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Title: Untitled by @mussawirgolo143 | Stardance
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Title: Untitled by @mussawirgolo143 | Stardance
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Title: Untitled by @mussawirgolo143 | Stardance
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Title: Untitled by @mussawirgolo143 | Stardance
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Pipad by @Shhh | Stardance
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Title: Pipad by @Shhh | Stardance
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the way to teal(just kill) by @love | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T00:30:44Z", "hours": 23.0, "multiplier": 18.83, "payout": 413, "blessing": "neutral", "text": "this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"ship_num": 2, "ts": "2026-06-21T13:09:47Z", "hours": 25.0, "multiplier": 18.23, "payout": 464, "blessing": "neutral", "text": "i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}]...
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[{"post_id": 31312, "ts": "202 [{"post_id": 31312, "ts": "2026-07-19T16:42:06Z", "hours": 4.2094, "text": "DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE"}, {"post_id": 30937, "ts": "2026-07-18T22:54:39Z", "hours": 8.4639, "text": "DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs"}, {"post_id": 28633, "ts": "2026-07-15T00:29:18Z", "hours": 1.1447, "text": "mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!"}, {"post_id": 28494, "ts": "2026-07-14T19:34:05Z", "hours": 5.3678, "text": "DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality"}, {"post_id": 26518, "ts": "2026-07-11T11:21:23Z", "hours": 5.4061, "text": "DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss"}, {"post_id": 17327, "ts": "2026-06-28T02:11:05Z", "hours": 11.3172, "text": "DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff"}, {"post_id": 13096, "ts": "2026-06-21T13:00:34Z", "hours": 2.7217, "text": "DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 12239, "ts": "2026-06-19T23:54:55Z", "hours": 4.3089, "text": "DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after"}, {"post_id": 11305, "ts": "2026-06-18T14:29:13Z", "hours": 0.5894, "text": "THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D"}, {"post_id": 10797, "ts": "2026-06-17T18:26:42Z", "hours": 2.7661, "text": "DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!"}, {"post_id": 10574, "ts": "2026-06-17T11:42:16Z", "hours": 1.5328, "text": "DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)"}, {"post_id": 9462, "ts": "2026-06-15T20:27:16Z", "hours": 1.6878, "text": "DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == \"chase\" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == \"attack\": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload(\"res://Particles/enemyExplode.tscn\") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = \"idle\" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game"}, {"post_id": 9354, "ts": "2026-06-15T18:10:19Z", "hours": 2.9417, "text": "DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early"}, {"post_id": 8257, "ts": "2026-06-13T18:56:58Z", "hours": 1.4006, "text": "DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 8086, "ts": "2026-06-13T14:35:14Z", "hours": 2.2019, "text": "DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 7998, "ts": "2026-06-13T10:48:12Z", "hours": 1.0583, "text": "DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T"}, {"post_id": 7964, "ts": "2026-06-13T09:10:34Z", "hours": 0.4461, "text": "mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)"}, {"post_id": 7754, "ts": "2026-06-12T23:03:36Z", "hours": 0.6658, "text": "DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game"}, {"post_id": 7503, "ts": "2026-06-12T14:46:54Z", "hours": 1.8969, "text": "DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt"}, {"post_id": 7442, "ts": "2026-06-12T12:05:00Z", "hours": 0.9031, "text": "DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```"}, {"post_id": 7416, "ts": "2026-06-12T10:55:30Z", "hours": 0.325, "text": "devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands"}]...
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Title: the way to teal(just kill) by @love | Stard Title: the way to teal(just kill) by @love | Stardance
Devlogs:
devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands
DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```
DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt
DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game
mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)
DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T
DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early
DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == "chase" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == "attack": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload("res://Particles/enemyExplode.tscn") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = "idle" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game
DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)
DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!
THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D
DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after
DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff
DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss
DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality
mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!
DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs
DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE
Ships:
i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!
this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)...
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Abrodo by @Gvas | Stardance
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My Website About my life by @citunek22 | Stardance
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[{"post_id": 66101, "ts": "202 [{"post_id": 66101, "ts": "2026-09-11T18:04:44Z", "hours": 0.5967, "text": "ok so i remade the whole website because i dont like it as much as before and now i added links instead of something and i actually hosted this site trough vercel. This is how it looks like"}, {"post_id": 12677, "ts": "2026-06-20T18:26:47Z", "hours": 0.6553, "text": "Today i was quite lazy and i still dont know which tutorials to use but still i added a background and font color"}, {"post_id": 12117, "ts": "2026-06-19T19:53:10Z", "hours": 0.5567, "text": "Like i said a website about the info i can and want to share like today instead of i wrote which is snake in czech and my mistakes are mistyping z and y because they are switched on czech and english. And if somebody understands czech they know what i wrote. Dont worry its not anything vulgar or explicit."}]...
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Title: My Website About my life by @citunek22 | St Title: My Website About my life by @citunek22 | Stardance
Devlogs:
Like i said a website about the info i can and want to share like today instead of i wrote which is snake in czech and my mistakes are mistyping z and y because they are switched on czech and english. And if somebody understands czech they know what i wrote. Dont worry its not anything vulgar or explicit.
Today i was quite lazy and i still dont know which tutorials to use but still i added a background and font color
ok so i remade the whole website because i dont like it as much as before and now i added links instead of something and i actually hosted this site trough vercel. This is how it looks like
Ships:
So like i said before it is a website but more of a linktree website instead of a portfolio. I have my tiktok, two of my instagrams and Youtube there so i would be grateful if you would follow me also its hosted on vercel and this is how it looks like...
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My very own WebOS by @citunek22 | Stardance
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My awesome macropad! by @Kim | Stardance
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Untitled by @raezkamal | Stardance
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raezkamal
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0
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0.0
|
0
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[]
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[]
|
Title: Untitled by @raezkamal | Stardance
|
1793148683.4996445
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1793753483.4996445
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15267
|
My very own WebOS by @jonathan_e | Stardance
|
jonathan_e
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0
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0.0
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0
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[]
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[]
|
Title: My very own WebOS by @jonathan_e | Stardanc Title: My very own WebOS by @jonathan_e | Stardance...
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1793533825.2795691
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1794138625.2795691
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15268
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Dedsec by @Mb | Stardance
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Mb
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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: Dedsec by @Mb | Stardance
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1793433311.7579384
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1794038111.7579384
|
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15269
|
My first slack bot! by @cone-001 | Stardance
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cone-001
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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 @cone-001 | Stardanc Title: My first slack bot! by @cone-001 | Stardance...
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1793382766.9920638
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1793987566.9920638
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15270
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Split-flap mechanical display by @Kacper | Stardan Split-flap mechanical display by @Kacper | Stardance...
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Kacper
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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: Split-flap mechanical display by @Kacper | Title: Split-flap mechanical display by @Kacper | Stardance...
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1793166907.6169932
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1793771707.6169932
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15271
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Voltchess by @jithesh_sarvin | Stardance
|
|
1
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66.09
|
723
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T14:41:02Z", "hours": 62.0, "multiplier": 12.02, "payout": 723, "blessing": "neutral", "text": "if you don’t play chess user (jitheshsarvin) as the username in chess.com to tryout the analysis feature. I made a free chess game review tool like chess.com but better. I added new features with stockfish analysis, move classification and even additional metrics such as the position domination. For new user there is a tutorial. I added a backend for people to save their reports. (note the sign in does not work for regular users). Other features that i added of seo optimization and puzzles and play features to top it off.", "repo": "https://github.com/Lunarcolony/VoltChess", "demo": "https://www.voltchess.me"}]...
|
[{"post_id": 13941, "ts": "202 [{"post_id": 13941, "ts": "2026-06-22T21:40:10Z", "hours": 2.025, "text": "added debugging features"}, {"post_id": 12740, "ts": "2026-06-20T20:35:08Z", "hours": 2.0619, "text": "Created a whole couch hub which runs in a raspberry pi, which allows a coach to add multiple students and analyze and create game reports for the moth"}, {"post_id": 9969, "ts": "2026-06-16T14:35:51Z", "hours": 11.3247, "text": "trained a machine learning algorithm that could predict the future moves in threads. I had to do a lot of troubleshooting to fix the training process and i trained the couch model for about 5 hours"}, {"post_id": 9022, "ts": "2026-06-15T01:39:23Z", "hours": 10.7403, "text": "Created a backend for the website so that the users could sign in. I am changing focus to academy’s to get users. They could log in add their student and it generates reports automatically for each student. Also i have fixed a little bit of the ui to make is more clear and usable for others. I am using vercel to host the from end but i am using a raspberry pi to run the backend locally and run a Cloudflare tunnel to connect these two."}, {"post_id": 8677, "ts": "2026-06-14T12:37:04Z", "hours": 9.1492, "text": "I added a puzzle page which uses stock fish and a custom trained ml algorithm to find mate in two puzzles in complex position. It also takes in real games a input to improve its puzzles every time( try in out in voltchess.me"}, {"post_id": 8100, "ts": "2026-06-13T14:57:32Z", "hours": 9.0711, "text": "implemented a stockfish tab that runs in the browser of the user to reduce the servers stress"}, {"post_id": 7858, "ts": "2026-06-13T03:13:39Z", "hours": 1.0306, "text": "Added blogs and other text to increase seo optimization. I also integrated this new color theme which i asked ai to do it. In my opinion the color theme is mid and it took it only 10 seconds to do it which saved me a lot of work."}, {"post_id": 7693, "ts": "2026-06-12T21:01:55Z", "hours": 1.7822, "text": "Devlog-5 I focused more on marking my getting getting feedback from the users and improving some small bugs and ui and by this process I was able to receive 140 unique users in 2 days and more than 50 new users in the past 12 hours( check out the website - https://www.voltchess.me )"}, {"post_id": 7449, "ts": "2026-06-12T12:41:54Z", "hours": 9.2467, "text": "Dev log-4 added the ability to load a chess game using chess.com api and lichess ai. And integrated stockfish in the browser to analyze the games. Create a simple algorithm to predict accuracy based on their mistakes( which are calculated by sudden movements in eval) try it out at https://www.voltchess.me"}, {"post_id": 6803, "ts": "2026-06-11T12:27:05Z", "hours": 7.3647, "text": "Devlog-3 I deployed this website to Vercel and did some marketing to see how many people would be willing to use my website. As per thier views , it is lower than what i expected and they never returned. Based on these comments, I improved my ui and added new features such as game review but it is still buggy so i did not publish that."}, {"post_id": 6622, "ts": "2026-06-11T03:27:17Z", "hours": 1.6131, "text": "Devlog-2 I have worked to create a new side panel which is ridged for pc and is like a dropdown menu for phones. I also have routed 4 different pages analysis tab has the one with the chess board. I have designed my own logo to go on top to finish it off. I made black and gold color theme to make it feel premium"}, {"post_id": 6494, "ts": "2026-06-10T22:17:53Z", "hours": 0.9517, "text": "Devlog 1 Today i was able to explore different options to create a chessboard using typescript. A really important step to take is what tools and programs i chose to use. I chose vite because of its clean ui and deployments"}]...
|
Title: Voltchess by @jithesh_sarvin | Stardance
D Title: Voltchess by @jithesh_sarvin | Stardance
Devlogs:
Devlog 1 Today i was able to explore different options to create a chessboard using typescript. A really important step to take is what tools and programs i chose to use. I chose vite because of its clean ui and deployments
Devlog-2 I have worked to create a new side panel which is ridged for pc and is like a dropdown menu for phones. I also have routed 4 different pages analysis tab has the one with the chess board. I have designed my own logo to go on top to finish it off. I made black and gold color theme to make it feel premium
Devlog-3 I deployed this website to Vercel and did some marketing to see how many people would be willing to use my website. As per thier views , it is lower than what i expected and they never returned. Based on these comments, I improved my ui and added new features such as game review but it is still buggy so i did not publish that.
Dev log-4 added the ability to load a chess game using chess.com api and lichess ai. And integrated stockfish in the browser to analyze the games. Create a simple algorithm to predict accuracy based on their mistakes( which are calculated by sudden movements in eval) try it out at https://www.voltchess.me
Devlog-5 I focused more on marking my getting getting feedback from the users and improving some small bugs and ui and by this process I was able to receive 140 unique users in 2 days and more than 50 new users in the past 12 hours( check out the website - https://www.voltchess.me )
Added blogs and other text to increase seo optimization. I also integrated this new color theme which i asked ai to do it. In my opinion the color theme is mid and it took it only 10 seconds to do it which saved me a lot of work.
implemented a stockfish tab that runs in the browser of the user to reduce the servers stress
I added a puzzle page which uses stock fish and a custom trained ml algorithm to find mate in two puzzles in complex position. It also takes in real games a input to improve its puzzles every time( try in out in voltchess.me
Created a backend for the website so that the users could sign in. I am changing focus to academy’s to get users. They could log in add their student and it generates reports automatically for each student. Also i have fixed a little bit of the ui to make is more clear and usable for others. I am using vercel to host the from end but i am using a raspberry pi to run the backend locally and run a Cloudflare tunnel to connect these two.
trained a machine learning algorithm that could predict the future moves in threads. I had to do a lot of troubleshooting to fix the training process and i trained the couch model for about 5 hours
Created a whole couch hub which runs in a raspberry pi, which allows a coach to add multiple students and analyze and create game reports for the moth
added debugging features
Ships:
if you don’t play chess user (jitheshsarvin) as the username in chess.com to tryout the analysis feature. I made a free chess game review tool like chess.com but better. I added new features with stockfish analysis, move classification and even additional metrics such as the position domination. For new user there is a tutorial. I added a backend for people to save their reports. (note the sign in does not work for regular users). Other features that i added of seo optimization and puzzles and play features to top it off....
|
1793634552.400217
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1793720952.400217
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15272
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Nekopad by @Slickmaxim | Stardance
|
Slickmaxim
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0
|
0.45
|
0
|
[]
|
[{"post_id": 14676, "ts": "202 [{"post_id": 14676, "ts": "2026-06-23T21:18:52Z", "hours": 0.4503, "text": "I was thinking about another look for my hackpad and i was curios to realise it as cat paw(it will be cute i think), i will made later schematic, and pcb, and after will realise 3d design and in the end i will have 2 variants and i will decide witch one to keep."}, {"post_id": 13700, "ts": "2026-06-22T13:39:42Z", "hours": 0.0, "text": "I’ve started my first project on a Macropad, and this is the first version of my circuit diagram, which I’ll be refining further. I had some knowledge of circuits from the STI2D school programme, but using KiCad was a new experience for me and it was interesting. I want to see this through to the end so that I can turn this mini-project into a finished product for myself and for anyone else who might want to replicate it."}]...
|
Title: Nekopad by @Slickmaxim | Stardance
Devlogs Title: Nekopad by @Slickmaxim | Stardance
Devlogs:
I’ve started my first project on a Macropad, and this is the first version of my circuit diagram, which I’ll be refining further. I had some knowledge of circuits from the STI2D school programme, but using KiCad was a new experience for me and it was interesting. I want to see this through to the end so that I can turn this mini-project into a finished product for myself and for anyone else who might want to replicate it.
I was thinking about another look for my hackpad and i was curios to realise it as cat paw(it will be cute i think), i will made later schematic, and pcb, and after will realise 3d design and in the end i will have 2 variants and i will decide witch one to keep....
|
1793544596.5252042
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1794149396.5252042
|
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15273
|
My very own WebOS by @deru | Stardance
|
deru
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @deru | Stardance
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1793270855.1448584
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1793875655.1448584
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15274
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Mannequin Horror Game by @corbinbrodley | Stardanc Mannequin Horror Game by @corbinbrodley | Stardance...
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corbinbrodley
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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: Mannequin Horror Game by @corbinbrodley | S Title: Mannequin Horror Game by @corbinbrodley | Stardance...
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1793274873.6857226
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1793879673.6857226
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15275
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knee orthosis by @dhirptl | Stardance
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dhirptl
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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: knee orthosis by @dhirptl | Stardance
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1793364562.5084357
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1793969362.5084357
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15276
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My first slack bot! by @avaspex23 | Stardance
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avaspex23
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0
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0.0
|
0
|
[]
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[]
|
Title: My first slack bot! by @avaspex23 | Stardan Title: My first slack bot! by @avaspex23 | Stardance...
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1793393297.8592243
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1793998097.8592243
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15277
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Zari by @Cyrn | Stardance
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Cyrn
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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: Zari by @Cyrn | Stardance
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1793253162.106501
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1793857962.106501
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15278
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WEB-Coding by @Shashank_Pandey | Stardance
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Shashank_Pandey
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0
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0.0
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0
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[]
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[]
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Title: WEB-Coding by @Shashank_Pandey | Stardance
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1793342954.449519
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1793947754.449519
|
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15279
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My first slack bot! by @notatall | Stardance
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notatall
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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 @notatall | Stardanc Title: My first slack bot! by @notatall | Stardance...
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1793534158.2926717
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1794138958.2926717
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15280
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My first slack bot! by @atharvaakarthik23 | Starda My first slack bot! by @atharvaakarthik23 | Stardance...
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atharvaakarthik23
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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 @atharvaakarthik23 | Title: My first slack bot! by @atharvaakarthik23 | Stardance...
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1793299870.4958596
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1793904670.4958596
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15281
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My awesome macropad! by @Pedro | Stardance
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Pedro
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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 @Pedro | Stardance
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1793371891.6272502
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1793976691.6272502
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15282
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Hackpad! by @alimnr2020 | Stardance
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alimnr2020
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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: Hackpad! by @alimnr2020 | Stardance
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1793181258.5235016
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1793786058.5235016
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15283
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macropad by @Abhay | Stardance
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Abhay
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0
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0.0
|
0
|
[]
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[]
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Title: macropad by @Abhay | Stardance
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1793415026.496906
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1794019826.496906
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15284
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My awesome macropad! by @owenmueller | Stardance
|
owenmueller
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0
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0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @owenmueller | Star Title: My awesome macropad! by @owenmueller | Stardance...
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1793476194.5936248
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1794080994.5936248
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15285
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exo by @Shifu | Stardance
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Shifu
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0
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0.0
|
0
|
[]
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[]
|
Title: exo by @Shifu | Stardance
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1793353832.0985446
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1793958632.0985446
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15286
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A Cheese Slack Bot by @Ballad | Stardance
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Ballad
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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: A Cheese Slack Bot by @Ballad | Stardance
|
1793364673.2103796
|
1793969473.2103796
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15287
|
My awesome macropad! by @cskartikey | Stardance
|
cskartikey
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @cskartikey | Stard Title: My awesome macropad! by @cskartikey | Stardance...
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1793253388.4889061
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1793858188.4889061
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15288
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Senku OS by @Sanket | Stardance
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Sanket
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T04:37:11Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A fully browser-based WebOS completely inspired by Dr. STONE! draggable windows, a taskbar, a science notebook,(not editable sadly) and a built-in streaming for dr.stone only tho!, all running in plain HTML, CSS and JavaScript. No frameworks were harmed in the making of this.Getting the streaming links to actually work without breaking everything, and configuring the taskbar to behave like a real OS taskbar was a real pain.. The streaming feature, hands down is my proudest part. The fact that you can browse Dr. STONE episodes and watch them inside a fake desktop OS running in a browser tab is genuinely unhinged and I love it. Just visit the site no tutorial needed. If you can open a browser tab you’re already qualified. Click around, open some windows, watch some Dr. STONE. It’s that simple.", "repo": "https://github.com/SenkuDevX/SENKU-OS", "demo": "https://senkudevx.github.io/SENKU-OS/"}]...
|
[{"post_id": 7868, "ts": "2026 [{"post_id": 7868, "ts": "2026-06-13T03:51:44Z", "hours": 1.4269, "text": "Released my OS to the WILD!(Not the best but atleast i made it by myself)"}, {"post_id": 6740, "ts": "2026-06-11T09:03:57Z", "hours": 0.9772, "text": "DONEE!!! I WILL NOW SHIP IT (ps-IF THE VIDEOS DONT WORK DONT GO BE LIKE YOUR PROJECT ISNT WORKING,IT MAY BREAK AFTER ALL, IT SCRAPES THEM!)"}, {"post_id": 6719, "ts": "2026-06-11T07:53:59Z", "hours": 1.1267, "text": "I MADE A DR.STONE SPECIAL STREAMING APP!! WEBOS I MEAN SENKU OS IS ALMOST OVER AND I WILL RELEASE THIS!! YES THERE ARE BUGS.. TRYING TO FIX IT .."}, {"post_id": 6692, "ts": "2026-06-11T06:44:29Z", "hours": 1.1322, "text": "MY APP IS IN PROGRESS!! Its gonna stream dr.stone itself!! ehehe"}, {"post_id": 6665, "ts": "2026-06-11T05:25:22Z", "hours": 1.0331, "text": "YAY!! Done! i am not fully but i have done 1.open -close 2.opening app 3.i will now make my own app!"}, {"post_id": 6345, "ts": "2026-06-10T18:01:42Z", "hours": 1.1578, "text": "😀This took so long but its worth it dudess.Figuring out the Bottom bar took questionable amount of time here (Read documentaion and took a little help of ai but its finally done!)is my progress till now."}]...
|
Title: Senku OS by @Sanket | Stardance
Devlogs:
😀 Title: Senku OS by @Sanket | Stardance
Devlogs:
😀This took so long but its worth it dudess.Figuring out the Bottom bar took questionable amount of time here (Read documentaion and took a little help of ai but its finally done!)is my progress till now.
YAY!! Done! i am not fully but i have done 1.open -close 2.opening app 3.i will now make my own app!
MY APP IS IN PROGRESS!! Its gonna stream dr.stone itself!! ehehe
I MADE A DR.STONE SPECIAL STREAMING APP!! WEBOS I MEAN SENKU OS IS ALMOST OVER AND I WILL RELEASE THIS!! YES THERE ARE BUGS.. TRYING TO FIX IT ..
DONEE!!! I WILL NOW SHIP IT (ps-IF THE VIDEOS DONT WORK DONT GO BE LIKE YOUR PROJECT ISNT WORKING,IT MAY BREAK AFTER ALL, IT SCRAPES THEM!)
Released my OS to the WILD!(Not the best but atleast i made it by myself)
Ships:
A fully browser-based WebOS completely inspired by Dr. STONE! draggable windows, a taskbar, a science notebook,(not editable sadly) and a built-in streaming for dr.stone only tho!, all running in plain HTML, CSS and JavaScript. No frameworks were harmed in the making of this.Getting the streaming links to actually work without breaking everything, and configuring the taskbar to behave like a real OS taskbar was a real pain.. The streaming feature, hands down is my proudest part. The fact that you can browse Dr. STONE episodes and watch them inside a fake desktop OS running in a browser tab is genuinely unhinged and I love it. Just visit the site no tutorial needed. If you can open a browser tab you’re already qualified. Click around, open some windows, watch some Dr. STONE. It’s that simple....
|
1793623835.75189
|
1793710235.75189
|
|
15289
|
Effect Pipeline by @apple_goose | Stardance
|
apple_goose
|
0
|
5.93
|
0
|
[]
|
[{"post_id": 19170, "ts": "202 [{"post_id": 19170, "ts": "2026-06-30T12:59:16Z", "hours": 5.9289, "text": "Digital art for me has been one of the prettiest and most fun forms of art one can make. After a lot of struggle with C#‘s docs and implicit regional inconsistencies, I feel finally ready to post my first devlog. I’ve been working on a node based editor, basically digital art and experimentation made easy. I haven’t had many game testers yet so idk how steep the learning curve really is."}]...
|
Title: Effect Pipeline by @apple_goose | Stardance Title: Effect Pipeline by @apple_goose | Stardance
Devlogs:
Digital art for me has been one of the prettiest and most fun forms of art one can make. After a lot of struggle with C#‘s docs and implicit regional inconsistencies, I feel finally ready to post my first devlog. I’ve been working on a node based editor, basically digital art and experimentation made easy. I haven’t had many game testers yet so idk how steep the learning curve really is....
|
1793533653.7680573
|
1794138453.7680573
|
|
15290
|
Undertale OS by @ThaoVi | Stardance
|
ThaoVi
|
2
|
29.0
|
190
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T13:02:50Z", "hours": 15.0, "multiplier": 12.46, "payout": 190, "blessing": "neutral", "text": "WebOS I made an Undertale themed WebOs presenting me, with some other apps such as countdowns! This is the very first Stardance project i did, and also very first html project overall (including webos1) Features A top-bar with a live clock and a healthbar Draggable windows Closable windows Applications TrueNotes (personal) A personnal app where I put thoughts about true crime stories I enjoyed :D The design is centered around Undertale’s field of flowers, with each footstep being a story; I wanted to make it more original than the side bar I had in WebOS 1. To do app A very basic to do app. Countdown app A simple countdown app where you can set countdowns and a new window appears for each countdown. They are editable and deleteable :D You can also change the precision shown on each windows (in case seeing seconds stresses you out) Skeletale (personal) An undertale - anatomy based “autobiography” of me, it’s part of my WebOs 1 and I haven’t really updated it since. Future plans Undertale music player An intro page (WIP) where you can chose your character and background image. Make the notes apps more interactive by making the user add their own notes Undertale references The close button is a heart and it breaks when you hover on it to close the window! The field in TrueNotes are the yellow flowers from undertale. The health bar is also a reference from undertale. The fonts! They are from https://github.com/hujgup/Undertale-CSS", "repo": "https://github.com/TVDVT/webOS", "demo": "https://tvdvt.github.io/webOS/"}, {"ship_num": 2, "ts": "2026-06-27T15:46:19Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just finished my first WebOS. It has a top bar, welcome window and two apps. All the windows are draggable and closable, and both of the apps are representative of me :D One is about the true crimes I enjoy and the other one is a presentation of me through a skeleton. I had zero experience in website coding until I started the project, I am very proud of the result!", "repo": "https://github.com/TVDVT/webOS", "demo": "https://tvdvt.github.io/webOS/"}]...
|
[{"post_id": 70359, "ts": "202 [{"post_id": 70359, "ts": "2026-09-19T01:17:40Z", "hours": 4.2636, "text": "Pre-ship adjustments I’m shipping it, finally! I tried to make the user experience better by making the design more coherent (grayscale), although I am planning to add a lot more undertale references. I also changed my footprints color to contrast more with the yellow background. The countdown looks a little better, i removed some overlapping gaps that made everything look awkward but it’s better now!"}, {"post_id": 60796, "ts": "2026-09-03T12:03:37Z", "hours": 3.7294, "text": "i COMPLETELY changed the design of my OS to be full on undertale I found an amazing undertale css pack by chance and loved it so much so i went from wow blue aesthetic to undertale yay. I still have some customization to do I changed the close button to a heart and when you hover on it it becomes a broken heart im really proud of that I’m also almost done with the to do app the tasks are just not overflowing the way I want them to new ideas: music player to play undertale songs map to make wallpaper change based on map location have a preload screen that makes you choose your location and choose character"}, {"post_id": 57001, "ts": "2026-08-29T02:14:47Z", "hours": 2.5986, "text": "countdown working! I made it look a little better but I’m not completely satisfied yet. You can now edit and delete countdowns, change precision and some other stuff but now I want to work on making windows pinnable :^ I also want make a todo list app, I’m really thinking of making this OS my study compagnion haha but idk if its too basic for this mission. But anyways ill do it for myself not the stardust hee hee haw haw"}, {"post_id": 48918, "ts": "2026-08-17T14:13:01Z", "hours": 2.3319, "text": "Countdown app I added a countdown app/widget for some motivation so you can have something to look forward to! The CSS is definitely lacking so I will work on it once im done with JS. It was a bit hard to convert every input and change precision but I figured it out thanks to W3S. I still need to: Show a list of the cooldowns in the main window and make them editable and deleteable Make the new window closeable & pinnable Make the time input optionnal Make an icon for the app Find a way to save changes? (maybe)"}, {"post_id": 48335, "ts": "2026-08-16T17:26:05Z", "hours": 0.7083, "text": "First feature done My notes app is now cooler: Footprints instead of a text based sidebar Links open in new tab Upon first opening of the app, only footprints show on a grassy field Animations on footprints and sidebar after clicking the first footprint Things to add after finishing other features: More notes content A way to go back to the grassy field To work on next More animations Gamify Skeletale app"}, {"post_id": 47085, "ts": "2026-08-14T18:36:15Z", "hours": 1.0469, "text": "Devlog My side bar is now a menu? I made it so that content will only show after clicking on the footsteps (not yet but that’s the goal). For that, I need to write a new function in Java Script and add a blue grassy background to match with the cloudy background. My animations are now smoother as I added transitions and larger margins so that the icons getting bigger don’t impede on the other ones. I also added hover text so that we can know which story is selected when hovering on each footstep."}, {"post_id": 43615, "ts": "2026-08-08T23:50:59Z", "hours": 0.5525, "text": "WebOS 2 It’s been a month since I didn’t work on this so I forgot how to code a little. Looking at my old code is helping me remember the coding though. First new feature (Working on this) As my first new feature, I am revamping my True Notes app side bar . I want to change to to footsteps I can click on. As of now, I only imported the image and made the footprints appear for each entry. I have yet to make them as a path, center them and just have a better general layout. Second new feature I want to have hover animations. Eg if I hover on the footprints they get bigger, hovering on an app would change the top bar of the window header, etc. Third feature I haven’t really thought about it yet, either I’ll make my Skeletale app more interactive by changing back and next buttons to directly clicking on the skeleton either I will make a new app"}, {"post_id": 16967, "ts": "2026-06-27T15:30:36Z", "hours": 1.0411, "text": "Done!"}, {"post_id": 16632, "ts": "2026-06-27T01:42:50Z", "hours": 3.1203, "text": "Almost done with my second app My second app is an anatomical map of myself inspired by Undertale (not really, it’s just a pixelized skeleton). I just really like anatomy in general so I thought this would represent me well. I assigned a part of myself to many bones, the text is just placeholder right now, I will develop on it later. -I added back and next buttons for navigation to make it simpler than a side bar, It also takes less space I finished my first app a while ago but I do want to change the layout in WebOS 2 (have some art & a better side bar) Right now my goals for tomorrow are to: Put the back&next buttons inside the window Hide the skeleton image on the first tab of the app Zoom on each bone for each body part or have a heart cursor that goes in each body part like in Undertale Finish the content"}, {"post_id": 14671, "ts": "2026-06-23T21:10:04Z", "hours": 2.6467, "text": "I finished part 4, it took me a while to get it to work so I will focus on the aesthetic after i finish part 5. My notes app will show my thoughts about some true crime stories. My next app is going to be Undertale related I hope."}, {"post_id": 11551, "ts": "2026-06-18T20:54:43Z", "hours": 2.9986, "text": "Added a Notes App, but I’m not sure what its exact purpose will be"}, {"post_id": 10908, "ts": "2026-06-17T21:40:50Z", "hours": 1.8064, "text": "I’m done with part 3! Now I have: A pretty header A pretty background A CSS file with my window and window header designs that I will be able to use for my next windows. Draggable windows that can close (but will completely disappear, so I have to make a “minimize” button to be able to open it later) An open button that’s not very useful and doesn’t really work."}, {"post_id": 9556, "ts": "2026-06-15T22:40:55Z", "hours": 1.3453, "text": "Working on part 3"}, {"post_id": 6827, "ts": "2026-06-11T13:35:07Z", "hours": 0.6017, "text": "I just learned about dividers! The welcome still looks a bit awkward but it’s gonna be fine."}, {"post_id": 6805, "ts": "2026-06-11T12:41:43Z", "hours": 0.3239, "text": "First 15 minutes"}]...
|
Title: Undertale OS by @ThaoVi | Stardance
Devlog Title: Undertale OS by @ThaoVi | Stardance
Devlogs:
First 15 minutes
I just learned about dividers! The welcome still looks a bit awkward but it’s gonna be fine.
Working on part 3
I’m done with part 3! Now I have: A pretty header A pretty background A CSS file with my window and window header designs that I will be able to use for my next windows. Draggable windows that can close (but will completely disappear, so I have to make a “minimize” button to be able to open it later) An open button that’s not very useful and doesn’t really work.
Added a Notes App, but I’m not sure what its exact purpose will be
I finished part 4, it took me a while to get it to work so I will focus on the aesthetic after i finish part 5. My notes app will show my thoughts about some true crime stories. My next app is going to be Undertale related I hope.
Almost done with my second app My second app is an anatomical map of myself inspired by Undertale (not really, it’s just a pixelized skeleton). I just really like anatomy in general so I thought this would represent me well. I assigned a part of myself to many bones, the text is just placeholder right now, I will develop on it later. -I added back and next buttons for navigation to make it simpler than a side bar, It also takes less space I finished my first app a while ago but I do want to change the layout in WebOS 2 (have some art & a better side bar) Right now my goals for tomorrow are to: Put the back&next buttons inside the window Hide the skeleton image on the first tab of the app Zoom on each bone for each body part or have a heart cursor that goes in each body part like in Undertale Finish the content
Done!
WebOS 2 It’s been a month since I didn’t work on this so I forgot how to code a little. Looking at my old code is helping me remember the coding though. First new feature (Working on this) As my first new feature, I am revamping my True Notes app side bar . I want to change to to footsteps I can click on. As of now, I only imported the image and made the footprints appear for each entry. I have yet to make them as a path, center them and just have a better general layout. Second new feature I want to have hover animations. Eg if I hover on the footprints they get bigger, hovering on an app would change the top bar of the window header, etc. Third feature I haven’t really thought about it yet, either I’ll make my Skeletale app more interactive by changing back and next buttons to directly clicking on the skeleton either I will make a new app
Devlog My side bar is now a menu? I made it so that content will only show after clicking on the footsteps (not yet but that’s the goal). For that, I need to write a new function in Java Script and add a blue grassy background to match with the cloudy background. My animations are now smoother as I added transitions and larger margins so that the icons getting bigger don’t impede on the other ones. I also added hover text so that we can know which story is selected when hovering on each footstep.
First feature done My notes app is now cooler: Footprints instead of a text based sidebar Links open in new tab Upon first opening of the app, only footprints show on a grassy field Animations on footprints and sidebar after clicking the first footprint Things to add after finishing other features: More notes content A way to go back to the grassy field To work on next More animations Gamify Skeletale app
Countdown app I added a countdown app/widget for some motivation so you can have something to look forward to! The CSS is definitely lacking so I will work on it once im done with JS. It was a bit hard to convert every input and change precision but I figured it out thanks to W3S. I still need to: Show a list of the cooldowns in the main window and make them editable and deleteable Make the new window closeable & pinnable Make the time input optionnal Make an icon for the app Find a way to save changes? (maybe)
countdown working! I made it look a little better but I’m not completely satisfied yet. You can now edit and delete countdowns, change precision and some other stuff but now I want to work on making windows pinnable :^ I also want make a todo list app, I’m really thinking of making this OS my study compagnion haha but idk if its too basic for this mission. But anyways ill do it for myself not the stardust hee hee haw haw
i COMPLETELY changed the design of my OS to be full on undertale I found an amazing undertale css pack by chance and loved it so much so i went from wow blue aesthetic to undertale yay. I still have some customization to do I changed the close button to a heart and when you hover on it it becomes a broken heart im really proud of that I’m also almost done with the to do app the tasks are just not overflowing the way I want them to new ideas: music player to play undertale songs map to make wallpaper change based on map location have a preload screen that makes you choose your location and choose character
Pre-ship adjustments I’m shipping it, finally! I tried to make the user experience better by making the design more coherent (grayscale), although I am planning to add a lot more undertale references. I also changed my footprints color to contrast more with the yellow background. The countdown looks a little better, i removed some overlapping gaps that made everything look awkward but it’s better now!
Ships:
I just finished my first WebOS. It has a top bar, welcome window and two apps. All the windows are draggable and closable, and both of the apps are representative of me :D One is about the true crimes I enjoy and the other one is a presentation of me through a skeleton. I had zero experience in website coding until I started the project, I am very proud of the result!
WebOS I made an Undertale themed WebOs presenting me, with some other apps such as countdowns! This is the very first Stardance project i did, and also very first html project overall (including webos1) Features A top-bar with a live clock and a healthbar Draggable windows Closable windows Applications TrueNotes (personal) A personnal app where I put thoughts about true crime stories I enjoyed :D The design is centered around Undertale’s field of flowers, with each footstep being a story; I wanted to make it more original than the side bar I had in WebOS 1. To do app A very basic to do app. Countdown app A simple countdown app where you can set countdowns and a new window appears for each countdown. They are editable and deleteable :D You can also change the precision shown on each windows (in case seeing seconds stresses you out) Skeletale (personal) An undertale - anatomy based “autobiography” of me, it’s part of my WebOs 1 and I haven’t really updated it since. Future plans Undertale music player An intro page (WIP) where you can chose your character and background image. Make the notes apps more interactive by making the user add their own notes Undertale references The close button is a heart and it breaks when you hover on it to close the window! The field in TrueNotes are the yellow flowers from undertale. The health bar is also a reference from undertale. The fonts! They are from https://github.com/hujgup/Undertale-CSS...
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1793714059.3992786
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1793800459.3992786
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15291
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My awesome macropad! by @rakeshmehta | Stardance
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rakeshmehta
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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 @rakeshmehta | Star Title: My awesome macropad! by @rakeshmehta | Stardance...
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1793490456.3281283
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1794095256.3281283
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15292
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My very own WebOS by @aarivbhalla | Stardance
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aarivbhalla
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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 @aarivbhalla | Stardan Title: My very own WebOS by @aarivbhalla | Stardance...
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1793329016.0376837
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1793933816.0376837
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15293
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joke bot! by @Dustin | Stardance
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Dustin
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T18:41:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a joke bot with the following commands /jokebot-ping #ping the bot /jokebot-joke-1p #get a one-part joke /jokebot-joke-2p #get a two-part joke Every day at 9 PST, a new joke is sent uses a free joke api to get a random joke", "repo": "https://github.com/DustinTrumps/jokebot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 13250, "ts": "202 [{"post_id": 13250, "ts": "2026-06-21T18:12:09Z", "hours": 1.0003, "text": "got all of the joke bot working up in the nest commands: /jokebot-ping #pings the bot /jokebot-joke-1p #gets a 1-part joke from the bot /jokebot-joke-2p #gets a 2-part joke from the bot Every day at 9 am it post a joke (I just noticed that it is 9 UTC, will change to 9 am PST)"}]...
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Title: joke bot! by @Dustin | Stardance
Devlogs:
Title: joke bot! by @Dustin | Stardance
Devlogs:
got all of the joke bot working up in the nest commands: /jokebot-ping #pings the bot /jokebot-joke-1p #gets a 1-part joke from the bot /jokebot-joke-2p #gets a 2-part joke from the bot Every day at 9 am it post a joke (I just noticed that it is 9 UTC, will change to 9 am PST)
Ships:
a joke bot with the following commands /jokebot-ping #ping the bot /jokebot-joke-1p #get a one-part joke /jokebot-joke-2p #get a two-part joke Every day at 9 PST, a new joke is sent uses a free joke api to get a random joke...
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1793699790.002544
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1793786190.002544
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15294
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My awesome macropad! by @Tanav_Thalla | Stardance
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Tanav_Thalla
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0
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0.0
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[]
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Title: My awesome macropad! by @Tanav_Thalla | Sta Title: My awesome macropad! by @Tanav_Thalla | Stardance...
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1793364702.3697357
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1793969502.3697357
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15295
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My awesome macropad! by @adg_6819 | Stardance
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adg_6819
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @adg_6819 | Stardan Title: My awesome macropad! by @adg_6819 | Stardance...
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1793569842.1892307
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1794174642.1892307
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15296
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Kool MacroPad by @VroomVroom | Stardance
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VroomVroom
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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: Kool MacroPad by @VroomVroom | Stardance
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1793321674.6662116
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1793926474.6662116
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15297
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Diy 3d Printer by @Evodragon98 | Stardance
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Evodragon98
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0
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Title: Diy 3d Printer by @Evodragon98 | Stardance
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1793505109.5891607
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1794109909.5891607
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15298
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Planetary map by @mihira | Stardance
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mihira
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0
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0.0
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Title: Planetary map by @mihira | Stardance
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1793487384.3952544
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1794092184.3952544
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15299
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My awesome macropad! by @fatimatuzahra | Stardance
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fatimatuzahra
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0
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0.0
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Title: My awesome macropad! by @fatimatuzahra | St Title: My awesome macropad! by @fatimatuzahra | Stardance...
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1793400925.6398718
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1794005725.6398718
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15300
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Orbital Body Simulator by @lvwyk27 | Stardance
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lvwyk27
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0
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Title: Orbital Body Simulator by @lvwyk27 | Starda Title: Orbital Body Simulator by @lvwyk27 | Stardance...
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1793328535.7157464
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1793933335.7157464
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