am visualising a genuinely clean and polished looking and feeling final product using cardstock (which kind of excites me). Cardboard would have looked very scrappy. I think I will describe how I imagine my final product after completing the second prototype."}, {"post_id": 9151, "ts": "2026-06-15T10:13:09Z", "hours": 1.2317, "text": "Started designing physical layout First I tried to get all my ideas onto paper. That didn’t work out well and I realised that I was going to have to build a physical prototype anyway so might as well just do that to clearly communicate the design. When doing so I realised that making the surface of the board from cardboard would take very long and I can probably find an easier solution. Note: this is also part of the reason I decided to make this specific project, because I like finding elegantly simple solutions to problems I usually see being overkilled. Sorry this Devlog is brief because it is more of a bug encounter than a working part of a program. When I finish the prototype or hit another mile stone, I can explain a lot more. The image attached is a snapshot of my current progress."}, {"post_id": 8481, "ts": "2026-06-14T03:15:23Z", "hours": 0.9833, "text": "Figured out how to power the devboard and led strip. First I thought of different ways of powering it like using rechargeable batteries or directly from a wall socket. They both had their own cons: I think adding batteries and their management modules would add a lot of complexity; wall sockets are much simpler but plugging your chess board into a wall doesn’t feel right and that means that you cannot play outdoors. I then had the idea to use a power bank as that means that I can use the portability of a battery without needing to handle the complexities especially as I am trying to keep it as simple as possible for beginners to build. Also expecting power from a power bank (through a USB port) would also mean that it can also be powered from a wall socket phone charger. Next I researched and figured out how I can power and signal the WS2812B LED strip especially when it was expecting 5V and the devboard (RP2040 based) was signalling on 3.3V. I could have used a level shifter but then I found that I can use a ‘sacrificial LED’ trick. This involves stepping voltage down from 5V to 4.3V using a diode’s natural 0.7V drop. Because the WS2812B chip works on a voltage as low as 3.5V and the signal should be at least 70% of the power voltage, supplying 4.3V to it would allow it to work on a signal of (70% * 4.3V =) 3.01V which my 3.3V is well above. The sacrificial LED would step up the signal voltage to it’s power voltage (4.3V) which is more than enough to signal the rest of the strip (which will be powered from a full 5V). I then tested this on the few WS2812B LED strips I have at home and it worked perfectly. Lastly I was going to use an external USB type-C female connector to power because I thought that pulling 600mA that I calculated will be the max current draw (when the queen is in the middle of the board I need to light about 30 LEDs) will be too much current for the built in USB port on the devboard to handle and may cause heat issues. But after a quick search I found that it should be completely fine as long as I take the current from the right pin. So I have decided to use the VSYS pin or the equivalent from the devboard to power the LED strip. The digital diagram below shows the circuit (it does not include how I plan to receive input and track the chess pieces; it only shows the output and process part of the system). I have also included the drawings I made as I was thinking and planning."}]...
|
Title: Cheapest Possible Smart Chess Board by @riv Title: Cheapest Possible Smart Chess Board by @rivaandesai3219 | Stardance
Devlogs:
Figured out how to power the devboard and led strip. First I thought of different ways of powering it like using rechargeable batteries or directly from a wall socket. They both had their own cons: I think adding batteries and their management modules would add a lot of complexity; wall sockets are much simpler but plugging your chess board into a wall doesn’t feel right and that means that you cannot play outdoors. I then had the idea to use a power bank as that means that I can use the portability of a battery without needing to handle the complexities especially as I am trying to keep it as simple as possible for beginners to build. Also expecting power from a power bank (through a USB port) would also mean that it can also be powered from a wall socket phone charger. Next I researched and figured out how I can power and signal the WS2812B LED strip especially when it was expecting 5V and the devboard (RP2040 based) was signalling on 3.3V. I could have used a level shifter but then I found that I can use a ‘sacrificial LED’ trick. This involves stepping voltage down from 5V to 4.3V using a diode’s natural 0.7V drop. Because the WS2812B chip works on a voltage as low as 3.5V and the signal should be at least 70% of the power voltage, supplying 4.3V to it would allow it to work on a signal of (70% * 4.3V =) 3.01V which my 3.3V is well above. The sacrificial LED would step up the signal voltage to it’s power voltage (4.3V) which is more than enough to signal the rest of the strip (which will be powered from a full 5V). I then tested this on the few WS2812B LED strips I have at home and it worked perfectly. Lastly I was going to use an external USB type-C female connector to power because I thought that pulling 600mA that I calculated will be the max current draw (when the queen is in the middle of the board I need to light about 30 LEDs) will be too much current for the built in USB port on the devboard to handle and may cause heat issues. But after a quick search I found that it should be completely fine as long as I take the current from the right pin. So I have decided to use the VSYS pin or the equivalent from the devboard to power the LED strip. The digital diagram below shows the circuit (it does not include how I plan to receive input and track the chess pieces; it only shows the output and process part of the system). I have also included the drawings I made as I was thinking and planning.
Started designing physical layout First I tried to get all my ideas onto paper. That didn’t work out well and I realised that I was going to have to build a physical prototype anyway so might as well just do that to clearly communicate the design. When doing so I realised that making the surface of the board from cardboard would take very long and I can probably find an easier solution. Note: this is also part of the reason I decided to make this specific project, because I like finding elegantly simple solutions to problems I usually see being overkilled. Sorry this Devlog is brief because it is more of a bug encounter than a working part of a program. When I finish the prototype or hit another mile stone, I can explain a lot more. The image attached is a snapshot of my current progress.
Designed Second Prototype Realised cardboard will be too hard to cut and will add up when I have to make the entire 8x8 grid. and cardstock will be much better as it is thinner. Also added advantage of cardstock will be that partition walls will be thinner so each segment is larger so the lighting area on the square will be larger (which I was concerned about before). Furthermore, I am visualising a genuinely clean and polished looking and feeling final product using cardstock (which kind of excites me). Cardboard would have looked very scrappy. I think I will describe how I imagine my final product after completing the second prototype....
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