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14651
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One1Take by @Devansh2008 | Stardance
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Devansh2008
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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: One1Take by @Devansh2008 | Stardance
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1793519472.8239007
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1794124272.8239007
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14652
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My awesome macropad! by @c0deer | Stardance
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c0deer
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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 @c0deer | Stardance
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1793526940.5307617
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1794131740.5307617
|
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14653
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Untitled by @Devansh2008 | Stardance
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Devansh2008
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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 @Devansh2008 | Stardance
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1793444148.9869623
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1794048948.9869623
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14654
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My awesome macropad! by @Pingo | Stardance
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Pingo
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Pingo | Stardance
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1793476066.8073552
|
1794080866.8073552
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14655
|
AnyWebsite by @Deesh | Stardance
|
Deesh
|
0
|
0.51
|
0
|
[]
|
[{"post_id": 5999, "ts": "2026 [{"post_id": 5999, "ts": "2026-06-10T01:57:48Z", "hours": 0.5061, "text": "Basic Functional Websiteš"}]...
|
Title: AnyWebsite by @Deesh | Stardance
Devlogs:
Title: AnyWebsite by @Deesh | Stardance
Devlogs:
Basic Functional Websiteš...
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1793224189.7149966
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1793828989.7149966
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14656
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My very own WebOS by @Slo_mo | Stardance
|
Slo_mo
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0
|
0.0
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0
|
[]
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[]
|
Title: My very own WebOS by @Slo_mo | Stardance
|
1793217301.9666398
|
1793822101.9666398
|
|
14657
|
My awesome macropad! by @shreeya1 | Stardance
|
shreeya1
|
0
|
0.0
|
0
|
[]
|
[]
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Title: My awesome macropad! by @shreeya1 | Stardan Title: My awesome macropad! by @shreeya1 | Stardance...
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1793289263.1828873
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1793894063.1828873
|
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14658
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My very own WebOS by @pranav_kolar10 | Stardance
|
pranav_kolar10
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0
|
0.0
|
0
|
[]
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[]
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Title: My very own WebOS by @pranav_kolar10 | Star Title: My very own WebOS by @pranav_kolar10 | Stardance...
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1793476495.3175085
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1794081295.3175085
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14659
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Voice-Controlled Pen Plotter by @Papas | Stardance
|
Papas
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1
|
12.0
|
60
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T03:50:18Z", "hours": 12.0, "multiplier": 5.0, "payout": 60, "blessing": "neutral", "text": "I made a voice controlled pen plotter that writes down whatever you want! This is my first ever hardware project (and also the first time coding for a physical thing), so it was a great learning experience! I faced quite a lot of bugs and challenges, (shown in my develops), but I overcome them. There are a lot more demo videos linked on my Github, so please go check them out! This project also doubles as my outpost submission. I have many more ideas to add, but for now, I hope you all like it!", "repo": "https://github.com/Papas12213/Voice-Script", "demo": ""}]...
|
[{"post_id": 26890, "ts": "202 [{"post_id": 26890, "ts": "2026-07-11T22:55:28Z", "hours": 4.3208, "text": "Ready to Ship! Iāve fixed a huge bug I had where the machine would only work every other time (It was a soft limits problem). Itās a good thing I caught this since it was very random. If the user tried to write again, the plotter would like freak out and make this ugly noise and send a ton of errors. Turns out it was because it thought it was homed. Since the motors were still moving, it wouldnāt home, and it would think that it hit its soft limits. Besides fixing this bug, I also added the following: Longer speech recognition and more time to talk. Sometimes the microphone would stop before you finished talking. Finished my readme file on Github and posted my 2 versions of the laser head on Printables! The link is here . Added some delays to prevent motors from overflowing and added clearer instructions. Took some videos of the plotter in action, will be uploaded on my GitHub soon! This is my submission for outpost as well! I spend quite a lot of time in my readme, so I would really appreciate it if yaāll could give m some feedback or anything I could change. Itās my first time posting on my GitHub and using Git, so any advice is appreciated. Thanks! (note: gif doesnāt appear to work but it is the same gif as in my GitHub)"}, {"post_id": 25173, "ts": "2026-07-09T06:58:44Z", "hours": 4.1736, "text": "1st official working version of my code! I have added a ton of things, so Iāll listen them out in order of importance: I updated the code to make the plotter continue writing even when reaching the end! It will move down and continue writing there, allowing the user to say much longer sentences. Its only limit is the actual space (150mm x 150mm), but more words can fit if the font size is changed. I spent some more time at my local library and updated the pen holder! While the original holder worked, the screw I used to lock in the pen either forced the pen too deep into the paper, or forced it to scrape the paper. This made the writing look really ugly. I changed it to now use the weight of the pen as the holder! Essentially, the pen is holding itself down, making the writing much smoother. Debugged and simplified a good portion of my code! Since I added the ability for the plotter to continue writing, I had to change the way g-code was sent. After a bit of learning, I was able to make my code much more efficient. This also allowed for the code to sent 1 by 1, giving the plotter time to move. Originally, it would get overflowed with code and would start to scribble. Downloaded git and creating a Github for my plotter! I honestly knew nothing about git or GitHub, and I somehow deleted my entire folder, alongside my code. Luckily, I had copied and pasted my code into a repository, so I was saved there. Iām currently working on the GitHub page, but it should be done very soon and I will be ready to ship! And hopefully qualify for Outpost! While the base product is done, I have a ton of ideas to add. This project was originally built to allow my disabled niece to write. While it allows her to take physical notes, the need for a computer and an IDE like VScode takes away from the accessibility. Because of this, my main idea is to connect the plotter to a raspberry pi (or any sort of microcontroller) to allow the user to just click a button when wanting to use the machine. Not only would this make the process much easier to understand, but it would erase the huge cable mess I currently have when connecting my MacBook to the machine. I have much more stuff to add, so please let me know any ideas or feedback! This is my first time actually using code for something physical, so it was definitely a great learning experience. I hope I can take this project much, much further. (Much more photos + videos will be uploaded to the GitHub!!)"}, {"post_id": 23837, "ts": "2026-07-07T00:42:24Z", "hours": 1.3753, "text": "This Devlog is from a day ago, I just realized I never hit post š I got my software to work! While itās fairly simple, it can write basic phrases. I used python for my script, and I primarily used googles āspeech recognitionā library for the voice detection. Then, using the Hershey fonts library and a function, I was able to convert the string of text into g-code that would then be sent to the printer (This part took a while to figure out). Currently, since my plotter doesnāt have a z-axis, I figured that using the cursive font would work best since there is not much lifting in cursive. I also went to my local library to use their computers fusion software to designa pen holder (My Mac refuses to download fusion for some reason, itās always unresponsive). I added the photos below (Since this was on a library computer the blocks screen recording, Iām not able to record my time with timelapse. The design took me around 2 hours though since Iām not the best with fusion 360) While it definitely could be improved, it works for now. Additionally, I made it so that the size of the letters vary on the amount of letters said. For example, if I say a long sentence that would normally extend past the paper, the code will scale this sentence down until it fits onto the paper. Now, the basics to my project are finally done! Thereās still so much to improve upon, but the idea works. For now, Iād like to add: code that will make the plotter write more than 1 sentence. (This would require it to move down the paper, which would drag the pen across the paper, so I gotta figure something out) A way to click/unclick the pen OR a way to move the pen up a down. A super simple z-axis A better pen holder, sometimes this one doesnāt write as well. Iāll be back at the library. Try and get the code onto a raspberry pi or arduino (Donāt know which would nworkbetter) To erase the need for a computer."}, {"post_id": 20569, "ts": "2026-07-02T05:44:26Z", "hours": 0.5572, "text": "Took me a while to figure out that I need to write the g-code in a separate area and that the software wouldnāt actually work as an IDE (Like I thought it did). After some annoying code, I got it to draw a heart! (ignore the blotching I left the sharpie uncapped and was moving the axisās around) Also, since it doesnāt have a z-axis, it drags everywhere (hence the long line). Now I need to make a pen holder since my zip tie is (barely) holding it down."}, {"post_id": 20521, "ts": "2026-07-02T04:20:30Z", "hours": 1.6025, "text": "Finally configured the laser printer I found on the side of the road. Iām guessing either the PCB or the motors are damaged since the machine basically has a mind of its own. Sometimes, the Y-axis controls need to be inverted, and other times, the x-axis controls need to be inverted. I think I found the sweet spot this time though. (Maybe this was on my part too since I barely know the $ commands) My pen plotter can now: Move in the direction told WITHOUT triggering an alarm Successfully Home itself (It would go to the other end and make the most gruesome sound) Move the actual distance shown (Would move 0.8mm and think it moved 1mm). - Doesnāt send power to z axis! (Doesnāt have one). Recognize soft limits and restrict its movement if the code goes beyond the machines size. Iām barely getting started with this too. Now, I need to send it some G-code and see how it writes. Also, I need to make a custom pen holder to mount the pencil/pen. Gonna have to use Thinkercad. Also gotta figure out how Iām gonna get it to translate words into G-code, but itās 1 step at a time."}]...
|
Title: Voice-Controlled Pen Plotter by @Papas | St Title: Voice-Controlled Pen Plotter by @Papas | Stardance
Devlogs:
Finally configured the laser printer I found on the side of the road. Iām guessing either the PCB or the motors are damaged since the machine basically has a mind of its own. Sometimes, the Y-axis controls need to be inverted, and other times, the x-axis controls need to be inverted. I think I found the sweet spot this time though. (Maybe this was on my part too since I barely know the $ commands) My pen plotter can now: Move in the direction told WITHOUT triggering an alarm Successfully Home itself (It would go to the other end and make the most gruesome sound) Move the actual distance shown (Would move 0.8mm and think it moved 1mm). - Doesnāt send power to z axis! (Doesnāt have one). Recognize soft limits and restrict its movement if the code goes beyond the machines size. Iām barely getting started with this too. Now, I need to send it some G-code and see how it writes. Also, I need to make a custom pen holder to mount the pencil/pen. Gonna have to use Thinkercad. Also gotta figure out how Iām gonna get it to translate words into G-code, but itās 1 step at a time.
Took me a while to figure out that I need to write the g-code in a separate area and that the software wouldnāt actually work as an IDE (Like I thought it did). After some annoying code, I got it to draw a heart! (ignore the blotching I left the sharpie uncapped and was moving the axisās around) Also, since it doesnāt have a z-axis, it drags everywhere (hence the long line). Now I need to make a pen holder since my zip tie is (barely) holding it down.
This Devlog is from a day ago, I just realized I never hit post š I got my software to work! While itās fairly simple, it can write basic phrases. I used python for my script, and I primarily used googles āspeech recognitionā library for the voice detection. Then, using the Hershey fonts library and a function, I was able to convert the string of text into g-code that would then be sent to the printer (This part took a while to figure out). Currently, since my plotter doesnāt have a z-axis, I figured that using the cursive font would work best since there is not much lifting in cursive. I also went to my local library to use their computers fusion software to designa pen holder (My Mac refuses to download fusion for some reason, itās always unresponsive). I added the photos below (Since this was on a library computer the blocks screen recording, Iām not able to record my time with timelapse. The design took me around 2 hours though since Iām not the best with fusion 360) While it definitely could be improved, it works for now. Additionally, I made it so that the size of the letters vary on the amount of letters said. For example, if I say a long sentence that would normally extend past the paper, the code will scale this sentence down until it fits onto the paper. Now, the basics to my project are finally done! Thereās still so much to improve upon, but the idea works. For now, Iād like to add: code that will make the plotter write more than 1 sentence. (This would require it to move down the paper, which would drag the pen across the paper, so I gotta figure something out) A way to click/unclick the pen OR a way to move the pen up a down. A super simple z-axis A better pen holder, sometimes this one doesnāt write as well. Iāll be back at the library. Try and get the code onto a raspberry pi or arduino (Donāt know which would nworkbetter) To erase the need for a computer.
1st official working version of my code! I have added a ton of things, so Iāll listen them out in order of importance: I updated the code to make the plotter continue writing even when reaching the end! It will move down and continue writing there, allowing the user to say much longer sentences. Its only limit is the actual space (150mm x 150mm), but more words can fit if the font size is changed. I spent some more time at my local library and updated the pen holder! While the original holder worked, the screw I used to lock in the pen either forced the pen too deep into the paper, or forced it to scrape the paper. This made the writing look really ugly. I changed it to now use the weight of the pen as the holder! Essentially, the pen is holding itself down, making the writing much smoother. Debugged and simplified a good portion of my code! Since I added the ability for the plotter to continue writing, I had to change the way g-code was sent. After a bit of learning, I was able to make my code much more efficient. This also allowed for the code to sent 1 by 1, giving the plotter time to move. Originally, it would get overflowed with code and would start to scribble. Downloaded git and creating a Github for my plotter! I honestly knew nothing about git or GitHub, and I somehow deleted my entire folder, alongside my code. Luckily, I had copied and pasted my code into a repository, so I was saved there. Iām currently working on the GitHub page, but it should be done very soon and I will be ready to ship! And hopefully qualify for Outpost! While the base product is done, I have a ton of ideas to add. This project was originally built to allow my disabled niece to write. While it allows her to take physical notes, the need for a computer and an IDE like VScode takes away from the accessibility. Because of this, my main idea is to connect the plotter to a raspberry pi (or any sort of microcontroller) to allow the user to just click a button when wanting to use the machine. Not only would this make the process much easier to understand, but it would erase the huge cable mess I currently have when connecting my MacBook to the machine. I have much more stuff to add, so please let me know any ideas or feedback! This is my first time actually using code for something physical, so it was definitely a great learning experience. I hope I can take this project much, much further. (Much more photos + videos will be uploaded to the GitHub!!)
Ready to Ship! Iāve fixed a huge bug I had where the machine would only work every other time (It was a soft limits problem). Itās a good thing I caught this since it was very random. If the user tried to write again, the plotter would like freak out and make this ugly noise and send a ton of errors. Turns out it was because it thought it was homed. Since the motors were still moving, it wouldnāt home, and it would think that it hit its soft limits. Besides fixing this bug, I also added the following: Longer speech recognition and more time to talk. Sometimes the microphone would stop before you finished talking. Finished my readme file on Github and posted my 2 versions of the laser head on Printables! The link is here . Added some delays to prevent motors from overflowing and added clearer instructions. Took some videos of the plotter in action, will be uploaded on my GitHub soon! This is my submission for outpost as well! I spend quite a lot of time in my readme, so I would really appreciate it if yaāll could give m some feedback or anything I could change. Itās my first time posting on my GitHub and using Git, so any advice is appreciated. Thanks! (note: gif doesnāt appear to work but it is the same gif as in my GitHub)
Ships:
I made a voice controlled pen plotter that writes down whatever you want! This is my first ever hardware project (and also the first time coding for a physical thing), so it was a great learning experience! I faced quite a lot of bugs and challenges, (shown in my develops), but I overcome them. There are a lot more demo videos linked on my Github, so please go check them out! This project also doubles as my outpost submission. I have many more ideas to add, but for now, I hope you all like it!...
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1793642082.6501663
|
1793728482.6501663
|
|
14660
|
Breakout clone by @proudfridge | Stardance
|
proudfridge
|
0
|
33.26
|
0
|
[]
|
[{"post_id": 79222, "ts": "202 [{"post_id": 79222, "ts": "2026-10-13T02:44:04Z", "hours": 9.5908, "text": "Devlog 4: Adding a Main Menu Hello again! In this devlog, Iāll cover the creation of the main menu, and more specifically, how i made the game title. Menu Buttons First off, we have to add a few buttons that the user can press to start and quit the game . Godot makes this easy with the Button node. All we have to do is add a few of these nodes inside a VBoxContainer and optionally, create a theme for them. For this project, I decided to create a very simple theme that uses the BetterVCR font and highlights the button if itās hovered/focused. The last thing that I did was make the buttons ārecoilā when theyāre pressed. This can be done by scaling the button down when itās pressed and adding a tween to scale it back up when itās released: var tween : Tween button . button_down . connect ( func () -> void : # Scale the button down button . offset_transform_scale = Vector2 ( 0.95 , 0.95 ) ) button . button_up . connect ( func () -> void : tween = get_tree (). create_tween () # Tween the button's scale to its original value tween . tween_property ( button , \" offset_transform_scale \" , Vector2 ( 1 , 1 ), 1 ) The Game Title Instead of using a simple label for the game title in the main menu, I decided to create a construct one from multiple ColorRect nodes. I was inspired by this image i found online. To implement this, we first have to describe the shape of each letter. I decided to do this with nested arrays like so, where 0 represents an empty cell and 1 represents the opposite. # Example for the letter B const B : Array [ Array ] = [ [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ] ] We can then store each letter in another array. The cells in the reference picture change colors each row, so we also have to define those colors in another array: const letters : Array = [ B , R , E , A , K , O , U , T ] const colors : Array [ Color ] = [ Color . ORANGE , Color . BLUE , Color . GREEN , Color . YELLOW , Color . RED ] Finally, we just have to iterate through the letters array and instantiate a ColorRect when letter[row] [col] == 1 : for i : int in range ( 0 , letters . size ()): var letter : Array [ Array ] = letters [ i ] for row : int in range ( 0 , letter . size ()): for col : int in range ( 0 , letter [ row ]. size ()): if letter [ row ][ col ] == 1 : # Instantiate the colorRect and modify its position based on the selected cell size and the distance between each letter The end result can be seen in the uploaded picture Other New Features: Hereās all the other noteworthy features Iāve added since the last devlog: Added a proper way of switching levels when the player has destroyed all the blocksAdded a hit effect to the blocks when theyāre hit by the ball Until next Time!"}, {"post_id": 69968, "ts": "2026-09-18T04:25:26Z", "hours": 10.0681, "text": "Devlog #3: Transitions! Hi again! The game finally has a transition system to make scene-switching look nicer. This was done by creating a shader thatās applied to a ColorRect node. The first shader i made took in a progress variable ranging from 0 to 1, which tells it how far along the transition itās supposed to be. For a very simple slide transition, we only have to make the ColorRect black if the pixelās UVās x component is smaller than progress : void fragment () { if ( UV . x < progress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } } However, since I didnāt want to create a separate shader to end the Transition, I decided to include two progress variables: startProgress and endProgress , which can then be used to apply the shader to a section of the ColorRect like so: void fragment () { if ( UV . x < startProgress && UV . x > endProgress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } else { COLOR = vec4 ( 0 , 0 , 0 , 0 ); } } The timing of the transition itself is handled using Godotās tweens in a singleton. The result can be seen in the attached file. Other new features The game now has a very simple main menu The player has the ability to restart the game when the they lose. Until next time!"}, {"post_id": 10646, "ts": "2026-06-17T14:41:11Z", "hours": 8.7189, "text": "Devlog #2 Hello again! Itsās almost been a week since my last devlog, and Iāve added a few new things since then Custom Levels I now have the ability to declare custom levels, which I hope will make prototyping levels later on much easier. After launch, the game reads a levels.json file which contains the block layout in this format: { \"1\" : { \"title\" : \"level 1\" , \"blockGrid\" : [ [ \"1\" , \"1\" , \"1\" ] [ \"1\" , \"1\" , \"1\" ] [ \"1\" , \"1\" , \"1\" ] ] } } This example would produce a 3 Ć 3 grid of blocks. The game just iterates through the arrays in the blockGrid array and instantiates a block when the value is 1 and does nothing when the value is 0 . This is definitely not the best way of defining custom levels, since itās kind of hard to visualize and can be a pain to modify, so Iāll definitely have to revisit this later Also, I canāt define more than one level at the moment š„² Other New Features Made the player able to dash by pressing shift while moving Added lives to the player Added a header that shows the remaining amount of blocks, the current score and the remaining lives Added a trail to the ball Like before, hereās a short video showcasing the game. I promise Iāll have a demo ready the next devlog."}, {"post_id": 7215, "ts": "2026-06-12T01:22:56Z", "hours": 4.8842, "text": "Devlog #1 Welcome to my first devlog! This is Breakout Clone, a project where I try and make a clone of breakout in Godot so that I can practice game development and familiarize myself with the engine New Features For now, all Iāve made is a simple prototype with a movable paddle and a tool to instantiate a bunch of blocks In addition, I gave the player the ability to tilt the paddle, which I feel can be a fun way to control the ball The blocks turn redder as they take more damage Thatās pretty much it for now! I know this is pretty short post so Iāll try to write more in-depth ones in the future. Iāve included a short video showcasing everything that Iāve mentioned as well as things that I forgot to talk about."}]...
|
Title: Breakout clone by @proudfridge | Stardance
Title: Breakout clone by @proudfridge | Stardance
Devlogs:
Devlog #1 Welcome to my first devlog! This is Breakout Clone, a project where I try and make a clone of breakout in Godot so that I can practice game development and familiarize myself with the engine New Features For now, all Iāve made is a simple prototype with a movable paddle and a tool to instantiate a bunch of blocks In addition, I gave the player the ability to tilt the paddle, which I feel can be a fun way to control the ball The blocks turn redder as they take more damage Thatās pretty much it for now! I know this is pretty short post so Iāll try to write more in-depth ones in the future. Iāve included a short video showcasing everything that Iāve mentioned as well as things that I forgot to talk about.
Devlog #2 Hello again! Itsās almost been a week since my last devlog, and Iāve added a few new things since then Custom Levels I now have the ability to declare custom levels, which I hope will make prototyping levels later on much easier. After launch, the game reads a levels.json file which contains the block layout in this format: { "1" : { "title" : "level 1" , "blockGrid" : [ [ "1" , "1" , "1" ] [ "1" , "1" , "1" ] [ "1" , "1" , "1" ] ] } } This example would produce a 3 Ć 3 grid of blocks. The game just iterates through the arrays in the blockGrid array and instantiates a block when the value is 1 and does nothing when the value is 0 . This is definitely not the best way of defining custom levels, since itās kind of hard to visualize and can be a pain to modify, so Iāll definitely have to revisit this later Also, I canāt define more than one level at the moment š„² Other New Features Made the player able to dash by pressing shift while moving Added lives to the player Added a header that shows the remaining amount of blocks, the current score and the remaining lives Added a trail to the ball Like before, hereās a short video showcasing the game. I promise Iāll have a demo ready the next devlog.
Devlog #3: Transitions! Hi again! The game finally has a transition system to make scene-switching look nicer. This was done by creating a shader thatās applied to a ColorRect node. The first shader i made took in a progress variable ranging from 0 to 1, which tells it how far along the transition itās supposed to be. For a very simple slide transition, we only have to make the ColorRect black if the pixelās UVās x component is smaller than progress : void fragment () { if ( UV . x < progress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } } However, since I didnāt want to create a separate shader to end the Transition, I decided to include two progress variables: startProgress and endProgress , which can then be used to apply the shader to a section of the ColorRect like so: void fragment () { if ( UV . x < startProgress && UV . x > endProgress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } else { COLOR = vec4 ( 0 , 0 , 0 , 0 ); } } The timing of the transition itself is handled using Godotās tweens in a singleton. The result can be seen in the attached file. Other new features The game now has a very simple main menu The player has the ability to restart the game when the they lose. Until next time!
Devlog 4: Adding a Main Menu Hello again! In this devlog, Iāll cover the creation of the main menu, and more specifically, how i made the game title. Menu Buttons First off, we have to add a few buttons that the user can press to start and quit the game . Godot makes this easy with the Button node. All we have to do is add a few of these nodes inside a VBoxContainer and optionally, create a theme for them. For this project, I decided to create a very simple theme that uses the BetterVCR font and highlights the button if itās hovered/focused. The last thing that I did was make the buttons ārecoilā when theyāre pressed. This can be done by scaling the button down when itās pressed and adding a tween to scale it back up when itās released: var tween : Tween button . button_down . connect ( func () -> void : # Scale the button down button . offset_transform_scale = Vector2 ( 0.95 , 0.95 ) ) button . button_up . connect ( func () -> void : tween = get_tree (). create_tween () # Tween the button's scale to its original value tween . tween_property ( button , " offset_transform_scale " , Vector2 ( 1 , 1 ), 1 ) The Game Title Instead of using a simple label for the game title in the main menu, I decided to create a construct one from multiple ColorRect nodes. I was inspired by this image i found online. To implement this, we first have to describe the shape of each letter. I decided to do this with nested arrays like so, where 0 represents an empty cell and 1 represents the opposite. # Example for the letter B const B : Array [ Array ] = [ [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ] ] We can then store each letter in another array. The cells in the reference picture change colors each row, so we also have to define those colors in another array: const letters : Array = [ B , R , E , A , K , O , U , T ] const colors : Array [ Color ] = [ Color . ORANGE , Color . BLUE , Color . GREEN , Color . YELLOW , Color . RED ] Finally, we just have to iterate through the letters array and instantiate a ColorRect when letter[row] [col] == 1 : for i : int in range ( 0 , letters . size ()): var letter : Array [ Array ] = letters [ i ] for row : int in range ( 0 , letter . size ()): for col : int in range ( 0 , letter [ row ]. size ()): if letter [ row ][ col ] == 1 : # Instantiate the colorRect and modify its position based on the selected cell size and the distance between each letter The end result can be seen in the uploaded picture Other New Features: Hereās all the other noteworthy features Iāve added since the last devlog: Added a proper way of switching levels when the player has destroyed all the blocksAdded a hit effect to the blocks when theyāre hit by the ball Until next Time!...
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1793199400.5525496
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1793804200.5525496
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14661
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scs by @truongnx_21it | Stardance
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truongnx_21it
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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: scs by @truongnx_21it | Stardance
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1793483412.3934429
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1794088212.3934429
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14662
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My very own WebOS by @nathan_urban10 | Stardance
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nathan_urban10
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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 very own WebOS by @nathan_urban10 | Star Title: My very own WebOS by @nathan_urban10 | Stardance...
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1793195663.2695382
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1793800463.2695382
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14663
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Rebecca by @TheGreatCripHobler | Stardance
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TheGreatCripHobler
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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: Rebecca by @TheGreatCripHobler | Stardance
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1793404655.2437704
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1794009455.2437704
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14664
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My first slack bot! by @adhvik | Stardance
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adhvik
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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 @adhvik | Stardance
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1793397010.150846
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1794001810.150846
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14665
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Pong - Player Vs. AI by @mmach5000 | Stardance
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mmach5000
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0
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12.58
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0
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[]
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[{"post_id": 11469, "ts": "202 [{"post_id": 11469, "ts": "2026-06-18T19:02:38Z", "hours": 9.1256, "text": "Got distracted with exams and forgot to do devlogs, so this may be a bit long: I finished the entire code for the game, adding the new AI. I used NEAT-Python to train the AI, and trained it for 100 iterations (training time is not counted as coding time for Stardance). The training took around 3 hours, and the actual coding of the AI took about 8 hours. Great use of time during exams (this is also my computer science final project, so not actually a waste of time). Apparently, coding AIs is hard (thank you whoever made NEAT-Pythonās documentation, itās very useful). I also made it modular, meaning you can easily change it to be player vs. NEAT AI, NEAT AI vs. basic (ballās y-cord following) āAIā, or any other combination. I also wrote a detailed README in Google Docs, so it didnāt count towards my time :(. Now all I have to do is figure out how to make this run in a browser, and Iāll be done. (image is of the NEAT AI training with the āmodularityā code at the top)"}, {"post_id": 7180, "ts": "2026-06-12T00:00:42Z", "hours": 3.4544, "text": "Made Pong with a controllable player and a very basic āaiā that just moves to the balls y-cords"}]...
|
Title: Pong - Player Vs. AI by @mmach5000 | Starda Title: Pong - Player Vs. AI by @mmach5000 | Stardance
Devlogs:
Made Pong with a controllable player and a very basic āaiā that just moves to the balls y-cords
Got distracted with exams and forgot to do devlogs, so this may be a bit long: I finished the entire code for the game, adding the new AI. I used NEAT-Python to train the AI, and trained it for 100 iterations (training time is not counted as coding time for Stardance). The training took around 3 hours, and the actual coding of the AI took about 8 hours. Great use of time during exams (this is also my computer science final project, so not actually a waste of time). Apparently, coding AIs is hard (thank you whoever made NEAT-Pythonās documentation, itās very useful). I also made it modular, meaning you can easily change it to be player vs. NEAT AI, NEAT AI vs. basic (ballās y-cord following) āAIā, or any other combination. I also wrote a detailed README in Google Docs, so it didnāt count towards my time :(. Now all I have to do is figure out how to make this run in a browser, and Iāll be done. (image is of the NEAT AI training with the āmodularityā code at the top)...
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1793396921.8150907
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1794001721.8150907
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14666
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HSV Vegetation Classifier by @yefoi | Stardance
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yefoi
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0
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25.56
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0
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[]
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[{"post_id": 20001, "ts": "202 [{"post_id": 20001, "ts": "2026-07-01T14:06:26Z", "hours": 0.3072, "text": "worked on expanding my algorithm to now also test out using a median method rather than just looking averages. this has resutled in my outcomes being less biased against the mixed class and reducing inference time by half. Sorry the image is not very descriptive but basically it takes the median rather than averaging them all together. thats the only change and I went through testing. Look at the confusion matrix, its not as imbalanced"}, {"post_id": 18387, "ts": "2026-06-29T14:58:13Z", "hours": 0.7211, "text": "working on the random forest classification method. it performs very well!"}, {"post_id": 15737, "ts": "2026-06-25T16:43:47Z", "hours": 0.8653, "text": "As I was working on adding comments to my algo code I noticed that my dry images (~330) was significantly lower than my two other classes so i took a little tangent and almost doubled the amount of images I have for my dry class to make it a better comparison"}, {"post_id": 15703, "ts": "2026-06-25T15:13:33Z", "hours": 1.6506, "text": "Adjusted the texture analysis bit to now use hue-saturation based co-occurance. It looks at how in a 3x3 grid, how the colors are distributed and their ratios. For ex, an image where its very even green, then the ratio of yellows to greens is similar across the whole image, more likely to be dense. If the image, has⦠mixed vegetation⦠then the co-occurance is less but the difference in ratios is bigger, and it is classified as mixed. Compared to previous devlog you can see there is an improvement, but there is obviously also variance between dense and mixed but not any when the true label is dense so iām going to look into this bias later"}, {"post_id": 14374, "ts": "2026-06-23T14:13:09Z", "hours": 1.5186, "text": "Iāve also been looking into how to change the texture system to be consistent, i tried using a custom made value co-occurance system (Results in image) and used that to get an AI-coded GLCM based co-occurance system to try to get a texture but it genuinely seems like there is no real distrinction between the dense and the mixed classes in terms of texture, so I do think Iāve run into a wall here. Without neural networks (Which would ruin the point of having interpretability in my program) i genuinely dont know how I would fix this. So, Iām deciding to temporarily scrap the texture idea for my own program. to make up for this because I still want something to distinguish my algorithm or make it unique, i was just thinking to have some system such that with a large sample size, it uses EMD to find the best 25 centeroid/medoid images to create a (near) perfectly representative hue-saturation histogram. Actually I think I do want some kind of texture detection but it doesnt necessarily have to be with the value channel since that varies with luminance a ton lol"}, {"post_id": 13766, "ts": "2026-06-22T15:49:38Z", "hours": 2.0578, "text": "Started the day off by trying to get a siamese network to work alongside my algorithm but I didnt get any results yet. Afterwards I setup a system with my custom algorithm such that I give it a pre-made list of the best images to look at. I also actually went back to using EMD because I realized an issue with the program was that there were too few buckets. My previous way of using 12 hue buckets and 8 saturation buckets was being too lenient with EMD because a shift from orange-yellow to green in hue would just be like 1-2 buckets away. This means that the program wasnāt sensitive enough and as a result favored the extreme classes (dense and dry). I changed back to EMD, added the best list, and increased the buckets. The image used in this devlog actually is using random images from the 80 folder as the training sample, which is the eventual goal (Being able to use totally random training images to work the best) so I think this is hte most fair to post as progress. Iām thinking maybe I can add some system that automatically chooses the best images?"}, {"post_id": 12257, "ts": "2026-06-20T00:45:01Z", "hours": 2.9119, "text": "Worked on rewriting the code. Instead of using EMD Iām now using fisher weights and I readjusted the code for 3 classes, and as you can see there is a dramatic increase in performance! Iām going to start working on the Siamese network for comparison side of the paper"}, {"post_id": 10219, "ts": "2026-06-16T20:50:07Z", "hours": 1.8169, "text": "Began testing with an 80/20 split using my dataset. However, you can see here obviously that there are many issues with the program. Here is my new approach: Test out (Not completely change to) fisher chi squared weights, maybe EMD is the problem? Redo the dataset using three classes Scrap current shadow detection"}, {"post_id": 8098, "ts": "2026-06-13T14:54:10Z", "hours": 1.2614, "text": "Went through all of my data and sorted through images, specifically from forest8 and forest17 since those were incredibly problematic. I then collected averages for 50 images for each class from my training group for my HSV algorithm so i can start testing and creating a demo website."}, {"post_id": 7516, "ts": "2026-06-12T15:28:20Z", "hours": 0.8039, "text": "Created a unified system that evaluates both the color and the noise! the algorithm is complete, and the next steps are completing the implementation of other algorithms to run comparative analysis and a demo website for people to play around with the system on."}, {"post_id": 7487, "ts": "2026-06-12T14:25:01Z", "hours": 0.6861, "text": "a little bit of a breakthrough with using canny instead of laplachian to look out for density of sharp edges in value differences rather than entire fluctuations! You can see in the terminal that the canopy (good) image registers a much higher canniness score than the low shrub, which has fewer and less sharp shadows. This is the direction I want to take the texture detection algorithm in, now itās just time to integrate it into the decision making machine"}, {"post_id": 7457, "ts": "2026-06-12T12:56:07Z", "hours": 1.4831, "text": "the final sort. ~2200 images fully sorted into their respective categories and ready for training."}, {"post_id": 7136, "ts": "2026-06-11T22:29:03Z", "hours": 2.1681, "text": "horrible day today with the sorting process. I changed the types to canopy, dry, lowShrub, and patchy, which was a small change but that meant I had to redo the sorting which was OK with me at first because these category names make more sense. then I realized that there was an issue with my google colab project where it wouldnt send the images to lowShrub folder because i had hardcoded āflatā into there which was really stupid of me so I wasted another hour there. Iām back at 1100/2200 images sorted and unfortunately it looks like Iām gonna have to finish this tomorrow."}, {"post_id": 6883, "ts": "2026-06-11T15:20:03Z", "hours": 1.76, "text": "Iāve been going through a new set of images and classifying them for my yolov8 model that im gonna benchmark and compare this to with the categories ācanopyā, ādryā, āflatā, and āpatchyā. I got 1100/2200 of those images done and uploaded to lapse."}, {"post_id": 6421, "ts": "2026-06-10T19:58:26Z", "hours": 0.9967, "text": "Worked on using Earth Moverās Distance algorithm in order to calcualte HSV color distance rather than absolute difference. EMD is the standard for these types of applications so this is a good change. I also noticed that the visualiation from last devlog didnāt load so i also uploaded that in this devlog image"}, {"post_id": 6197, "ts": "2026-06-10T12:33:36Z", "hours": 1.4736, "text": "began on implementing my own HSV algorithm! iāve already had some work put into it from previous project but most of this is made by hand. Essentially, it goes through each pixel in the image using vectorization and places it on a 2D histogram. itās 12 buckets wide for hue and 8 buckets high for saturation. I then used matplotlib in python in order to visualize the 2D histograms and then start comparing it to the reference images that the uesr inputs, although I havenāt been able to numerically compare them yet. below attached is a result and its visualization"}, {"post_id": 6011, "ts": "2026-06-10T02:29:22Z", "hours": 3.0756, "text": "Set up a YOLOv8 model that is fine tuned to categorize vegetation images into good, mediocre, and poor vegetation. I actually started doing the categorization for training data a while ago but all of the technical stuff began after June 1st and that time was not logged. Ive done this before so it was quite easy, and its classifying well!"}]...
|
Title: HSV Vegetation Classifier by @yefoi | Stard Title: HSV Vegetation Classifier by @yefoi | Stardance
Devlogs:
Set up a YOLOv8 model that is fine tuned to categorize vegetation images into good, mediocre, and poor vegetation. I actually started doing the categorization for training data a while ago but all of the technical stuff began after June 1st and that time was not logged. Ive done this before so it was quite easy, and its classifying well!
began on implementing my own HSV algorithm! iāve already had some work put into it from previous project but most of this is made by hand. Essentially, it goes through each pixel in the image using vectorization and places it on a 2D histogram. itās 12 buckets wide for hue and 8 buckets high for saturation. I then used matplotlib in python in order to visualize the 2D histograms and then start comparing it to the reference images that the uesr inputs, although I havenāt been able to numerically compare them yet. below attached is a result and its visualization
Worked on using Earth Moverās Distance algorithm in order to calcualte HSV color distance rather than absolute difference. EMD is the standard for these types of applications so this is a good change. I also noticed that the visualiation from last devlog didnāt load so i also uploaded that in this devlog image
Iāve been going through a new set of images and classifying them for my yolov8 model that im gonna benchmark and compare this to with the categories ācanopyā, ādryā, āflatā, and āpatchyā. I got 1100/2200 of those images done and uploaded to lapse.
horrible day today with the sorting process. I changed the types to canopy, dry, lowShrub, and patchy, which was a small change but that meant I had to redo the sorting which was OK with me at first because these category names make more sense. then I realized that there was an issue with my google colab project where it wouldnt send the images to lowShrub folder because i had hardcoded āflatā into there which was really stupid of me so I wasted another hour there. Iām back at 1100/2200 images sorted and unfortunately it looks like Iām gonna have to finish this tomorrow.
the final sort. ~2200 images fully sorted into their respective categories and ready for training.
a little bit of a breakthrough with using canny instead of laplachian to look out for density of sharp edges in value differences rather than entire fluctuations! You can see in the terminal that the canopy (good) image registers a much higher canniness score than the low shrub, which has fewer and less sharp shadows. This is the direction I want to take the texture detection algorithm in, now itās just time to integrate it into the decision making machine
Created a unified system that evaluates both the color and the noise! the algorithm is complete, and the next steps are completing the implementation of other algorithms to run comparative analysis and a demo website for people to play around with the system on.
Went through all of my data and sorted through images, specifically from forest8 and forest17 since those were incredibly problematic. I then collected averages for 50 images for each class from my training group for my HSV algorithm so i can start testing and creating a demo website.
Began testing with an 80/20 split using my dataset. However, you can see here obviously that there are many issues with the program. Here is my new approach: Test out (Not completely change to) fisher chi squared weights, maybe EMD is the problem? Redo the dataset using three classes Scrap current shadow detection
Worked on rewriting the code. Instead of using EMD Iām now using fisher weights and I readjusted the code for 3 classes, and as you can see there is a dramatic increase in performance! Iām going to start working on the Siamese network for comparison side of the paper
Started the day off by trying to get a siamese network to work alongside my algorithm but I didnt get any results yet. Afterwards I setup a system with my custom algorithm such that I give it a pre-made list of the best images to look at. I also actually went back to using EMD because I realized an issue with the program was that there were too few buckets. My previous way of using 12 hue buckets and 8 saturation buckets was being too lenient with EMD because a shift from orange-yellow to green in hue would just be like 1-2 buckets away. This means that the program wasnāt sensitive enough and as a result favored the extreme classes (dense and dry). I changed back to EMD, added the best list, and increased the buckets. The image used in this devlog actually is using random images from the 80 folder as the training sample, which is the eventual goal (Being able to use totally random training images to work the best) so I think this is hte most fair to post as progress. Iām thinking maybe I can add some system that automatically chooses the best images?
Iāve also been looking into how to change the texture system to be consistent, i tried using a custom made value co-occurance system (Results in image) and used that to get an AI-coded GLCM based co-occurance system to try to get a texture but it genuinely seems like there is no real distrinction between the dense and the mixed classes in terms of texture, so I do think Iāve run into a wall here. Without neural networks (Which would ruin the point of having interpretability in my program) i genuinely dont know how I would fix this. So, Iām deciding to temporarily scrap the texture idea for my own program. to make up for this because I still want something to distinguish my algorithm or make it unique, i was just thinking to have some system such that with a large sample size, it uses EMD to find the best 25 centeroid/medoid images to create a (near) perfectly representative hue-saturation histogram. Actually I think I do want some kind of texture detection but it doesnt necessarily have to be with the value channel since that varies with luminance a ton lol
Adjusted the texture analysis bit to now use hue-saturation based co-occurance. It looks at how in a 3x3 grid, how the colors are distributed and their ratios. For ex, an image where its very even green, then the ratio of yellows to greens is similar across the whole image, more likely to be dense. If the image, has⦠mixed vegetation⦠then the co-occurance is less but the difference in ratios is bigger, and it is classified as mixed. Compared to previous devlog you can see there is an improvement, but there is obviously also variance between dense and mixed but not any when the true label is dense so iām going to look into this bias later
As I was working on adding comments to my algo code I noticed that my dry images (~330) was significantly lower than my two other classes so i took a little tangent and almost doubled the amount of images I have for my dry class to make it a better comparison
working on the random forest classification method. it performs very well!
worked on expanding my algorithm to now also test out using a median method rather than just looking averages. this has resutled in my outcomes being less biased against the mixed class and reducing inference time by half. Sorry the image is not very descriptive but basically it takes the median rather than averaging them all together. thats the only change and I went through testing. Look at the confusion matrix, its not as imbalanced...
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1793472618.7971072
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1794077418.7971072
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14667
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CyberDeck by @JoonHyuk | Stardance
|
JoonHyuk
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0
|
1.15
|
0
|
[]
|
[{"post_id": 6171, "ts": "2026 [{"post_id": 6171, "ts": "2026-06-10T11:38:57Z", "hours": 1.1458, "text": "Made the UI today and custom commands!"}]...
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Title: CyberDeck by @JoonHyuk | Stardance
Devlogs Title: CyberDeck by @JoonHyuk | Stardance
Devlogs:
Made the UI today and custom commands!...
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1793483852.209849
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1794088652.209849
|
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14668
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Cosmebun by @aarnakumar029 | Stardance
|
aarnakumar029
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T03:26:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Okay so Cosmebun, I made earlier this year like around april/may Iām only turning this in now to see how stardance works and how much star dust Iāll get for 30 minutes. More about the project: itās called cosmeBun because this website can be an alternative for chemists working in cosmetics, as many states banned animal testing and such animal testing regarded using bunnies. I used lovable to make it pretty but the ML model I worked on myself. This won me silver in the teen tech awards so the project is really close to my heart.", "repo": "https://github.com/aarnakumar-025/cosmebun-de510187", "demo": "https://cosmebun.lovable.app"}]...
|
[{"post_id": 11979, "ts": "202 [{"post_id": 11979, "ts": "2026-06-19T15:37:08Z", "hours": 0.5214, "text": "ts is a test to see if the stardust stuff works fr"}]...
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Title: Cosmebun by @aarnakumar029 | Stardance
Dev Title: Cosmebun by @aarnakumar029 | Stardance
Devlogs:
ts is a test to see if the stardust stuff works fr
Ships:
Okay so Cosmebun, I made earlier this year like around april/may Iām only turning this in now to see how stardance works and how much star dust Iāll get for 30 minutes. More about the project: itās called cosmeBun because this website can be an alternative for chemists working in cosmetics, as many states banned animal testing and such animal testing regarded using bunnies. I used lovable to make it pretty but the ML model I worked on myself. This won me silver in the teen tech awards so the project is really close to my heart....
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1793598626.4831858
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1793685026.4831858
|
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14669
|
My very own WebOS by @sarthak3kb | Stardance
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sarthak3kb
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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 very own WebOS by @sarthak3kb | Stardanc Title: My very own WebOS by @sarthak3kb | Stardance...
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1793173980.1713388
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1793778780.1713388
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14670
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Spider by @hna | Stardance
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hna
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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: Spider by @hna | Stardance
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1793530387.8622606
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1794135187.8622606
|
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14671
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Untitled project by @alessio | Stardance
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alessio
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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 @alessio | Stardance
|
1793173793.5324528
|
1793778593.5324528
|
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14672
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Celestial Body by @abhasharyal_dev | Stardance
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abhasharyal_dev
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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: Celestial Body by @abhasharyal_dev | Starda Title: Celestial Body by @abhasharyal_dev | Stardance...
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1793263984.2537858
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1793868784.2537858
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14673
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My awesome macropad! by @landonlachhu | Stardance
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landonlachhu
|
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 @landonlachhu | Sta Title: My awesome macropad! by @landonlachhu | Stardance...
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1793220688.2965286
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1793825488.2965286
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14674
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My awesome macropad! by @levi1023 | Stardance
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levi1023
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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 @levi1023 | Stardan Title: My awesome macropad! by @levi1023 | Stardance...
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1793256612.6683226
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My very own WebOS by @ubho | Stardance
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ubho
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Title: My very own WebOS by @ubho | Stardance
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Untitled by @aName | Stardance
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Title: Untitled by @aName | Stardance
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My very own WebOS by @akshatt | Stardance
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Title: My very own WebOS by @akshatt | Stardance
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1793217087.1810849
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My awesome macropad! by @aliha_sarfraz | Stardance
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Title: My awesome macropad! by @aliha_sarfraz | St Title: My awesome macropad! by @aliha_sarfraz | Stardance...
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My very own WebOS by @Pingo | Stardance
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Pingo
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Title: My very own WebOS by @Pingo | Stardance
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My very own WebOS by @Saatvik_K | Stardance
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Title: My very own WebOS by @Saatvik_K | Stardance
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My very own WebOS by @BriGuy | Stardance
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Title: My very own WebOS by @BriGuy | Stardance
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1793570200.303632
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14682
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Untitled project by @sabbani_omkar | Stardance
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Title: Untitled project by @sabbani_omkar | Starda Title: Untitled project by @sabbani_omkar | Stardance...
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1793386474.1723347
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1793991274.1723347
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Untitled project by @Dev_R_Gupta | Stardance
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Title: Untitled project by @Dev_R_Gupta | Stardanc Title: Untitled project by @Dev_R_Gupta | Stardance...
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1793288996.1323507
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My very own WebOS by @Farhan | Stardance
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Farhan
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Title: My very own WebOS by @Farhan | Stardance
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1793332146.0251884
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1793936946.0251884
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14685
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On-Demand CS2 Server Provisioner by @Voligoma | St On-Demand CS2 Server Provisioner by @Voligoma | Stardance...
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Voligoma
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0
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9.94
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[{"post_id": 12711, "ts": "202 [{"post_id": 12711, "ts": "2026-06-20T19:16:49Z", "hours": 2.5614, "text": "DevLog #3 I refactored the code, removed some unused scripts and files, also started the web UI (heavily vibecoded, I really hate web design) to start and delete servers, it also shows the statuses of the matches, i should probably add more of the match insight, that will be interesting given that Steam nor the server give any API endpoint so i will have to parse everything from the console. I also encountered some problems with the game updating awfully slow, I should test using SteamCMD with an account and not with anonymous. Also encountered problems with the server crashing and the system doesnāt know, i will probably add an scheduler with a health check or something like that."}, {"post_id": 11036, "ts": "2026-06-18T01:58:17Z", "hours": 0.7644, "text": "Dev Log #2 Small log, made a better README, normalized all the important code to english and documented every function and API endpoint"}, {"post_id": 9633, "ts": "2026-06-16T01:20:11Z", "hours": 6.6183, "text": "DevLog #1 Iām making a selfhostable system that is able to generate custom matches of Counter Strike 2 in docker containers. The idea is to make a fully fledged web UI to interact with the servers, similar to XPlay. At the moment iāve made a python file that is able to interact with the docker containers and FastAPI. Next time i should probably start with documenting the code and ReadMeās, start the webUI and make the variable names more consistant."}]...
|
Title: On-Demand CS2 Server Provisioner by @Voligo Title: On-Demand CS2 Server Provisioner by @Voligoma | Stardance
Devlogs:
DevLog #1 Iām making a selfhostable system that is able to generate custom matches of Counter Strike 2 in docker containers. The idea is to make a fully fledged web UI to interact with the servers, similar to XPlay. At the moment iāve made a python file that is able to interact with the docker containers and FastAPI. Next time i should probably start with documenting the code and ReadMeās, start the webUI and make the variable names more consistant.
Dev Log #2 Small log, made a better README, normalized all the important code to english and documented every function and API endpoint
DevLog #3 I refactored the code, removed some unused scripts and files, also started the web UI (heavily vibecoded, I really hate web design) to start and delete servers, it also shows the statuses of the matches, i should probably add more of the match insight, that will be interesting given that Steam nor the server give any API endpoint so i will have to parse everything from the console. I also encountered some problems with the game updating awfully slow, I should test using SteamCMD with an account and not with anonymous. Also encountered problems with the server crashing and the system doesnāt know, i will probably add an scheduler with a health check or something like that....
|
1793379023.3897116
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1793983823.3897116
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14686
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My awesome macropad! by @amal | Stardance
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amal
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Title: My awesome macropad! by @amal | Stardance
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1793371783.994274
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14687
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My very own WebOS by @beenan | Stardance
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beenan
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Title: My very own WebOS by @beenan | Stardance
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1793274659.7105565
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1793879459.7105565
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14688
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My awesome macropad! by @harry_j_zhang | Stardance
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harry_j_zhang
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Title: My awesome macropad! by @harry_j_zhang | St Title: My awesome macropad! by @harry_j_zhang | Stardance...
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1793231712.1033356
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1793836512.1033356
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Untitled project by @MaximusVortex | Stardance
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MaximusVortex
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Title: Untitled project by @MaximusVortex | Starda Title: Untitled project by @MaximusVortex | Stardance...
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1793303341.2133303
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1793908141.2133303
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14690
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My very own WebOS by @leo1099511627776 | Stardance
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leo1099511627776
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0
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0.0
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[]
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Title: My very own WebOS by @leo1099511627776 | St Title: My very own WebOS by @leo1099511627776 | Stardance...
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1793451047.5549781
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1794055847.5549781
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Untitled project by @Vihan | Stardance
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Vihan
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0
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0
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[]
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[]
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Title: Untitled project by @Vihan | Stardance
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1793210104.5811346
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1793814904.5811346
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14692
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PastelNet:OS by @nic | Stardance
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nic
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2
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25.0
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116
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T01:46:38Z", "hours": 12.0, "multiplier": 8.39, "payout": 116, "blessing": "neutral", "text": "PastelNET://OS ā A cyberpunk & vaporwave-inspired operating system that runs directly on your browser. Includes 7 applications; including a calculator, gallery, notes, and music player. No need to download any scripts or plugins, as it runs directly on the web, hosted by Github Pages. This is my first attempt at a functional website using JavaScript, designed as a tribute to my love for Cyberpunk Edgerunners. Application List: Welcome Menu: introductory message User Menu: user name input Messages: interactive fake email Music Player: play music Calculator: calculate basic math problems Notes: write notes Gallery: browse through photos Hand-coded using vanilla HTML, CSS, and JS, no frameworks. Built for the Stardance WebOS 2 mission.", "repo": "https://github.com/sodahaunted/pastelnet.os", "demo": "https://sodahaunted.github.io/pastelnet.os/"}, {"ship_num": 2, "ts": "2026-08-11T04:31:25Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A custom OS built with HTML, CSS and JavaScript. Inspired by old vaporwave and cyberpunk styles. Currently features 3 working applications, including a welcome menu, user menu and messages. A beginner web developerās first attempt at JavaScript presented as a homage to Cyberpunk 2077.", "repo": "https://github.com/sodahaunted/pastelnet.os", "demo": "https://sodahaunted.github.io/pastelnet.os/"}]...
|
[{"post_id": 82503, "ts": "202 [{"post_id": 82503, "ts": "2026-10-25T01:26:02Z", "hours": 2.5319, "text": "pastelnetOS #9 - the completed version After many hours of reformatting code, designing application windows, and crying over CSS, Iāve finally finished PastelNetOS. Itās been a long time in the works, but Iām happy it reached a stage where I feel confident enough to ship it. Final Additions: I finished up the last three applications: the music player, notes, and gallery. I had some issues with the music player and figuring out how to get it functioning properly, but I soon figured it out after digging through a few GitHub repos and Google searches. I originally intended to make a dedicated Spotify-inspired MP3 player, but I ran out of time and just decided to make it as simple and functional as possible. The notes app is also a bit wonky, but what matters is that it works. Itās not completely unusable, but I donāt ever see myself using it in an urgent situation (lol) Challenges: I mentioned it before on a previous devlog, but I was running out of motivation to continue with this project near the end. I realized I didnāt enjoy it as much as Iād hoped, and I found myself working on other projects instead. I think it was mainly my lack of creativity and the repetitiveness of the site, and realizing I didnāt have enough prior coding knowledge to achieve some of the things I wanted to build. School was also a huge factor, as I hadnāt anticipated getting so busy in just a few weeks. I kind of underestimated how much free time Iād have to work on side projects in the first place. In conclusion, Iām glad that my biggest project for Stardance is finally complete, and I can get my certificate for 30 hours of approved work!"}, {"post_id": 80283, "ts": "2026-10-17T03:05:46Z", "hours": 3.3061, "text": "PastelnetOS #8 - calculator app! Additions made my first fully interactive application for PastelOS (with some help from YouTube) learned a bit more about JavaScript Challenges low-key kind of losing my motivation for this project; Stardance is almost over, but Iāve barely made any progress in the past month maybe set a time limit for myself? See how much progress I can make in (x) amount of hours and just finish it before it gets dragged on too long been too focused on making it look āpolishedā instead of adding new features I feel like my devlogs have been pretty empty compared to some of my other projects, but thatās mainly due to programming feeling really repetitive and me feeling like Iām at the point where minor bugs and issues arenāt noteworthy enough to write down anymore. I see them more like a regular part of programming, and they can be easily fixed in a few minutes"}, {"post_id": 59247, "ts": "2026-08-31T22:41:34Z", "hours": 3.08, "text": "pastelnetOS #7 - nothingburger another long wait . . . Additions: The user menu finally works. I wrote an entire JS script by myself for once and its functional!! the name that you input shows up afterwards when you recieve the welcome message. Challenges: Learning JavaScript is very difficult. I have #code channel on slack and my 1 friend that knows JS on speed dial I tried making a sidebar but it still didnt work I want the sidebar to have the mp3 player, calculator, and notes to make things look clean i might add a terminal but lowk idk how to program that"}, {"post_id": 52692, "ts": "2026-08-22T23:36:38Z", "hours": 2.6781, "text": "pastelOS #6 - refined UI (1.0.6) PastelNetOS patch notes feat new icons (this one has like 0 progress done): Additions: Made some new app icons for the main layout! I didnāt really like the old ones since the font and shape(?) felt a bit out of place, and I want it to look cohesive as possible Also fixed some colouring and styling errors here and there; trying to make it look polished (though there are still only 3 apps) fixed some internal code that messed up the CSS during bug fixing Challenges: This was originally going to be a JavaScript-heavy update with more interactive features, but I still couldnāt figure out any of the code⦠I think I might need to go back to elementary coding classes because it took me an hour just to change the colour of the window when clicked and I didnāt even like it so I just reverted it back later š I still have to fix the z-index issue and make selected windows a different colour, but JS has genuinely been a pain to learn from scratch so in the span of almost 3 hours i literally only changed the app icons. š at least i got dynamic close buttons now š"}, {"post_id": 44991, "ts": "2026-08-11T03:51:25Z", "hours": 2.3292, "text": "pastelOS #5 - 1.0.4 feat email the messages/email app is now functional! if you click the scam link, it sends you to a fake blue screen page. updates: finally fixed topbar font updated README file updates welcome menu text to match better with the OS theme and ui better hover indicator when selecting an app working user menu i canāt believe it took me 12 hours to just make 3 apps ššš i need to lock in for webOS 2"}, {"post_id": 39880, "ts": "2026-08-03T04:53:34Z", "hours": 2.0519, "text": "pastelOS #4 - (1.0.3 FIXED DRAG) after many hours and days, i finally fixed it. the windows are draggable. what a journey new features (alpha 1.0.3): text boxes are now transparent, inspired by liquid glass app icons are now presented in a list-type menu, similar to the cyberpunk 2077 menu in-game!! new background (old one was crusty) timer finally works DRAGGING WINDOWS FINALLY WORKS got rid of the goofy ahh ācurrently activeā text on the topbar i dont even know how i got them to work. i made a thousand and one commits on github and somehow the stars aligned and my code is working. haha ha ha ha it took me an embarrassingly long amount of time to fix this but like⦠as long as it works bro"}, {"post_id": 38483, "ts": "2026-07-31T21:50:04Z", "hours": 3.3581, "text": "pastelOS #3 - i hate github years will be taken off my life for how long it took for me to fix my darn github page. i hate using it. i wouldāve stuck to neocities if a git repo wasnt required for stardance projects. anyways, i fixed the random merge issue i had where i accidentally opened too many branches and my dev branch and main branch were out of sync. im just gonna do everything on my main branch now. nuclear level threat incoming. for some reason my github codespace preview is different than what shows up on my site so i gotta fix that. sucks because my window drag script finally works but it doesnt even show up properly š ā but for now, im gonna take a break demo link (alpha 1.0.1: https://sodahaunted.github.io/pastelnet.os/ )"}, {"post_id": 37955, "ts": "2026-07-31T00:30:31Z", "hours": 2.1869, "text": "pastelOS #2 still working on the os jam tutorial! got a pretty scuffed layout, the photos are wip for now iām just playing around with the css to make it look nicer heres the absolute alpha 1.0 version of pastelOS (its ugly ik) finally fixed the javascript file that didnāt let me close the window properly?? it was because my js file loaded faster than my index.html which was a huge problem this is why you code everything in one long index.html instead of breaking it up lmao i want this to still be cyberpunk/vaporwave themed but im figuring out the ui and realizing it might be more advanced than what i know how to make i made some physical sketches to try and find the theme and plan out apps i wanna make a type of fortune teller would be pretty cool based on an rng system, higher number results in a good fortune while low number results in a bad one maybe a scam email app based on those fake messages you get in cyberpunk 2077 (?) i want an mp3 player 100%, idk what songs to put on it tho maybe some 2022 drift phonk for old times sake š š š TBH i dont even know what iām going to name this OS yet, pastelnet seems kinda off but CyberOS already exists its been over a week and im still not done this aaaa"}, {"post_id": 27852, "ts": "2026-07-13T19:04:39Z", "hours": 2.6103, "text": "pastelOS #1 playing around with github (first time using it) and css while finishing the jam tutorial its coming along well but hopefully i can fix it so it looks better later"}]...
|
Title: PastelNet:OS by @nic | Stardance
Devlogs:
Title: PastelNet:OS by @nic | Stardance
Devlogs:
pastelOS #1 playing around with github (first time using it) and css while finishing the jam tutorial its coming along well but hopefully i can fix it so it looks better later
pastelOS #2 still working on the os jam tutorial! got a pretty scuffed layout, the photos are wip for now iām just playing around with the css to make it look nicer heres the absolute alpha 1.0 version of pastelOS (its ugly ik) finally fixed the javascript file that didnāt let me close the window properly?? it was because my js file loaded faster than my index.html which was a huge problem this is why you code everything in one long index.html instead of breaking it up lmao i want this to still be cyberpunk/vaporwave themed but im figuring out the ui and realizing it might be more advanced than what i know how to make i made some physical sketches to try and find the theme and plan out apps i wanna make a type of fortune teller would be pretty cool based on an rng system, higher number results in a good fortune while low number results in a bad one maybe a scam email app based on those fake messages you get in cyberpunk 2077 (?) i want an mp3 player 100%, idk what songs to put on it tho maybe some 2022 drift phonk for old times sake š š š TBH i dont even know what iām going to name this OS yet, pastelnet seems kinda off but CyberOS already exists its been over a week and im still not done this aaaa
pastelOS #3 - i hate github years will be taken off my life for how long it took for me to fix my darn github page. i hate using it. i wouldāve stuck to neocities if a git repo wasnt required for stardance projects. anyways, i fixed the random merge issue i had where i accidentally opened too many branches and my dev branch and main branch were out of sync. im just gonna do everything on my main branch now. nuclear level threat incoming. for some reason my github codespace preview is different than what shows up on my site so i gotta fix that. sucks because my window drag script finally works but it doesnt even show up properly š ā but for now, im gonna take a break demo link (alpha 1.0.1: https://sodahaunted.github.io/pastelnet.os/ )
pastelOS #4 - (1.0.3 FIXED DRAG) after many hours and days, i finally fixed it. the windows are draggable. what a journey new features (alpha 1.0.3): text boxes are now transparent, inspired by liquid glass app icons are now presented in a list-type menu, similar to the cyberpunk 2077 menu in-game!! new background (old one was crusty) timer finally works DRAGGING WINDOWS FINALLY WORKS got rid of the goofy ahh ācurrently activeā text on the topbar i dont even know how i got them to work. i made a thousand and one commits on github and somehow the stars aligned and my code is working. haha ha ha ha it took me an embarrassingly long amount of time to fix this but like⦠as long as it works bro
pastelOS #5 - 1.0.4 feat email the messages/email app is now functional! if you click the scam link, it sends you to a fake blue screen page. updates: finally fixed topbar font updated README file updates welcome menu text to match better with the OS theme and ui better hover indicator when selecting an app working user menu i canāt believe it took me 12 hours to just make 3 apps ššš i need to lock in for webOS 2
pastelOS #6 - refined UI (1.0.6) PastelNetOS patch notes feat new icons (this one has like 0 progress done): Additions: Made some new app icons for the main layout! I didnāt really like the old ones since the font and shape(?) felt a bit out of place, and I want it to look cohesive as possible Also fixed some colouring and styling errors here and there; trying to make it look polished (though there are still only 3 apps) fixed some internal code that messed up the CSS during bug fixing Challenges: This was originally going to be a JavaScript-heavy update with more interactive features, but I still couldnāt figure out any of the code⦠I think I might need to go back to elementary coding classes because it took me an hour just to change the colour of the window when clicked and I didnāt even like it so I just reverted it back later š I still have to fix the z-index issue and make selected windows a different colour, but JS has genuinely been a pain to learn from scratch so in the span of almost 3 hours i literally only changed the app icons. š at least i got dynamic close buttons now š
pastelnetOS #7 - nothingburger another long wait . . . Additions: The user menu finally works. I wrote an entire JS script by myself for once and its functional!! the name that you input shows up afterwards when you recieve the welcome message. Challenges: Learning JavaScript is very difficult. I have #code channel on slack and my 1 friend that knows JS on speed dial I tried making a sidebar but it still didnt work I want the sidebar to have the mp3 player, calculator, and notes to make things look clean i might add a terminal but lowk idk how to program that
PastelnetOS #8 - calculator app! Additions made my first fully interactive application for PastelOS (with some help from YouTube) learned a bit more about JavaScript Challenges low-key kind of losing my motivation for this project; Stardance is almost over, but Iāve barely made any progress in the past month maybe set a time limit for myself? See how much progress I can make in (x) amount of hours and just finish it before it gets dragged on too long been too focused on making it look āpolishedā instead of adding new features I feel like my devlogs have been pretty empty compared to some of my other projects, but thatās mainly due to programming feeling really repetitive and me feeling like Iām at the point where minor bugs and issues arenāt noteworthy enough to write down anymore. I see them more like a regular part of programming, and they can be easily fixed in a few minutes
pastelnetOS #9 - the completed version After many hours of reformatting code, designing application windows, and crying over CSS, Iāve finally finished PastelNetOS. Itās been a long time in the works, but Iām happy it reached a stage where I feel confident enough to ship it. Final Additions: I finished up the last three applications: the music player, notes, and gallery. I had some issues with the music player and figuring out how to get it functioning properly, but I soon figured it out after digging through a few GitHub repos and Google searches. I originally intended to make a dedicated Spotify-inspired MP3 player, but I ran out of time and just decided to make it as simple and functional as possible. The notes app is also a bit wonky, but what matters is that it works. Itās not completely unusable, but I donāt ever see myself using it in an urgent situation (lol) Challenges: I mentioned it before on a previous devlog, but I was running out of motivation to continue with this project near the end. I realized I didnāt enjoy it as much as Iād hoped, and I found myself working on other projects instead. I think it was mainly my lack of creativity and the repetitiveness of the site, and realizing I didnāt have enough prior coding knowledge to achieve some of the things I wanted to build. School was also a huge factor, as I hadnāt anticipated getting so busy in just a few weeks. I kind of underestimated how much free time Iād have to work on side projects in the first place. In conclusion, Iām glad that my biggest project for Stardance is finally complete, and I can get my certificate for 30 hours of approved work!
Ships:
A custom OS built with HTML, CSS and JavaScript. Inspired by old vaporwave and cyberpunk styles. Currently features 3 working applications, including a welcome menu, user menu and messages. A beginner web developerās first attempt at JavaScript presented as a homage to Cyberpunk 2077.
PastelNET://OS ā A cyberpunk & vaporwave-inspired operating system that runs directly on your browser. Includes 7 applications; including a calculator, gallery, notes, and music player. No need to download any scripts or plugins, as it runs directly on the web, hosted by Github Pages. This is my first attempt at a functional website using JavaScript, designed as a tribute to my love for Cyberpunk Edgerunners. Application List: Welcome Menu: introductory message User Menu: user name input Messages: interactive fake email Music Player: play music Calculator: calculate basic math problems Notes: write notes Gallery: browse through photos Hand-coded using vanilla HTML, CSS, and JS, no frameworks. Built for the Stardance WebOS 2 mission....
|
1793634611.0671496
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1793721011.0671496
|
|
14693
|
My very own WebOS by @trsote | Stardance
|
trsote
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @trsote | Stardance
|
1793544804.5873065
|
1794149604.5873065
|
|
14694
|
My very own WebOS by @chinmaysure | Stardance
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chinmaysure
|
0
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0.0
|
0
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[]
|
[]
|
Title: My very own WebOS by @chinmaysure | Stardan Title: My very own WebOS by @chinmaysure | Stardance...
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1793552266.2953112
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1794157066.2953112
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14695
|
Odyssey by @vihanr | Stardance
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vihanr
|
0
|
25.6
|
0
|
[]
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[{"post_id": 35898, "ts": "202 [{"post_id": 35898, "ts": "2026-07-27T17:01:26Z", "hours": 7.265, "text": "base odyssey-core finished! whats done: everything from initial commit and second devlog (too lazy to type it out lol) Follower.java: combines two vectors for velocity (translational vector, what keeps the robot on the path through arc-length implicitization plus drive vector, the vector that follows the bezier curve) and two different acceleration scalars (centripetal, calculated thruogh v^2*k, and tangential, just the tangential accel from VelocityProfile.java). This in total outputs a DriveSignal that drives the robot. updated DriveSignal that includes forward and strafe acceleration for centripetal pass MecanumDrive.java: putting it together. Takes in a drive signal, and outputs actual drive commands that make the wheels move. StaticCoefficientOpMode.java: opmode that helps you determine kS and kV (static friction coeff and velocity coeff) what im working on advanced heading control: tangential heading, constant heading, target-based heading, etc. GUI (finally): gui that helps you create a path in a user-friendly way and returns a JSON of pts that you can use while coding ambitious goals: turning into a maven lib? marketing to young/rookie teams? website with documentation?"}, {"post_id": 29949, "ts": "2026-07-17T04:17:13Z", "hours": 1.7903, "text": "finished VelocityProfile.java what is it? a velocity profile is just a simple mapping of the optimal velocity given the robot is along the path. it takes in distance, and it outputs velocity. how does it do that? first of all, because it maps distance in a cubic bezier-curve path, my numerical solution to arc-length parametrization using a Gauss-Legendre integrator proves actually useful. Based on that distance, you pass the optimal velocity through 3 different checks: centripetal, forward, and backward. centripetal pass: you get the curvature based on the distance you are along the path, and from that curvature you use the formula a_c=v^2*k (rearrange it to v^2=a_c/k and finally v=sqrt(a_c/k)) to find the curve velocity limit. This is also tuned by the maximum centripetal acceleration limit that is based on the robotās physical capability. forward pass: with a standard velocity profile with just velocity mappings, the robot may physically not be able to accelerate from point A to B. a forward pass provides the maximum velocity for accelerating smoothly without error along two distances. It uses the kinematic formula with the max acceleration as the robotās acceleration limit. backward pass: backward pass is basically the same idea as forward pass except, you guessed it, backwards! it uses the robotās physical limit of braking (or deacceleration) to find the optimal breaking speed. for finding the velocity you can lerp the closest low and high vals. tests: 14 out of 14 passed yay (i had one slip up where i forgot to lerp v^2 and lerped v) now im working on: the simulated follower bc i need the actual robot for t he real follower"}, {"post_id": 29270, "ts": "2026-07-16T02:32:09Z", "hours": 16.5494, "text": "initial commit everything done so far (first devlog a bit late into the project so a lot is done) entire geometry package (Vector2d, BezierCurve, Pose2d, etc.) follower class DriveSignal that turns forward strafe and turn into one robust signal beautiful arc-length parametrization and implicitization (holy that took a long time accounted for like 5 hours lmao) but one of the key parts that makes this algo extremely accurate compared to others pid controller VERY VERY VERY basic GUI using JavaFX in progress: velocity profile (working on the basic methods on optimal centrepital acceleration, trying to learn 1st pass 2nd pass and 3rd pass) soon: simulated follower algo actual follower algo when i get the robot ambitious: GUI that turns your path (hand-drawn with bezier curve control points, maybe next i could include an optimize function) into JSON for easier readibility and maybe soon an actual java code that works potentially making this into a library??"}]...
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Title: Odyssey by @vihanr | Stardance
Devlogs:
in Title: Odyssey by @vihanr | Stardance
Devlogs:
initial commit everything done so far (first devlog a bit late into the project so a lot is done) entire geometry package (Vector2d, BezierCurve, Pose2d, etc.) follower class DriveSignal that turns forward strafe and turn into one robust signal beautiful arc-length parametrization and implicitization (holy that took a long time accounted for like 5 hours lmao) but one of the key parts that makes this algo extremely accurate compared to others pid controller VERY VERY VERY basic GUI using JavaFX in progress: velocity profile (working on the basic methods on optimal centrepital acceleration, trying to learn 1st pass 2nd pass and 3rd pass) soon: simulated follower algo actual follower algo when i get the robot ambitious: GUI that turns your path (hand-drawn with bezier curve control points, maybe next i could include an optimize function) into JSON for easier readibility and maybe soon an actual java code that works potentially making this into a library??
finished VelocityProfile.java what is it? a velocity profile is just a simple mapping of the optimal velocity given the robot is along the path. it takes in distance, and it outputs velocity. how does it do that? first of all, because it maps distance in a cubic bezier-curve path, my numerical solution to arc-length parametrization using a Gauss-Legendre integrator proves actually useful. Based on that distance, you pass the optimal velocity through 3 different checks: centripetal, forward, and backward. centripetal pass: you get the curvature based on the distance you are along the path, and from that curvature you use the formula a_c=v^2*k (rearrange it to v^2=a_c/k and finally v=sqrt(a_c/k)) to find the curve velocity limit. This is also tuned by the maximum centripetal acceleration limit that is based on the robotās physical capability. forward pass: with a standard velocity profile with just velocity mappings, the robot may physically not be able to accelerate from point A to B. a forward pass provides the maximum velocity for accelerating smoothly without error along two distances. It uses the kinematic formula with the max acceleration as the robotās acceleration limit. backward pass: backward pass is basically the same idea as forward pass except, you guessed it, backwards! it uses the robotās physical limit of braking (or deacceleration) to find the optimal breaking speed. for finding the velocity you can lerp the closest low and high vals. tests: 14 out of 14 passed yay (i had one slip up where i forgot to lerp v^2 and lerped v) now im working on: the simulated follower bc i need the actual robot for t he real follower
base odyssey-core finished! whats done: everything from initial commit and second devlog (too lazy to type it out lol) Follower.java: combines two vectors for velocity (translational vector, what keeps the robot on the path through arc-length implicitization plus drive vector, the vector that follows the bezier curve) and two different acceleration scalars (centripetal, calculated thruogh v^2*k, and tangential, just the tangential accel from VelocityProfile.java). This in total outputs a DriveSignal that drives the robot. updated DriveSignal that includes forward and strafe acceleration for centripetal pass MecanumDrive.java: putting it together. Takes in a drive signal, and outputs actual drive commands that make the wheels move. StaticCoefficientOpMode.java: opmode that helps you determine kS and kV (static friction coeff and velocity coeff) what im working on advanced heading control: tangential heading, constant heading, target-based heading, etc. GUI (finally): gui that helps you create a path in a user-friendly way and returns a JSON of pts that you can use while coding ambitious goals: turning into a maven lib? marketing to young/rookie teams? website with documentation?...
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1793454609.062358
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1794059409.062358
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14696
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Informational Website by @jasonchoi403 | Stardance
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jasonchoi403
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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: Informational Website by @jasonchoi403 | St Title: Informational Website by @jasonchoi403 | Stardance...
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1793188527.6097066
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1793793327.6097066
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14697
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XR Mind Mapping by @amirmohideen | Stardance
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amirmohideen
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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: XR Mind Mapping by @amirmohideen | Stardanc Title: XR Mind Mapping by @amirmohideen | Stardance...
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1793562520.1822894
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1794167320.1822894
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14698
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VortexLobe by @RayanR | Stardance
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RayanR
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0
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0.29
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0
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[]
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[{"post_id": 7173, "ts": "2026 [{"post_id": 7173, "ts": "2026-06-11T23:47:23Z", "hours": 0.2906, "text": "Worked on Soldering snd coding my website"}]...
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Title: VortexLobe by @RayanR | Stardance
Devlogs: Title: VortexLobe by @RayanR | Stardance
Devlogs:
Worked on Soldering snd coding my website...
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1793234931.2122958
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1793839731.2122958
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14699
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Hollow - Game Dev by @magomango | Stardance
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magomango
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1
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137.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T03:11:30Z", "hours": 137.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HOLLOW - 3D, 1st POV Retro (optional) Horror Game!! What I made: HOLLOW is a short first-person survival horror game in Godot 4, inspired by Puppet Combo games and Granny. Youāre stuck in a house with a monster wandering the halls, and you have to explore, find items, and solve a chain of puzzles to escape. No weapons, so your only options are hiding and running. What was challenging: the enemy AI, by far. For a long time it ignored me completely, even when I stood right in front of it. It turned out my playerās camera and body were offset 115 units from where the game thought I was, so the monster was staring at an empty spot across the room. I also fought navigation meshes floating above the floor, imported 3D models launching themselves into the sky because of hidden built-in colliders, and getting the web build under itch.ioās size limit (527 MB to 465 MB by shrinking textures). What Iām proud of: the monster actually feels like itās hunting you. It wanders, chases you when it spots you, keeps following you around corners, and searches the area after it loses you. I also built one reusable puzzle system that runs almost every puzzle in the game, plus a caged creature that asks you for things and reacts with its own animations. Tho it still looks kinda silly sometimes because it spins a bit or is kinda dumb. but thats good for the player!! Lol. How to test it: play in the browser or download for Windows/Mac. WASD move Ā· Shift sprint Ā· C crouch Ā· E interact / pick up / use Ā· V toggle the VHS filter Look at objects to get hints, and press E while holding the right item to use it. You get 5 hits per life and 3 lives. Downloads arenāt code-signed. On Windows click More info > Run anyway; on Mac right-click > Open. Happy Halloween, and I hope you enjoy it!!!", "repo": "https://github.com/magnolia345/StarDance-Hallow", "demo": "https://magnoliaggogog.itch.io/hallow"}]...
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[{"post_id": 83154, "ts": "202 [{"post_id": 83154, "ts": "2026-10-27T02:25:22Z", "hours": 3.3642, "text": "Literally done. Finished decorating; adding end screens; making itch.io page Lazy lmao⦠but i js spent like 5 hours straight doing stuff (besides coding like making the readme actually read-ABLE lmao) BRUH ARE YOU KIDDING ME."}, {"post_id": 82855, "ts": "2026-10-26T01:12:13Z", "hours": 11.5164, "text": "ALMOST DONENNE ~ whats up DONE WITH ALL PUZZLES. LETTS GOOO implementation SO continuation from previous post - implementation of the puzzles Lots of puzzles, eg the lock to the exit, use the same mechanic, and I attach the same script where I input different things in the Inspector. Each Object X which takes Object Y leads to Event Z happening. Explaining the below image: I can attach the same script of code to different things. So obviously, Object X (where i attach the script) is the door in this case; Object Y is the key; and Event Z is the lock hiding. Sometimes the Event is something like dropping loot, which is making something visible and the mode switches from disabled to inherit at the bottom in Process. Future LITERALLY SO CLOSE TO SHIPPING FEFHEFR. maybe tonight⦠Just last decorations, death screen (oh yea, the enemy is so peakkkkk⦠reveal later) See you soon!"}, {"post_id": 81886, "ts": "2026-10-22T20:59:17Z", "hours": 7.7286, "text": "puzzles? how cool is this? ~ whats up started puzzles, hopefully gonna finish very soon? implementation Most of my puzzles involve doing something, then something else happens (eg appearing vs disappearing). So I just made a script and attached it to certain places where objects are supposed to be inter-actable with. more detailed desc later Future finish the puzzles oof"}, {"post_id": 80859, "ts": "2026-10-19T01:43:18Z", "hours": 12.4375, "text": "FAV ROOM + glow in the dark pumpkins?? ~ whats up so i got the enemy to work. thank god. PLUS I GOT MY FAVORITE-ST ROOM EVER MADE!! Implementation/fix for enemy Looping btw 2 rooms: wander code picked farthest random point, so movement was lwk sporadic and weird. So we switched to getting the first valid point randomly generated instead. Walked off into the void: bc the navigationmesh or where it can roam WAS PARTIALLY OUTSIDE. bruh. so just resized the NM Never saw me or chased: LMAO this was so funny. So apparently my body was like 115 WHOLE-STINKING units away from where the code thought I was.. so easy fix, but bruh. Lost me at corners when i sharp turned: chase_memory now is for keeping track of position even after losing sight. Also added the hit screen, which is like a little bit of blood, for funsies THE ROOM OMGGOGMG - this was so heavily inspired (not copied⦠cuz yk i got crates here) by that one bunker room in Stay Out of the House by PUPPETCOMBO (omg peakkk). itās a maze in there. check out the 2nd image! Future PUZZLES. OMG (still) I have so many ideas and so little timeeee. PS: wanted to fit all images in one frame. (yea okay syre bvro)"}, {"post_id": 79448, "ts": "2026-10-14T01:05:09Z", "hours": 10.0569, "text": "GUMBALLS ~ whats up FINALLY finished decorating?? Okay, so I got the enemy to work - FOR LIKE 5 SECONDS - before i broke it again T-T. IDEK what I did bruh. Implementation So I baked a navigationmesh which is all the places the enemy can go (eg mostly where the player can go mostly) and then successfully (for a while at least) made it move randomly and chase the player when it crossed its line of view. It would even hit the player and make a bloody screen show up. BUT NOW IT DOESNāT WORK. HUhhh?? It doesnāt even move at all. So comes debugging: I integrated each step one by one instead of working on the code for like 5 hours and then testing it. Hopefully I can get this thing to work ugh. (My desc are lwk bad here but its because Im raging) Future PUZZLES. OMG I have so many ideas and so little timeeee. anyway, hereās this gumball machine which might be my favorite thing ever. toodles"}, {"post_id": 77150, "ts": "2026-10-05T19:44:07Z", "hours": 10.9308, "text": "WE GOT CABINETS ~ Happy Spooky-Season!! HORROR SEASON + whats up Player can finally open doors- nope not doors, those are harder to implement than cabinets. But then isnāt a door literally just a big cabinet? #showerthoughts Implementation Basically, interact āEā asks whether the raycast, or the āimaginary lineā shot out the player though the red dot in the center, hits the object. If the player is standing close enough and they press E, it turns the door 90 degrees about the side aixs. It took a bit to implement bc I kept MESSING UP what the raycast would collid with. Plus this cabinet is like A MILLION different pieces. it legit takes 10 seconds to scroll through everything. I mean ig bro. Future Do this to like all the other cabinets (T-T), fix enemy (idk why its glitching), implement puzzles. AND ADD HALLOWEEN EASTER EGGS! (or are they called Halloween Eggs bc its not rlly easter⦠#showerthoughtsagain⦠haha)"}, {"post_id": 72476, "ts": "2026-09-23T01:17:52Z", "hours": 10.0992, "text": "PLAYGROUND - and pick up I added this cool playground into the game, where you can actually go inside and even slide down the slide. Peak childhood nostalgia :) You can also now pick up items and drop them realistically, affected by gravity. Iām holding a hammer in this image! I think the game is coming along well. Slowly⦠AHhhh gotta pick up the pace."}, {"post_id": 71017, "ts": "2026-09-20T06:44:20Z", "hours": 8.9114, "text": "Still decorating⦠Sometimes the things you look the hardest for⦠Is just in plain sight⦠I also added in the enemy. Dw it wonāt be a cubicle forever."}, {"post_id": 68393, "ts": "2026-09-15T01:40:40Z", "hours": 12.5781, "text": "** PARKOUR ** Still decorating. but im so proud of myself for making this little parkour. the ladder was so hard to get the player to actually get on T-T"}, {"post_id": 62367, "ts": "2026-09-05T18:10:53Z", "hours": 9.9689, "text": "Hallow Continued - MECHANICS ~ Whatās been going on Still working on decorating. Aesthetics are important oookkk? Been working on mechanics, such as interacting. Since these models are from online, I have to resize everything and also make a function so they can be interacted with. How it works: basically you just have to be close enough to some object, then press āEā to interact with the object, which then causes some change. For example, this cabinet opens, but Iām planning on adding different puzzles which isnāt as simple as opening a drawer. Issues: Since the hitbox (or CollisionShape3D in Godot) is over the whole cabinet, it opens all the drawers. I guess that makes it easier for the player lmao. But if I wanted to make it over each drawer, then I wouldāve had to make smaller hitboxes and arranged them properly. I accidentally made this cabinet TOO TALL T-T. So I wonder how the player will get up there⦠(totally on purpose haha) It limits which models I could take from online. A lot of models are not separated into parts (eg drawer1 is attached permanently to drawer2), meaning they canāt actually open. I realized this half way thru scavenging. :( Also started on the enemy AI stuff, but itās not that done yet. ~ Plan Continue decorating, making them interactable. I have also made a whole map of the layout and the fun puzzles Iām planning to put in. I would share it but spoilers⦠:) Credit for cabinet below: Bedside table: āBedside table oldā ( https://skfb.ly/owuAQ ) by Nollien is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/ ). SKETCHFAB is a peakkk website! pretty realistic looking things on here!"}, {"post_id": 54118, "ts": "2026-08-24T22:49:47Z", "hours": 6.8272, "text": "Hallow Continued - COUCHES ~ Whatās been going on Really right now is one of the fun-ner parts: just adding in open-license 3D models from online and decorating the whole place (in- and ex-terior). And obviously crediting everything on this massive google doc. š I was hoping it would be sorta fast, but tell me how itās been a few hours already lol T-T ~ After this Make everything interact-able and bring in the props and tools you need to find to escape with. Some of these models donāt have an interior, so Iāll need to figure how to sideball that issue. And a gamedevās worst nightmare: doors⦠š Ohhh and also rearrange my whole filesystem and Scene panel. Uhhh which door is which againā¦. absolute monstrosity right now⦠Credit for sofa below: ātrashy backyard sofaā ( https://skfb.ly/pHVBH ) by Schmoldt5000 is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/). SKETCHFAB is a peakkk website! pretty realistic looking things on here!"}, {"post_id": 47898, "ts": "2026-08-16T05:24:37Z", "hours": 19.6883, "text": "Devlog 2 - Layout Done Itās been a while since my last post, but Iāve finished the pretty giant layout. I think I want a couple of floors, but that might be ambitious. Weāll see. Right now it has over 10 rooms and an outside! The doors are a big large right now, but this is an orphanage and the player is a kid so maybe its ok. š I also started brainstorming some puzzles. Next step: decorating the interior and exterior and adding in items."}, {"post_id": 27028, "ts": "2026-07-12T05:56:11Z", "hours": 12.6417, "text": "Devlog #1 - Hollow GAME Dev Hey everyone! This is my first time posting and first time ever doing anything Hack Club related. Iāve seen so many cool projects already, and it really inspired me to create something and ship it out. Lmao, skip all this rant and go to the bottom for the actual project to save time! Iām developing a GAME ! ā A little about me and why Iām here : I LOVE horror! Especially horror games. However Iām more of a person who likes watching people play games and am too scared sometimes to play them myself. Things like the Resident Evil series, indie games (like by Puppet Combo), or even mobile games like Granny. So I thought why not make one myself since itās summer and all. Iām familiar with programming but totally new to game dev, so this will be an interesting adventure. ā What Iāve learned so far about the game dev process : Thereās a LOT to learn and decide. Eg What gaming platform you wanna use (so many differences lmao) like unreal, unity, and godot Plot of your game (so MUCH stuff to consider here) General gameplay style (open exploration? cutscene hand holding gameplay?) How long you want your game to be (uhhhā¦) and so much more⦠š Iāve tried making a GDD (game dev doc), and rn its still being refined as the vision comes together. āā MY GAME PREMISE āā Game name: Hollow Gist: The player is stuck in an Orphanage and strives for a way out + An investigator attempts to voyage to the Orphanage, but seeks shelter in somewhere unknown⦠(trying to go for the multiple enemy/story happening but its all connectedā¦) **Inspo: **HEAVILY from Resident Evil 7 (the Bakerās House), the mobile game The Evil Nun, puppet combo games (like Stay Out of the House or Nun Massacre), random dreams Iāve had (lol) Platform: GODOT (highkey underrated) ā Whats done so far a dark environment and a few bare rooms stamina bar that can be recharged flashlight movement controls 1/2 of door mechanics (so many memes about how game devs hate door physics hahaha.. yea me too) Js the first week, so player basic mechanics are in. ā Future plans for posts Polish the environment and figuring out the enemy Finishing the GDD and posting clips of it Posting a short demo game on Itch.io Thanks for reading this post!"}]...
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Title: Hollow - Game Dev by @magomango | Stardance Title: Hollow - Game Dev by @magomango | Stardance
Devlogs:
Devlog #1 - Hollow GAME Dev Hey everyone! This is my first time posting and first time ever doing anything Hack Club related. Iāve seen so many cool projects already, and it really inspired me to create something and ship it out. Lmao, skip all this rant and go to the bottom for the actual project to save time! Iām developing a GAME ! ā A little about me and why Iām here : I LOVE horror! Especially horror games. However Iām more of a person who likes watching people play games and am too scared sometimes to play them myself. Things like the Resident Evil series, indie games (like by Puppet Combo), or even mobile games like Granny. So I thought why not make one myself since itās summer and all. Iām familiar with programming but totally new to game dev, so this will be an interesting adventure. ā What Iāve learned so far about the game dev process : Thereās a LOT to learn and decide. Eg What gaming platform you wanna use (so many differences lmao) like unreal, unity, and godot Plot of your game (so MUCH stuff to consider here) General gameplay style (open exploration? cutscene hand holding gameplay?) How long you want your game to be (uhhhā¦) and so much more⦠š Iāve tried making a GDD (game dev doc), and rn its still being refined as the vision comes together. āā MY GAME PREMISE āā Game name: Hollow Gist: The player is stuck in an Orphanage and strives for a way out + An investigator attempts to voyage to the Orphanage, but seeks shelter in somewhere unknown⦠(trying to go for the multiple enemy/story happening but its all connectedā¦) **Inspo: **HEAVILY from Resident Evil 7 (the Bakerās House), the mobile game The Evil Nun, puppet combo games (like Stay Out of the House or Nun Massacre), random dreams Iāve had (lol) Platform: GODOT (highkey underrated) ā Whats done so far a dark environment and a few bare rooms stamina bar that can be recharged flashlight movement controls 1/2 of door mechanics (so many memes about how game devs hate door physics hahaha.. yea me too) Js the first week, so player basic mechanics are in. ā Future plans for posts Polish the environment and figuring out the enemy Finishing the GDD and posting clips of it Posting a short demo game on Itch.io Thanks for reading this post!
Devlog 2 - Layout Done Itās been a while since my last post, but Iāve finished the pretty giant layout. I think I want a couple of floors, but that might be ambitious. Weāll see. Right now it has over 10 rooms and an outside! The doors are a big large right now, but this is an orphanage and the player is a kid so maybe its ok. š I also started brainstorming some puzzles. Next step: decorating the interior and exterior and adding in items.
Hallow Continued - COUCHES ~ Whatās been going on Really right now is one of the fun-ner parts: just adding in open-license 3D models from online and decorating the whole place (in- and ex-terior). And obviously crediting everything on this massive google doc. š I was hoping it would be sorta fast, but tell me how itās been a few hours already lol T-T ~ After this Make everything interact-able and bring in the props and tools you need to find to escape with. Some of these models donāt have an interior, so Iāll need to figure how to sideball that issue. And a gamedevās worst nightmare: doors⦠š Ohhh and also rearrange my whole filesystem and Scene panel. Uhhh which door is which againā¦. absolute monstrosity right now⦠Credit for sofa below: ātrashy backyard sofaā ( https://skfb.ly/pHVBH ) by Schmoldt5000 is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/). SKETCHFAB is a peakkk website! pretty realistic looking things on here!
Hallow Continued - MECHANICS ~ Whatās been going on Still working on decorating. Aesthetics are important oookkk? Been working on mechanics, such as interacting. Since these models are from online, I have to resize everything and also make a function so they can be interacted with. How it works: basically you just have to be close enough to some object, then press āEā to interact with the object, which then causes some change. For example, this cabinet opens, but Iām planning on adding different puzzles which isnāt as simple as opening a drawer. Issues: Since the hitbox (or CollisionShape3D in Godot) is over the whole cabinet, it opens all the drawers. I guess that makes it easier for the player lmao. But if I wanted to make it over each drawer, then I wouldāve had to make smaller hitboxes and arranged them properly. I accidentally made this cabinet TOO TALL T-T. So I wonder how the player will get up there⦠(totally on purpose haha) It limits which models I could take from online. A lot of models are not separated into parts (eg drawer1 is attached permanently to drawer2), meaning they canāt actually open. I realized this half way thru scavenging. :( Also started on the enemy AI stuff, but itās not that done yet. ~ Plan Continue decorating, making them interactable. I have also made a whole map of the layout and the fun puzzles Iām planning to put in. I would share it but spoilers⦠:) Credit for cabinet below: Bedside table: āBedside table oldā ( https://skfb.ly/owuAQ ) by Nollien is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/ ). SKETCHFAB is a peakkk website! pretty realistic looking things on here!
** PARKOUR ** Still decorating. but im so proud of myself for making this little parkour. the ladder was so hard to get the player to actually get on T-T
Still decorating⦠Sometimes the things you look the hardest for⦠Is just in plain sight⦠I also added in the enemy. Dw it wonāt be a cubicle forever.
PLAYGROUND - and pick up I added this cool playground into the game, where you can actually go inside and even slide down the slide. Peak childhood nostalgia :) You can also now pick up items and drop them realistically, affected by gravity. Iām holding a hammer in this image! I think the game is coming along well. Slowly⦠AHhhh gotta pick up the pace.
WE GOT CABINETS ~ Happy Spooky-Season!! HORROR SEASON + whats up Player can finally open doors- nope not doors, those are harder to implement than cabinets. But then isnāt a door literally just a big cabinet? #showerthoughts Implementation Basically, interact āEā asks whether the raycast, or the āimaginary lineā shot out the player though the red dot in the center, hits the object. If the player is standing close enough and they press E, it turns the door 90 degrees about the side aixs. It took a bit to implement bc I kept MESSING UP what the raycast would collid with. Plus this cabinet is like A MILLION different pieces. it legit takes 10 seconds to scroll through everything. I mean ig bro. Future Do this to like all the other cabinets (T-T), fix enemy (idk why its glitching), implement puzzles. AND ADD HALLOWEEN EASTER EGGS! (or are they called Halloween Eggs bc its not rlly easter⦠#showerthoughtsagain⦠haha)
GUMBALLS ~ whats up FINALLY finished decorating?? Okay, so I got the enemy to work - FOR LIKE 5 SECONDS - before i broke it again T-T. IDEK what I did bruh. Implementation So I baked a navigationmesh which is all the places the enemy can go (eg mostly where the player can go mostly) and then successfully (for a while at least) made it move randomly and chase the player when it crossed its line of view. It would even hit the player and make a bloody screen show up. BUT NOW IT DOESNāT WORK. HUhhh?? It doesnāt even move at all. So comes debugging: I integrated each step one by one instead of working on the code for like 5 hours and then testing it. Hopefully I can get this thing to work ugh. (My desc are lwk bad here but its because Im raging) Future PUZZLES. OMG I have so many ideas and so little timeeee. anyway, hereās this gumball machine which might be my favorite thing ever. toodles
FAV ROOM + glow in the dark pumpkins?? ~ whats up so i got the enemy to work. thank god. PLUS I GOT MY FAVORITE-ST ROOM EVER MADE!! Implementation/fix for enemy Looping btw 2 rooms: wander code picked farthest random point, so movement was lwk sporadic and weird. So we switched to getting the first valid point randomly generated instead. Walked off into the void: bc the navigationmesh or where it can roam WAS PARTIALLY OUTSIDE. bruh. so just resized the NM Never saw me or chased: LMAO this was so funny. So apparently my body was like 115 WHOLE-STINKING units away from where the code thought I was.. so easy fix, but bruh. Lost me at corners when i sharp turned: chase_memory now is for keeping track of position even after losing sight. Also added the hit screen, which is like a little bit of blood, for funsies THE ROOM OMGGOGMG - this was so heavily inspired (not copied⦠cuz yk i got crates here) by that one bunker room in Stay Out of the House by PUPPETCOMBO (omg peakkk). itās a maze in there. check out the 2nd image! Future PUZZLES. OMG (still) I have so many ideas and so little timeeee. PS: wanted to fit all images in one frame. (yea okay syre bvro)
puzzles? how cool is this? ~ whats up started puzzles, hopefully gonna finish very soon? implementation Most of my puzzles involve doing something, then something else happens (eg appearing vs disappearing). So I just made a script and attached it to certain places where objects are supposed to be inter-actable with. more detailed desc later Future finish the puzzles oof
ALMOST DONENNE ~ whats up DONE WITH ALL PUZZLES. LETTS GOOO implementation SO continuation from previous post - implementation of the puzzles Lots of puzzles, eg the lock to the exit, use the same mechanic, and I attach the same script where I input different things in the Inspector. Each Object X which takes Object Y leads to Event Z happening. Explaining the below image: I can attach the same script of code to different things. So obviously, Object X (where i attach the script) is the door in this case; Object Y is the key; and Event Z is the lock hiding. Sometimes the Event is something like dropping loot, which is making something visible and the mode switches from disabled to inherit at the bottom in Process. Future LITERALLY SO CLOSE TO SHIPPING FEFHEFR. maybe tonight⦠Just last decorations, death screen (oh yea, the enemy is so peakkkkk⦠reveal later) See you soon!
Literally done. Finished decorating; adding end screens; making itch.io page Lazy lmao⦠but i js spent like 5 hours straight doing stuff (besides coding like making the readme actually read-ABLE lmao) BRUH ARE YOU KIDDING ME.
Ships:
HOLLOW - 3D, 1st POV Retro (optional) Horror Game!! What I made: HOLLOW is a short first-person survival horror game in Godot 4, inspired by Puppet Combo games and Granny. Youāre stuck in a house with a monster wandering the halls, and you have to explore, find items, and solve a chain of puzzles to escape. No weapons, so your only options are hiding and running. What was challenging: the enemy AI, by far. For a long time it ignored me completely, even when I stood right in front of it. It turned out my playerās camera and body were offset 115 units from where the game thought I was, so the monster was staring at an empty spot across the room. I also fought navigation meshes floating above the floor, imported 3D models launching themselves into the sky because of hidden built-in colliders, and getting the web build under itch.ioās size limit (527 MB to 465 MB by shrinking textures). What Iām proud of: the monster actually feels like itās hunting you. It wanders, chases you when it spots you, keeps following you around corners, and searches the area after it loses you. I also built one reusable puzzle system that runs almost every puzzle in the game, plus a caged creature that asks you for things and reacts with its own animations. Tho it still looks kinda silly sometimes because it spins a bit or is kinda dumb. but thats good for the player!! Lol. How to test it: play in the browser or download for Windows/Mac. WASD move Ā· Shift sprint Ā· C crouch Ā· E interact / pick up / use Ā· V toggle the VHS filter Look at objects to get hints, and press E while holding the right item to use it. You get 5 hits per life and 3 lives. Downloads arenāt code-signed. On Windows click More info > Run anyway; on Mac right-click > Open. Happy Halloween, and I hope you enjoy it!!!...
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1793670477.7004151
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14700
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ControlPad by @Saturn5forever | Stardance
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Saturn5forever
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0
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3.79
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0
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[]
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[{"post_id": 7665, "ts": "2026 [{"post_id": 7665, "ts": "2026-06-12T20:10:09Z", "hours": 2.2008, "text": "Today I worked on routing the traces and creating some silkscreen art. I routed the traces pretty easily because I didnāt need to use any vias. It was kind of relaxing like people say. Anyways, once I finished that, I actually redid it because I needed to slightly rearrange the components to make sure the PCB fit within 100mm x 100mm. Then, I created a logo for the ControlPad, and added it to the PCB along with a Hack Club one (of course). I am going to start on the case next so hopefully that goes well. Quote of the devlog: If the code works first try, you know somethings up."}, {"post_id": 7141, "ts": "2026-06-11T22:32:22Z", "hours": 1.5903, "text": "I worked on the schematic and layout of the ControlPad today. i have not routed the traces yet but that is the next step. I have the switches set up in a matrix configuration because there is 9 of them. The reason for the offset layout is because it looks sweet and because I will be using it with my left hand. Anyways, that is all for today and next I will route the traces."}]...
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Title: ControlPad by @Saturn5forever | Stardance
Title: ControlPad by @Saturn5forever | Stardance
Devlogs:
I worked on the schematic and layout of the ControlPad today. i have not routed the traces yet but that is the next step. I have the switches set up in a matrix configuration because there is 9 of them. The reason for the offset layout is because it looks sweet and because I will be using it with my left hand. Anyways, that is all for today and next I will route the traces.
Today I worked on routing the traces and creating some silkscreen art. I routed the traces pretty easily because I didnāt need to use any vias. It was kind of relaxing like people say. Anyways, once I finished that, I actually redid it because I needed to slightly rearrange the components to make sure the PCB fit within 100mm x 100mm. Then, I created a logo for the ControlPad, and added it to the PCB along with a Hack Club one (of course). I am going to start on the case next so hopefully that goes well. Quote of the devlog: If the code works first try, you know somethings up....
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1793372099.4704404
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1793976899.4704404
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