|
2001
|
My awesome macropad! by @Ayoyub | Stardance
|
Ayoyub
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ayoyub | Stardance
|
1792806755.7428792
|
1793411555.7428792
|
|
2002
|
Rocket flight computer by @pavelchladek_dev | Star Rocket flight computer by @pavelchladek_dev | Stardance...
|
pavelchladek_dev
|
0
|
2.62
|
0
|
[]
|
[{"post_id": 4418, "ts": "2026 [{"post_id": 4418, "ts": "2026-06-07T18:54:17Z", "hours": 2.6222, "text": "Hey guys, I am building a custom STM32 flight controller for an upcoming rocket competition. The goal is not just to fly up and fall down. I want proper telemetry - barometric pressure, orientation, GPS data, and the full flight trajectory. For the main sensors, I went with a BMP580 barometer and an ICM-42688-P acelerometer. But there is a catch: this rocket is going to be relatively light, which means it is going to pull some insane G forces right off the pad. The ICM would just max out and clip the data. To fix this, I added an ADXL372 specifically to handle the high G launch shock and get accurate data. Data logging was another important design decision. A lot of people in the community use spring loaded micro sd card slots. But with rocket vibrations, this slot is just asking for a mid-flight disconnect and total data loss. I stopped the SD card idea completely and added a soldered SPI Flash memory chip onboard to act as a black box. For the live downlink, I am using an Ebyte Lora module. For parachute deployment, I am going with pyro channels instead of servos. I designed the MOSFET firing circuits with proper voltage dividers so I can safely measure the battery voltage and check the pyro continuity without dumping 7.4V directly into the STM32 pins and frying the MCU. Today it has been a lot of work though. First off, Wakatime completely bugged. Probably because Kicads new version - v 10, automatically generates backup and history directories containing old .pro files. wakatime got totally confused by multiple project files in the same directory tree, threw errors, and refused to log my actual hours. I spent a lot of time just solving the issue, had to disable auto backups, and manually wipe the history folders just to get the tracker working again. I actually started the project on friday but then on saturday realized that I have also forgot to run kicad wakatime, because usually the programs dont require using wakatime, just journaling and then today solved the issue. On top of that, I was looking at some reference designs online for the power delivery - TPS54525 buck converter and found some insane mistakes. One guy had VREG5 shorted straight to GND instead of connecting it with 1uF capacitor to GND and that would have instantly killed the chip. I removed that, checked the datasheet, fixed the routing, and built a diode OR circuit. So I can safely plug in a USB cable and my 2S lipo battery at the same time without blowing up my pc. I would say that I have completed the most of the schematics at this moment and would jump on pcb design."}]...
|
Title: Rocket flight computer by @pavelchladek_dev Title: Rocket flight computer by @pavelchladek_dev | Stardance
Devlogs:
Hey guys, I am building a custom STM32 flight controller for an upcoming rocket competition. The goal is not just to fly up and fall down. I want proper telemetry - barometric pressure, orientation, GPS data, and the full flight trajectory. For the main sensors, I went with a BMP580 barometer and an ICM-42688-P acelerometer. But there is a catch: this rocket is going to be relatively light, which means it is going to pull some insane G forces right off the pad. The ICM would just max out and clip the data. To fix this, I added an ADXL372 specifically to handle the high G launch shock and get accurate data. Data logging was another important design decision. A lot of people in the community use spring loaded micro sd card slots. But with rocket vibrations, this slot is just asking for a mid-flight disconnect and total data loss. I stopped the SD card idea completely and added a soldered SPI Flash memory chip onboard to act as a black box. For the live downlink, I am using an Ebyte Lora module. For parachute deployment, I am going with pyro channels instead of servos. I designed the MOSFET firing circuits with proper voltage dividers so I can safely measure the battery voltage and check the pyro continuity without dumping 7.4V directly into the STM32 pins and frying the MCU. Today it has been a lot of work though. First off, Wakatime completely bugged. Probably because Kicads new version - v 10, automatically generates backup and history directories containing old .pro files. wakatime got totally confused by multiple project files in the same directory tree, threw errors, and refused to log my actual hours. I spent a lot of time just solving the issue, had to disable auto backups, and manually wipe the history folders just to get the tracker working again. I actually started the project on friday but then on saturday realized that I have also forgot to run kicad wakatime, because usually the programs dont require using wakatime, just journaling and then today solved the issue. On top of that, I was looking at some reference designs online for the power delivery - TPS54525 buck converter and found some insane mistakes. One guy had VREG5 shorted straight to GND instead of connecting it with 1uF capacitor to GND and that would have instantly killed the chip. I removed that, checked the datasheet, fixed the routing, and built a diode OR circuit. So I can safely plug in a USB cable and my 2S lipo battery at the same time without blowing up my pc. I would say that I have completed the most of the schematics at this moment and would jump on pcb design....
|
1792695005.1748302
|
1793299805.1748302
|
|
2003
|
My first slack bot! by @connershoemaker | Stardanc My first slack bot! by @connershoemaker | Stardance...
|
connershoemaker
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @connershoemaker | S Title: My first slack bot! by @connershoemaker | Stardance...
|
1792616119.9550672
|
1793220919.9550672
|
|
2004
|
Tracker by @Thomas728488 | Stardance
|
Thomas728488
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tracker by @Thomas728488 | Stardance
|
1792745666.9080453
|
1793350466.9080453
|
|
2005
|
My awesome macropad! by @fianko | Stardance
|
fianko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @fianko | Stardance
|
1792810077.2471266
|
1793414877.2471266
|
|
2006
|
Flob (a platformer) by @potheterr | Stardance
|
potheterr
|
2
|
103.68
|
1489
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T13:26:56Z", "hours": 53.0, "multiplier": 17.22, "payout": 912, "blessing": "neutral", "text": "Welcome to FLOB 0.2.0.0!! This is the second of three updates I’d like to get out before the end of Stardance which will more than likely be the last update. This ship, I focused a lot on making new systems and expanding on old ones, all giving me unique challenges. I’m not the proudest of how the code turned out, but everything works for the most part so I will take it and run. I’ve also added a little tiny bit of a story that will be continued through my other projects I make in the future, which I am very excited for. Overall, this update was extremely fun to work on and I’m so happy with the way it turned out. That being said, the macOS and Linux builds of the game are UNTESTED, so if there are any huge issues find some way to let me know ASAP. Enjoy!", "repo": "https://github.com/JamesCorradinoGit/flowFreePlatformer", "demo": "https://potheterr.itch.io/flob"}, {"ship_num": 2, "ts": "2026-07-13T03:52:13Z", "hours": 50.0, "multiplier": 11.46, "payout": 577, "blessing": "neutral", "text": "This is a DEMO VERSION of my first published game, Flob! There are so many edge cases and bugs that I need to fix which is by far going to be the hardest part of this challenge, but I’m ready for it. Hopefully you all enjoy! (A video of the game is attached on the itch page).", "repo": "https://github.com/JamesCorradinoGit/flowFreePlatformer", "demo": "https://potheterr.itch.io/flob"}]...
|
[{"post_id": 45742, "ts": "202 [{"post_id": 45742, "ts": "2026-08-12T13:04:25Z", "hours": 0.6797, "text": "Hey everyone! Just reporting that I’ve been really burnt out with the game and I think I might call it here. I’ll probably return to it in future but as of right now I think it’s in a solid enough state. Thank you all!"}, {"post_id": 39756, "ts": "2026-08-02T22:33:00Z", "hours": 6.1347, "text": "Hello everyone! I’ve been much more focused on music and sounds over the last 2-3 days and I’m confident that there’s enough new content for a new ship. As for future content, I think 2 more worlds will be enough to round out the game. See y’all whenever I ship the update!"}, {"post_id": 37981, "ts": "2026-07-31T02:25:03Z", "hours": 8.7875, "text": "Hello everyone! Over the last two days, I’ve been working on new levels and many more features. My current issue is that I have a major logic issue with the moving platforms that I’m going to try to spend tomorrow fixing. See y’all soon!"}, {"post_id": 36561, "ts": "2026-07-28T19:13:31Z", "hours": 8.85, "text": "Hello everyone! Over the last couple of days I’ve been implementing some pretty cool light related stuff. I’ve also recoded many of the button systems and interactions with them because my coding of the systems originally were not my proudest work. (Pretty exciting stuff) In other news: I would like to reiterate that none of my work on this project or its related stuff (devlogs, READMEs, etc.) has been assisted with AI. I do not believe that the technology is fit for a majority of creative spaces and the day I use generative AI on one of my projects is long past the day I die. Until next time!"}, {"post_id": 34925, "ts": "2026-07-26T01:12:23Z", "hours": 4.9117, "text": "Hello again everyone! Over the last couple of days, I’ve been focusing on finishing up world 1 levels and doing lots and lots of general polish. However, now I am at an impasse. I need your help! If you’ve been following the project or are just passing by, please give your answer! Should I ship the new update as is and continue to ship small updates, or should I add another world or two and have a huge major ship? See y’all around!"}, {"post_id": 33861, "ts": "2026-07-24T03:51:47Z", "hours": 8.0322, "text": "Hello everyone! Lots more work has been done and I’m very very happy with the way things have been going, especially with reworking the tutorial text / instructions (which were mainly done in an hour on original release). Check out the video below for some tutorial revamp goodies. In other news: Flob is officially a super star project!!! This was so unexpected and I am so very honored to receive the super star award! There are so many other phenomenal projects that I personally believe deserve it way more than I do, but despite that I am so eternally grateful that I’ve made something people enjoy and are looking forward to full release of. See y’all again soon!"}, {"post_id": 32036, "ts": "2026-07-20T22:19:45Z", "hours": 8.0317, "text": "Hello everyone! I wasn’t expecting another devlog so soon, but here we are! I’ve had an obnoxious amount of free time so instead of doing real important stuff I’m going back and updating some UI to make it not look as “rushed”. Hopefully after I’m done with the slog that is user interface, I can return to gameplay!"}, {"post_id": 30683, "ts": "2026-07-18T13:47:51Z", "hours": 8.2372, "text": "It has been a long, long week for me over at Flob Inc. The 13th is when I got my wisdom teeth removed, so I got lots of time to reflect on my project so far. Speaking of which, Thank you everyone for the feedback after demo ship #1! It was so awesome seeing lots of good stuff to keep in mind for future updates along with my future projects. For now, here’s a glance at one of the new levels! See y’all soon!"}, {"post_id": 27498, "ts": "2026-07-13T03:38:28Z", "hours": 3.0597, "text": "Everything is complete…"}, {"post_id": 26171, "ts": "2026-07-10T20:21:24Z", "hours": 5.6414, "text": "For the last three or so days, I’ve been in audio burnout hell which reminds me that I am not cut out to be a sound engineer. That being said, the demo now has (mostly all) sound effects and I just need to make 2 more music tracks! After the release of the demo, I’ll most likely get the help of someone who knows what their doing, but for right now I say it passes. Expect a ship soon!"}, {"post_id": 24226, "ts": "2026-07-07T17:26:34Z", "hours": 6.4161, "text": "Ever since I almost ruined my project twice, I’ve started to work on lots and lots of polishing for my game! I’ll show off more whenever I have more finished, but for now take a look at this pseudo-screensaver I made (which is surprisingly performant) See y’all soon!"}, {"post_id": 21836, "ts": "2026-07-03T23:37:48Z", "hours": 0.6083, "text": "Logging again to make sure I’m not fully messing everything up. Had to rollback everything AGAIN because I am a stupid silly human being (my day is going phenomenally)"}, {"post_id": 21732, "ts": "2026-07-03T20:30:02Z", "hours": 3.9531, "text": "Today I almost ruined my entire project!! I accidentally deleted something that I thought was a leftover placeholder but it turns out it was the lynchpin holding my entire project together (which is funny because I only use it in one place pictured below) but all has been saved thanks to version control! Logging my time now just in case this breaks the godot plugin :P"}, {"post_id": 19579, "ts": "2026-06-30T22:28:47Z", "hours": 6.3931, "text": "Finally a devlog where I have interesting things to share! Over the last three or four days, I’ve highkey lowkey been doing way too much work with UI. Here is a cursory look at what I’ve done so far. A lot of the project is still unfinished (such as the options button doing nothing right now), but I’m happy I set up this baseline for myself. Almost everything when it comes to level selection, creation, and potential future additions are completely modular which means my life will be significantly easier as I wrap up this DEMO of the game. I will also be going back and edit my past devlogs to better represent what I’ve actually been up to rather than some terse statements!! See you soon!"}, {"post_id": 15905, "ts": "2026-06-25T21:00:53Z", "hours": 8.8308, "text": "It’s been more than a week…….. I loveee ui so so much…… For real though, I’ve been spending a lot of time on the UI of the game and how the general menu feel is. Everything shown is a prototype and is destined to change."}, {"post_id": 10035, "ts": "2026-06-16T16:25:49Z", "hours": 3.5228, "text": "There’s been no actual devlog updates for a week because I’ve been making the main menu music for the game! Yes, I know it is very early in the process to be worrying about the sound of the game, but I needed a break from coding and building so as to not get burnt out; however, now that the music is done I will get back to the coding magic!!"}, {"post_id": 5723, "ts": "2026-06-09T16:55:10Z", "hours": 4.7789, "text": "Over the last week, I feel as though I’ve figured out the main systems to get them in a position good enough to start real level design. The circle on the left is the way the PLAYER NODE completes their half of the whole level, with the other half being the puzzle solving with grids. This current first level contains no grids as it is a way to warm the player up to the movement of the game, but the rest of the game will almost always contain a grid puzzle that needs to be completed."}, {"post_id": 2294, "ts": "2026-06-04T18:16:27Z", "hours": 1.0494, "text": "Core update!! Core update!! Grids can be completed now! The grid system now has lots of customizability as there is the potential of custom grid edges (they’re all currently walls, but the possibilities are nearly endless) along with the interior of grid spaces, which are currently being used to spawn the line nodes and receivers which the player can interact with."}, {"post_id": 2101, "ts": "2026-06-04T13:04:51Z", "hours": 1.1253, "text": "Hello again again!! I’ve slightly updated the player movement so it is not as static as the default Godot player movement defaults. The movement still needs an immense amount of polish as I want to add variable jump heights, a proper state machine, and lots and lots of customizability in terms of how the player functions. Now that I have a working prototype of movement, I will focus on level creation and finishing up grid systems."}, {"post_id": 1196, "ts": "2026-06-03T01:37:36Z", "hours": 1.3769, "text": "I have returned with amazing news of modularity. A majority of actual grid work is done! This current rendition of the grids are fully modular in that you can adjust the X size and Y size to form a rectangular grid. Time for not default player control!"}, {"post_id": 984, "ts": "2026-06-02T19:22:12Z", "hours": 1.8433, "text": "Hello again! Good news, grid snapping works!! This means that one of the fundamental halves of the game is now fairly operational minus a few edge cases (that I am aware of). Next step is immediate grid fixes and the ability to actually detect a solved grid."}, {"post_id": 574, "ts": "2026-06-02T02:09:06Z", "hours": 1.7192, "text": "First one of these! Game progress is going fairly well (granted I basically just started outside of a line system I had made a week prior) as I just started making many of the core systems not be held together with duct tape and spaghetti."}]...
|
Title: Flob (a platformer) by @potheterr | Stardan Title: Flob (a platformer) by @potheterr | Stardance
Devlogs:
First one of these! Game progress is going fairly well (granted I basically just started outside of a line system I had made a week prior) as I just started making many of the core systems not be held together with duct tape and spaghetti.
Hello again! Good news, grid snapping works!! This means that one of the fundamental halves of the game is now fairly operational minus a few edge cases (that I am aware of). Next step is immediate grid fixes and the ability to actually detect a solved grid.
I have returned with amazing news of modularity. A majority of actual grid work is done! This current rendition of the grids are fully modular in that you can adjust the X size and Y size to form a rectangular grid. Time for not default player control!
Hello again again!! I’ve slightly updated the player movement so it is not as static as the default Godot player movement defaults. The movement still needs an immense amount of polish as I want to add variable jump heights, a proper state machine, and lots and lots of customizability in terms of how the player functions. Now that I have a working prototype of movement, I will focus on level creation and finishing up grid systems.
Core update!! Core update!! Grids can be completed now! The grid system now has lots of customizability as there is the potential of custom grid edges (they’re all currently walls, but the possibilities are nearly endless) along with the interior of grid spaces, which are currently being used to spawn the line nodes and receivers which the player can interact with.
Over the last week, I feel as though I’ve figured out the main systems to get them in a position good enough to start real level design. The circle on the left is the way the PLAYER NODE completes their half of the whole level, with the other half being the puzzle solving with grids. This current first level contains no grids as it is a way to warm the player up to the movement of the game, but the rest of the game will almost always contain a grid puzzle that needs to be completed.
There’s been no actual devlog updates for a week because I’ve been making the main menu music for the game! Yes, I know it is very early in the process to be worrying about the sound of the game, but I needed a break from coding and building so as to not get burnt out; however, now that the music is done I will get back to the coding magic!!
It’s been more than a week…….. I loveee ui so so much…… For real though, I’ve been spending a lot of time on the UI of the game and how the general menu feel is. Everything shown is a prototype and is destined to change.
Finally a devlog where I have interesting things to share! Over the last three or four days, I’ve highkey lowkey been doing way too much work with UI. Here is a cursory look at what I’ve done so far. A lot of the project is still unfinished (such as the options button doing nothing right now), but I’m happy I set up this baseline for myself. Almost everything when it comes to level selection, creation, and potential future additions are completely modular which means my life will be significantly easier as I wrap up this DEMO of the game. I will also be going back and edit my past devlogs to better represent what I’ve actually been up to rather than some terse statements!! See you soon!
Today I almost ruined my entire project!! I accidentally deleted something that I thought was a leftover placeholder but it turns out it was the lynchpin holding my entire project together (which is funny because I only use it in one place pictured below) but all has been saved thanks to version control! Logging my time now just in case this breaks the godot plugin :P
Logging again to make sure I’m not fully messing everything up. Had to rollback everything AGAIN because I am a stupid silly human being (my day is going phenomenally)
Ever since I almost ruined my project twice, I’ve started to work on lots and lots of polishing for my game! I’ll show off more whenever I have more finished, but for now take a look at this pseudo-screensaver I made (which is surprisingly performant) See y’all soon!
For the last three or so days, I’ve been in audio burnout hell which reminds me that I am not cut out to be a sound engineer. That being said, the demo now has (mostly all) sound effects and I just need to make 2 more music tracks! After the release of the demo, I’ll most likely get the help of someone who knows what their doing, but for right now I say it passes. Expect a ship soon!
Everything is complete…
It has been a long, long week for me over at Flob Inc. The 13th is when I got my wisdom teeth removed, so I got lots of time to reflect on my project so far. Speaking of which, Thank you everyone for the feedback after demo ship #1! It was so awesome seeing lots of good stuff to keep in mind for future updates along with my future projects. For now, here’s a glance at one of the new levels! See y’all soon!
Hello everyone! I wasn’t expecting another devlog so soon, but here we are! I’ve had an obnoxious amount of free time so instead of doing real important stuff I’m going back and updating some UI to make it not look as “rushed”. Hopefully after I’m done with the slog that is user interface, I can return to gameplay!
Hello everyone! Lots more work has been done and I’m very very happy with the way things have been going, especially with reworking the tutorial text / instructions (which were mainly done in an hour on original release). Check out the video below for some tutorial revamp goodies. In other news: Flob is officially a super star project!!! This was so unexpected and I am so very honored to receive the super star award! There are so many other phenomenal projects that I personally believe deserve it way more than I do, but despite that I am so eternally grateful that I’ve made something people enjoy and are looking forward to full release of. See y’all again soon!
Hello again everyone! Over the last couple of days, I’ve been focusing on finishing up world 1 levels and doing lots and lots of general polish. However, now I am at an impasse. I need your help! If you’ve been following the project or are just passing by, please give your answer! Should I ship the new update as is and continue to ship small updates, or should I add another world or two and have a huge major ship? See y’all around!
Hello everyone! Over the last couple of days I’ve been implementing some pretty cool light related stuff. I’ve also recoded many of the button systems and interactions with them because my coding of the systems originally were not my proudest work. (Pretty exciting stuff) In other news: I would like to reiterate that none of my work on this project or its related stuff (devlogs, READMEs, etc.) has been assisted with AI. I do not believe that the technology is fit for a majority of creative spaces and the day I use generative AI on one of my projects is long past the day I die. Until next time!
Hello everyone! Over the last two days, I’ve been working on new levels and many more features. My current issue is that I have a major logic issue with the moving platforms that I’m going to try to spend tomorrow fixing. See y’all soon!
Hello everyone! I’ve been much more focused on music and sounds over the last 2-3 days and I’m confident that there’s enough new content for a new ship. As for future content, I think 2 more worlds will be enough to round out the game. See y’all whenever I ship the update!
Hey everyone! Just reporting that I’ve been really burnt out with the game and I think I might call it here. I’ll probably return to it in future but as of right now I think it’s in a solid enough state. Thank you all!
Ships:
This is a DEMO VERSION of my first published game, Flob! There are so many edge cases and bugs that I need to fix which is by far going to be the hardest part of this challenge, but I’m ready for it. Hopefully you all enjoy! (A video of the game is attached on the itch page).
Welcome to FLOB 0.2.0.0!! This is the second of three updates I’d like to get out before the end of Stardance which will more than likely be the last update. This ship, I focused a lot on making new systems and expanding on old ones, all giving me unique challenges. I’m not the proudest of how the code turned out, but everything works for the most part so I will take it and run. I’ve also added a little tiny bit of a story that will be continued through my other projects I make in the future, which I am very excited for. Overall, this update was extremely fun to work on and I’m so happy with the way it turned out. That being said, the macOS and Linux builds of the game are UNTESTED, so if there are any huge issues find some way to let me know ASAP. Enjoy!...
|
1792994066.750957
|
1793080466.750957
|
|
2007
|
Automatic motor machine by @VinGR | Stardance
|
VinGR
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Automatic motor machine by @VinGR | Stardan Title: Automatic motor machine by @VinGR | Stardance...
|
1792601604.056367
|
1793206404.056367
|
|
2008
|
My 1st slack bot! by @enej | Stardance
|
enej
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My 1st slack bot! by @enej | Stardance
|
1792604865.844029
|
1793209665.844029
|
|
2009
|
Draaal's GameBoy Emulator by @Draaal | Stardan Draaal's GameBoy Emulator by @Draaal | Stardance...
|
Draaal
|
0
|
14.46
|
0
|
[]
|
[{"post_id": 26320, "ts": "202 [{"post_id": 26320, "ts": "2026-07-11T01:43:41Z", "hours": 1.51, "text": "Devlog #4: Stack Overflow After finding that it works last devlog, it didn’t actually work, because all my other roms kept crashing with stack overflow error. I, of course, started searching for an infinite loop (as one does when confronted with a stack overflow), but this was my first EVER stack overflow without an infite loop. Just shouldn’t have put 32 KiB of ROM on the stack. For anyone wondering, the rom I showed used a variable length cartridge and was because of that already on the heap. I also did some minor refactoring: The header utility has now its own crate I use anyhow for errors Removed tons of obsolete comments and prints Header details can now be printed to the console for debugging"}, {"post_id": 19881, "ts": "2026-07-01T09:36:04Z", "hours": 9.2656, "text": "Devlog #3: I’m back It’s been a while since my last devlog, I lost interest in this project and was off playing XCOM 2 again (such a good game!). The main reason why I lost motivation is that I spent forever trying to get it to display anything but a blank white screen. Now I wanted to write that I will keep trying, but when generating a image for the devlog it actually worked. I have honestly no idea what changed, but neither do I care. We are so back! Oh, also there is memory inspection for debugging now."}, {"post_id": 498, "ts": "2026-06-01T23:40:37Z", "hours": 1.2872, "text": "Devlog #2: MBCs and loading ROMs I finished support for MBC1 and added automatic recognition of the MBC version when loading a ROM. Then I added GitHub Releases (in theory - there aren’t any actual releases yet), as always it was a chore and took way too long. I also added the little label you see in the screenshot to have something to show here."}, {"post_id": 439, "ts": "2026-06-01T20:58:41Z", "hours": 2.3994, "text": "Devlog #1: An introduction Since I have started this project before Stardance there is quite a lot to tell: I implemented (almost) all of the cpu instructions, then I added memory, so it can actually run something. Then I added this wonderful UI you can see in the screenshot (my first UI that doesn’t completely suck, Yay!) and added some MBCs - needed to support different cartridges. The next goal is of course to get it to draw some things to the screen. Might have to screw around with GitHub Releases first though, setting that up is always such a pain. Anyways, that’s it for now, next one will be a bit more detailed. Cheers!"}]...
|
Title: Draaal's GameBoy Emulator by @Draaal | Title: Draaal's GameBoy Emulator by @Draaal | Stardance
Devlogs:
Devlog #1: An introduction Since I have started this project before Stardance there is quite a lot to tell: I implemented (almost) all of the cpu instructions, then I added memory, so it can actually run something. Then I added this wonderful UI you can see in the screenshot (my first UI that doesn’t completely suck, Yay!) and added some MBCs - needed to support different cartridges. The next goal is of course to get it to draw some things to the screen. Might have to screw around with GitHub Releases first though, setting that up is always such a pain. Anyways, that’s it for now, next one will be a bit more detailed. Cheers!
Devlog #2: MBCs and loading ROMs I finished support for MBC1 and added automatic recognition of the MBC version when loading a ROM. Then I added GitHub Releases (in theory - there aren’t any actual releases yet), as always it was a chore and took way too long. I also added the little label you see in the screenshot to have something to show here.
Devlog #3: I’m back It’s been a while since my last devlog, I lost interest in this project and was off playing XCOM 2 again (such a good game!). The main reason why I lost motivation is that I spent forever trying to get it to display anything but a blank white screen. Now I wanted to write that I will keep trying, but when generating a image for the devlog it actually worked. I have honestly no idea what changed, but neither do I care. We are so back! Oh, also there is memory inspection for debugging now.
Devlog #4: Stack Overflow After finding that it works last devlog, it didn’t actually work, because all my other roms kept crashing with stack overflow error. I, of course, started searching for an infinite loop (as one does when confronted with a stack overflow), but this was my first EVER stack overflow without an infite loop. Just shouldn’t have put 32 KiB of ROM on the stack. For anyone wondering, the rom I showed used a variable length cartridge and was because of that already on the heap. I also did some minor refactoring: The header utility has now its own crate I use anyhow for errors Removed tons of obsolete comments and prints Header details can now be printed to the console for debugging...
|
1792547497.4311523
|
1793152297.4311523
|
|
2010
|
500N Liquid Motor by @gippertrain12 | Stardance
|
gippertrain12
|
0
|
0.4
|
0
|
[]
|
[{"post_id": 474, "ts": "2026- [{"post_id": 474, "ts": "2026-06-01T22:40:45Z", "hours": 0.3997, "text": "I’m working on making a rocket motor based off of Half Cat Rocketry’s liquid biprop engine. Today was spent designing the primary stacked tank, which will eventually be manufactured using pipe and a drill."}]...
|
Title: 500N Liquid Motor by @gippertrain12 | Stard Title: 500N Liquid Motor by @gippertrain12 | Stardance
Devlogs:
I’m working on making a rocket motor based off of Half Cat Rocketry’s liquid biprop engine. Today was spent designing the primary stacked tank, which will eventually be manufactured using pipe and a drill....
|
1792604981.8362873
|
1793209781.8362873
|
|
2011
|
haptic robotic arm by @Denis_builds | Stardance
|
Denis_builds
|
0
|
1.75
|
0
|
[]
|
[{"post_id": 12394, "ts": "202 [{"post_id": 12394, "ts": "2026-06-20T07:09:25Z", "hours": 0.8667, "text": "soooo joint 5 is almost done the gearboxes is so hard to make ill update my git if anyone wants to check it out."}, {"post_id": 11960, "ts": "2026-06-19T14:51:50Z", "hours": 0.5, "text": "soooo I added 3 more joints a while ago the base,elbow and joint 4 (forgot what its called lol) check out mt youtube to for the videos [https://www.youtube.com/@Denis_builds08]"}, {"post_id": 11939, "ts": "2026-06-19T14:02:08Z", "hours": 0.3836, "text": "I finished the shoulder of my robotic arm and 2 housings for the limit switches. This it joint 2 ,Joint 1 is still in development and the elbow Joint 3 i just a motor need to print the gearbox for it next."}]...
|
Title: haptic robotic arm by @Denis_builds | Stard Title: haptic robotic arm by @Denis_builds | Stardance
Devlogs:
I finished the shoulder of my robotic arm and 2 housings for the limit switches. This it joint 2 ,Joint 1 is still in development and the elbow Joint 3 i just a motor need to print the gearbox for it next.
soooo I added 3 more joints a while ago the base,elbow and joint 4 (forgot what its called lol) check out mt youtube to for the videos [https://www.youtube.com/@Denis_builds08]
soooo joint 5 is almost done the gearboxes is so hard to make ill update my git if anyone wants to check it out....
|
1792637570.1634107
|
1793242370.1634107
|
|
2012
|
My awesome macropad! by @kylie__ | Stardance
|
kylie__
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kylie__ | Stardanc Title: My awesome macropad! by @kylie__ | Stardance...
|
1792691387.465743
|
1793296187.465743
|
|
2013
|
Grocery Price Tracker by @Draaal | Stardance
|
Draaal
|
1
|
12.51
|
45
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T15:40:56Z", "hours": 11.0, "multiplier": 4.22, "payout": 45, "blessing": "neutral", "text": "I structured this a bit like a FAQ so you don’t have to read everything; read whatever sections you find interesting TLDR A website with live data about products from the austrian grocery store “SPAR”. You can search filter, … It was my first time touching react and I learned quite a bit about docker. I also used some new rust libraries for serialization and hosing api endpoints Troubleshooting The server is a bit unstable, it might be unreachable if it hasn’t been accessed in a while and need a few minutes to start back up again. I don’t have a SSL certificate, so the browser might show something like “The connection is insecure. Are you sure you want to proceed?”. This is fine, it just means that the traffic between you and the serve is not encrypted. Just don’t put your bank credentials there, okay? What is this? You can use this to view prices of SPAR (a austrian grocery store). It has live data (unless I forget to start the update) and some nice search filters. Currently only products from one brand, but the design allows easy addition of further brands. Why are some parts of the website in german? Since SPAR is an austrian vendor, the product names are of course in german and the legal stuff is in german too for that reason. The rest is in english so you guys don’t need a translator. My experience So first I wanted to do this project to do some web dev again, after only doing local (mostly cli) stuff for a while. But this time in rust. First I struggeled a bit with Docker, because my AI was halluzinating again (thats on me though for using the trashy free model), but the implementation of the web scraping was pretty and db insertion was not too difficult, if I remember correctly after 3 months. Then I used react for frontend, which I knew nothing about, but after our Chatty gave me some hints on how to make things work it was fine. I also have to confess the html is ai-generated, because thats the part I really don’t care about. Price tracker ? It is called a price tracker, but it really isn’t. Once upon a time it was intended to be one, I ditched that feature in favor of storm (my other project). I never changed the name though…", "repo": "https://github.com/andraaal/price-tracker", "demo": "https://products.draaal.dpdns.org/"}]...
|
[{"post_id": 76267, "ts": "202 [{"post_id": 76267, "ts": "2026-10-03T00:09:57Z", "hours": 0.7756, "text": "Mods: The proejct description and the ship still say that it may have startup times. This is no longer true. Could someone remove that as I can’t do that any longer? Fixing shiping #2 Now we have proper hosting without any cold starts. Additionally we now also have cloudflare caching for that extra performance. And while I was at it I added a very simple favicon too"}, {"post_id": 75876, "ts": "2026-10-01T13:31:24Z", "hours": 0.7381, "text": "Whoops! I forgot the README. Now its there."}, {"post_id": 75602, "ts": "2026-09-30T15:12:27Z", "hours": 0.6042, "text": "#6 Devlog (now for real) I had almost given up when I rebuildt the container on my potato server for the 5th time, because I used local builds for the server. But then it just worked!!! It is still a miracle to me how there was nothing that went wrong, but it seems for once the server I set up works properly. Yay!!! Now is really time for shipping"}, {"post_id": 75567, "ts": "2026-09-30T13:45:46Z", "hours": 0.755, "text": "#6 Devlog (not really) Almost forgot to ship this; and I was kinda panicing because the server was broken. Was a quick fix at least. But now I found that the search system is a bit whacky and I am really scared to fix it. Let’s hope I don’t break the server, because it has been some time since I set it up and I have no idea on how to fix it if it breaks."}, {"post_id": 25934, "ts": "2026-07-10T13:08:24Z", "hours": 2.5278, "text": "Devlog #5: Final upload After I finally finished uploading everything to the server and fetching all of the 22K products they have, I noticed that the page is kinda laggy if you try displaying all of them at once (who would have thought). So I implemented paging and downloaded everything AGAIN, because idk?. There is db persistence across builds, but I do it on startup anyways. And all of that with 1s delay between requests to avoid getting rate-limited by their server. It took sooo long. Anyways, it is ready for shipping, I hope you enjoy it!"}, {"post_id": 22077, "ts": "2026-07-04T10:16:40Z", "hours": 0.9444, "text": "Devlog #4: Setting up a server So for the last day or so I’ve been working on setting up an online server. Getting the OCI (Oracle) Free Tier account took forever and then actually aquiring a machine too; They’re always out of resources, unless you upgrade to pay as you go. The one hour logged here is mainly me creating new Dockerfiles, that don’t have any of the build tools in the live server. Idk what to show, here is some screenshot from the server I set up:"}, {"post_id": 21068, "ts": "2026-07-02T20:55:28Z", "hours": 1.6758, "text": "Devlog #3: The frontend I restructured my project a bit, so I could have a simple web UI for my project. Nothing fancy yet, but it proofs that everything works. Still, quite interesting, since I have never used React before and I see why so many people like it (Also got a fair bit of help from AI with the design; that’s not really my cup of tea). Since all of the base features are implemented now, I think I will ship it soon, but before that, I want to make a few more adjustments (to not get rate-limited) and polish the UI a bit. Below you see the first UI draft"}, {"post_id": 20783, "ts": "2026-07-02T14:07:51Z", "hours": 1.9867, "text": "Devlog #2: Data Expansion After I got everything set up last devlog I now added some real data collection capabilities. We now track: name brand vendor price of one unit size of one unit (The thing in the image, not necessarily 1 kg/L/etc) image URL reference price (How much does 1 kg/L/etc cost?) tags like “organic”, “gluten-free”, etc I also restructured some of the code to make it easier to add new vendors, befor we were kinda fixed on SPAR. That’s all for now, I will now go and create a frontend so that next time I can show you more than some db schema."}, {"post_id": 19920, "ts": "2026-07-01T11:05:56Z", "hours": 2.1147, "text": "Deblog #1: New Project The end goal is to have an app that can compare prices between different grocery stores and can tell you where you can get your items the cheapest. I have set up a basic project in Docker with Rust and Postgres. Current capabilities are loading product data from SPAR deserializing, structuring and storing it in the db. There is no UI yet, but thats the next step."}]...
|
Title: Grocery Price Tracker by @Draaal | Stardanc Title: Grocery Price Tracker by @Draaal | Stardance
Devlogs:
Deblog #1: New Project The end goal is to have an app that can compare prices between different grocery stores and can tell you where you can get your items the cheapest. I have set up a basic project in Docker with Rust and Postgres. Current capabilities are loading product data from SPAR deserializing, structuring and storing it in the db. There is no UI yet, but thats the next step.
Devlog #2: Data Expansion After I got everything set up last devlog I now added some real data collection capabilities. We now track: name brand vendor price of one unit size of one unit (The thing in the image, not necessarily 1 kg/L/etc) image URL reference price (How much does 1 kg/L/etc cost?) tags like “organic”, “gluten-free”, etc I also restructured some of the code to make it easier to add new vendors, befor we were kinda fixed on SPAR. That’s all for now, I will now go and create a frontend so that next time I can show you more than some db schema.
Devlog #3: The frontend I restructured my project a bit, so I could have a simple web UI for my project. Nothing fancy yet, but it proofs that everything works. Still, quite interesting, since I have never used React before and I see why so many people like it (Also got a fair bit of help from AI with the design; that’s not really my cup of tea). Since all of the base features are implemented now, I think I will ship it soon, but before that, I want to make a few more adjustments (to not get rate-limited) and polish the UI a bit. Below you see the first UI draft
Devlog #4: Setting up a server So for the last day or so I’ve been working on setting up an online server. Getting the OCI (Oracle) Free Tier account took forever and then actually aquiring a machine too; They’re always out of resources, unless you upgrade to pay as you go. The one hour logged here is mainly me creating new Dockerfiles, that don’t have any of the build tools in the live server. Idk what to show, here is some screenshot from the server I set up:
Devlog #5: Final upload After I finally finished uploading everything to the server and fetching all of the 22K products they have, I noticed that the page is kinda laggy if you try displaying all of them at once (who would have thought). So I implemented paging and downloaded everything AGAIN, because idk?. There is db persistence across builds, but I do it on startup anyways. And all of that with 1s delay between requests to avoid getting rate-limited by their server. It took sooo long. Anyways, it is ready for shipping, I hope you enjoy it!
#6 Devlog (not really) Almost forgot to ship this; and I was kinda panicing because the server was broken. Was a quick fix at least. But now I found that the search system is a bit whacky and I am really scared to fix it. Let’s hope I don’t break the server, because it has been some time since I set it up and I have no idea on how to fix it if it breaks.
#6 Devlog (now for real) I had almost given up when I rebuildt the container on my potato server for the 5th time, because I used local builds for the server. But then it just worked!!! It is still a miracle to me how there was nothing that went wrong, but it seems for once the server I set up works properly. Yay!!! Now is really time for shipping
Whoops! I forgot the README. Now its there.
Mods: The proejct description and the ship still say that it may have startup times. This is no longer true. Could someone remove that as I can’t do that any longer? Fixing shiping #2 Now we have proper hosting without any cold starts. Additionally we now also have cloudflare caching for that extra performance. And while I was at it I added a very simple favicon too
Ships:
I structured this a bit like a FAQ so you don’t have to read everything; read whatever sections you find interesting TLDR A website with live data about products from the austrian grocery store “SPAR”. You can search filter, … It was my first time touching react and I learned quite a bit about docker. I also used some new rust libraries for serialization and hosing api endpoints Troubleshooting The server is a bit unstable, it might be unreachable if it hasn’t been accessed in a while and need a few minutes to start back up again. I don’t have a SSL certificate, so the browser might show something like “The connection is insecure. Are you sure you want to proceed?”. This is fine, it just means that the traffic between you and the serve is not encrypted. Just don’t put your bank credentials there, okay? What is this? You can use this to view prices of SPAR (a austrian grocery store). It has live data (unless I forget to start the update) and some nice search filters. Currently only products from one brand, but the design allows easy addition of further brands. Why are some parts of the website in german? Since SPAR is an austrian vendor, the product names are of course in german and the legal stuff is in german too for that reason. The rest is in english so you guys don’t need a translator. My experience So first I wanted to do this project to do some web dev again, after only doing local (mostly cli) stuff for a while. But this time in rust. First I struggeled a bit with Docker, because my AI was halluzinating again (thats on me though for using the trashy free model), but the implementation of the web scraping was pretty and db insertion was not too difficult, if I remember correctly after 3 months. Then I used react for frontend, which I knew nothing about, but after our Chatty gave me some hints on how to make things work it was fine. I also have to confess the html is ai-generated, because thats the part I really don’t care about. Price tracker ? It is called a price tracker, but it really isn’t. Once upon a time it was intended to be one, I ditched that feature in favor of storm (my other project). I never changed the name though…...
|
1792856854.3865
|
1792943254.3865
|
|
2014
|
Superorbital by @orivio | Stardance
|
orivio
|
1
|
40.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:07Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
|
[{"post_id": 72445, "ts": "202 [{"post_id": 72445, "ts": "2026-09-22T23:55:43Z", "hours": 1.5869, "text": "SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:"}, {"post_id": 71480, "ts": "2026-09-20T22:02:36Z", "hours": 5.2728, "text": "SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!"}, {"post_id": 66822, "ts": "2026-09-12T18:39:15Z", "hours": 1.5464, "text": "SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!"}, {"post_id": 64464, "ts": "2026-09-08T21:28:54Z", "hours": 3.2047, "text": "SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!"}, {"post_id": 51919, "ts": "2026-08-21T20:43:29Z", "hours": 8.8186, "text": "SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign"}, {"post_id": 33703, "ts": "2026-07-23T20:35:26Z", "hours": 6.6292, "text": "SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation"}, {"post_id": 32076, "ts": "2026-07-20T23:55:33Z", "hours": 2.4614, "text": "Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner"}, {"post_id": 31059, "ts": "2026-07-19T04:47:58Z", "hours": 2.6797, "text": "LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before."}, {"post_id": 29713, "ts": "2026-07-16T20:06:01Z", "hours": 3.8092, "text": "Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)"}, {"post_id": 7572, "ts": "2026-06-12T17:38:40Z", "hours": 2.0533, "text": "Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!"}, {"post_id": 5180, "ts": "2026-06-08T21:29:27Z", "hours": 2.1033, "text": "First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder"}]...
|
Title: Superorbital by @orivio | Stardance
Devlog Title: Superorbital by @orivio | Stardance
Devlogs:
First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder
Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!
Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)
LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before.
Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner
SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation
SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign
SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!
SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!
SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!
SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
|
1792853326.95083
|
1792939726.95083
|
|
2015
|
My first slack bot! by @Zion | Stardance
|
Zion
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Zion | Stardance
|
1792669766.9123485
|
1793274566.9123485
|
|
2016
|
SUB_SURFACE by @omar | Stardance
|
omar
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T08:20:50Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SUB_SURFACE, a 2D browser game inspired by No Man’s Sky and Subnautica, fused with some imagination of mine. You crash-land on a dead planet at the edge of a solar system, mine beneath the surface of four planets to repair and arm your ship, then fly through space dodging asteroids toward the black hole at the center, fighting past its guardian to find out what happened to everyone who lived there. ~4-5 minute playthrough, runs entirely in-browser. Building the mining loop was the hardest part; getting digging, a fog-of-war light radius, and grid movement all feeling right together took the most iteration. Keeping the whole thing feeling like one continuous experience was also tricky: space flight, planet mining, and the boss fight all needed to hand off into each other cleanly without breaking anything that came before. ORPH, the ship’s AI and its dialogue (Undertale-style typewriter box, with its own portrait) carries the mystery of what happened to everyone in this system throughout the whole playthrough instead of dumping it all in one cutscene. Also proud of how the mining loop turned out: digging through a fog-of-war light radius to find buried ore actually feels tense, not just mechanical. And getting space flight, planet mining, and the boss fight to all hand off into one continuous ~4-5 minute experience, with minimalprior game dev experience going in, felt like a real accomplishment by the end. Controls: arrow keys/WASD to fly and move, E to land/launch, left-click to mine (you can only mine blocks within one tile of your character), SPACE to shoot in the boss fight. It’s a single continuous playthrough start to finish; no save/checkpoints, so best played in one sitting.", "repo": "https://github.com/omar-mse/sub-surface", "demo": "https://omarmse.itch.io/sub-surface/"}]...
|
[{"post_id": 29358, "ts": "202 [{"post_id": 29358, "ts": "2026-07-16T08:02:23Z", "hours": 0.4, "text": "devlog #5 Wired all four planets into one continuous loop — crash site, then Rustworld, Tethys, and Ember in order - with the locator arrow and objectives updating as you go. Added ORPH, the ship’s agent, with dialogue triggered at every major beat, building toward the black hole at the center of the system becoming enterable once all four planets are done."}, {"post_id": 29074, "ts": "2026-07-15T18:41:49Z", "hours": 0.2667, "text": "devlog #4 This was a big one. Built a 5×10 grid you dig into block by block, with gravity-free grid movement, a soft light radius so you can only see nearby tiles, and ore scattered underground (iron, gold, hard ice, titanium depending on the planet). Collect 5 of the right ore and you can launch back to space."}, {"post_id": 29006, "ts": "2026-07-15T17:28:19Z", "hours": 0.4, "text": "devlog #3 Placed the four planets in the space view and got a locator arrow pointing toward whichever one’s the current objective. Added the “Land?” prompt that triggers when you fly close enough, with a short landing animation handing off into planet mode."}, {"post_id": 28829, "ts": "2026-07-15T10:27:50Z", "hours": 0.3117, "text": "devlog #2 Built the spaceship’s movement; real drift physics, so thrusting adds momentum and letting go keeps you gliding instead of stopping dead. Added a thruster flame and the first hazard: asteroids spawning from random screen edges that you have to dodge while getting used to the controls."}, {"post_id": 27817, "ts": "2026-07-13T18:18:41Z", "hours": 0.2983, "text": "devlog #1 Set up the game’s foundation: one canvas, one game loop, and a state machine (Title → Space → Planet → Boss → Ending) so every screen is its own self-contained mode. Got the title screen showing and switching states cleanly before building anything else on top."}]...
|
Title: SUB_SURFACE by @omar | Stardance
Devlogs:
Title: SUB_SURFACE by @omar | Stardance
Devlogs:
devlog #1 Set up the game’s foundation: one canvas, one game loop, and a state machine (Title → Space → Planet → Boss → Ending) so every screen is its own self-contained mode. Got the title screen showing and switching states cleanly before building anything else on top.
devlog #2 Built the spaceship’s movement; real drift physics, so thrusting adds momentum and letting go keeps you gliding instead of stopping dead. Added a thruster flame and the first hazard: asteroids spawning from random screen edges that you have to dodge while getting used to the controls.
devlog #3 Placed the four planets in the space view and got a locator arrow pointing toward whichever one’s the current objective. Added the “Land?” prompt that triggers when you fly close enough, with a short landing animation handing off into planet mode.
devlog #4 This was a big one. Built a 5×10 grid you dig into block by block, with gravity-free grid movement, a soft light radius so you can only see nearby tiles, and ore scattered underground (iron, gold, hard ice, titanium depending on the planet). Collect 5 of the right ore and you can launch back to space.
devlog #5 Wired all four planets into one continuous loop — crash site, then Rustworld, Tethys, and Ember in order - with the locator arrow and objectives updating as you go. Added ORPH, the ship’s agent, with dialogue triggered at every major beat, building toward the black hole at the center of the system becoming enterable once all four planets are done.
Ships:
SUB_SURFACE, a 2D browser game inspired by No Man’s Sky and Subnautica, fused with some imagination of mine. You crash-land on a dead planet at the edge of a solar system, mine beneath the surface of four planets to repair and arm your ship, then fly through space dodging asteroids toward the black hole at the center, fighting past its guardian to find out what happened to everyone who lived there. ~4-5 minute playthrough, runs entirely in-browser. Building the mining loop was the hardest part; getting digging, a fog-of-war light radius, and grid movement all feeling right together took the most iteration. Keeping the whole thing feeling like one continuous experience was also tricky: space flight, planet mining, and the boss fight all needed to hand off into each other cleanly without breaking anything that came before. ORPH, the ship’s AI and its dialogue (Undertale-style typewriter box, with its own portrait) carries the mystery of what happened to everyone in this system throughout the whole playthrough instead of dumping it all in one cutscene. Also proud of how the mining loop turned out: digging through a fog-of-war light radius to find buried ore actually feels tense, not just mechanical. And getting space flight, planet mining, and the boss fight to all hand off into one continuous ~4-5 minute experience, with minimalprior game dev experience going in, felt like a real accomplishment by the end. Controls: arrow keys/WASD to fly and move, E to land/launch, left-click to mine (you can only mine blocks within one tile of your character), SPACE to shoot in the boss fight. It’s a single continuous playthrough start to finish; no save/checkpoints, so best played in one sitting....
|
1792979695.3840864
|
1793066095.3840864
|
|
2017
|
My awesome macropad! by @Zion | Stardance
|
Zion
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Zion | Stardance
|
1792752906.4734411
|
1793357706.4734411
|
|
2018
|
Outreach AI by @abia | Stardance
|
abia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Outreach AI by @abia | Stardance
|
1792572687.164431
|
1793177487.164431
|
|
2019
|
an exo skeleton by @Aguy_503 | Stardance
|
Aguy_503
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: an exo skeleton by @Aguy_503 | Stardance
|
1792478893.167468
|
1793083693.167468
|
|
2020
|
My first project by @aloys | Stardance
|
aloys
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first project by @aloys | Stardance
|
1792662844.535586
|
1793267644.535586
|
|
2021
|
My awesome macropad! by @stan | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @stan | Stardance
|
1792526025.2915614
|
1793130825.2915614
|
|
2022
|
My first slack bot! by @Grace | Stardance
|
Grace
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Grace | Stardance
|
1792612496.9903092
|
1793217296.9903092
|
|
2023
|
DiTag by @Janjao | Stardance
|
Janjao
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DiTag by @Janjao | Stardance
|
1792587155.6620872
|
1793191955.6620872
|
|
2024
|
My first slack bot! by @fianko | Stardance
|
fianko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @fianko | Stardance
|
1792583409.577873
|
1793188209.577873
|
|
2025
|
My awesome macropad! by @Andrewww | Stardance
|
Andrewww
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Andrewww | Stardan Title: My awesome macropad! by @Andrewww | Stardance...
|
1792792398.5720787
|
1793397198.5720787
|
|
2026
|
My awesome macropad! by @aaravmishra0917 | Stardan My awesome macropad! by @aaravmishra0917 | Stardance...
|
aaravmishra0917
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @aaravmishra0917 | Title: My awesome macropad! by @aaravmishra0917 | Stardance...
|
1792565687.2542331
|
1793170487.2542331
|
|
2027
|
Airscope by @colm | Stardance
|
colm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Airscope by @colm | Stardance
|
1792803156.0451708
|
1793407956.0451708
|
|
2028
|
My first slack bot! by @Lohi | Stardance
|
Lohi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Lohi | Stardance
|
1792608626.1265502
|
1793213426.1265502
|
|
2029
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792882253.4925916
|
1793746253.4925916
|
|
2030
|
My first slack bot! by @Mirai | Stardance
|
Mirai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Mirai | Stardance
|
1792698802.9314904
|
1793303602.9314904
|
|
2031
|
Flight Data Logger by @stan | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Flight Data Logger by @stan | Stardance
|
1792716437.9562643
|
1793321237.9562643
|
|
2032
|
AI UI & All-in-One by @mustafa_enes2028 | Star AI UI & All-in-One by @mustafa_enes2028 | Stardance...
|
mustafa_enes2028
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI UI & All-in-One by @mustafa_enes2028 Title: AI UI & All-in-One by @mustafa_enes2028 | Stardance...
|
1792551204.006249
|
1793156004.006249
|
|
2033
|
My awesome macropad! by @ryanthhua | Stardance
|
ryanthhua
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ryanthhua | Starda Title: My awesome macropad! by @ryanthhua | Stardance...
|
1792741742.701669
|
1793346542.701669
|
|
2034
|
Terrain-Mapping Rover by @JacobM | Stardance
|
JacobM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Terrain-Mapping Rover by @JacobM | Stardanc Title: Terrain-Mapping Rover by @JacobM | Stardance...
|
1792518894.1916704
|
1793123694.1916704
|
|
2035
|
My awesome macropad! by @MickiMaus | Stardance
|
MickiMaus
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @MickiMaus | Starda Title: My awesome macropad! by @MickiMaus | Stardance...
|
1792565485.2152534
|
1793170285.2152534
|
|
2036
|
Portfolio by @Jolt | Stardance
|
Jolt
|
0
|
1.89
|
0
|
[]
|
[{"post_id": 4638, "ts": "2026 [{"post_id": 4638, "ts": "2026-06-08T01:02:14Z", "hours": 1.8897, "text": "somewhat started the site added header and footer working on hero idk spent alot of time on design still might modify colors and wahtnot lowk haven’t uwsed html and csss in a minute tho lot of is still placehodlers but i gtg sleep and study for finals"}]...
|
Title: Portfolio by @Jolt | Stardance
Devlogs:
so Title: Portfolio by @Jolt | Stardance
Devlogs:
somewhat started the site added header and footer working on hero idk spent alot of time on design still might modify colors and wahtnot lowk haven’t uwsed html and csss in a minute tho lot of is still placehodlers but i gtg sleep and study for finals...
|
1792803071.8564277
|
1793407871.8564277
|
|
2037
|
The Trinity Console by @CAMBER | Stardance
|
CAMBER
|
0
|
10.16
|
0
|
[]
|
[{"post_id": 3912, "ts": "2026 [{"post_id": 3912, "ts": "2026-06-07T00:53:58Z", "hours": 10.1611, "text": "3d Modeling"}]...
|
Title: The Trinity Console by @CAMBER | Stardance
Title: The Trinity Console by @CAMBER | Stardance
Devlogs:
3d Modeling...
|
1792601529.3607607
|
1793465529.3607607
|
|
2038
|
My awesome macropad! by @martinpichler2011 | Stard My awesome macropad! by @martinpichler2011 | Stardance...
|
martinpichler2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @martinpichler2011 Title: My awesome macropad! by @martinpichler2011 | Stardance...
|
1792788611.3734367
|
1793393411.3734367
|
|
2039
|
My awesome macropad! by @shreeya | Stardance
|
shreeya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @shreeya | Stardanc Title: My awesome macropad! by @shreeya | Stardance...
|
1792673438.1762037
|
1793278238.1762037
|
|
2040
|
My awesome macropad! by @demazelekeafacwisdom | St My awesome macropad! by @demazelekeafacwisdom | Stardance...
|
demazelekeafacwisdom
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @demazelekeafacwisd Title: My awesome macropad! by @demazelekeafacwisdom | Stardance...
|
1792619696.1871562
|
1793224496.1871562
|
|
2041
|
Untitled project by @Smil | Stardance
|
Smil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Smil | Stardance
|
1792572800.324573
|
1793177600.324573
|
|
2042
|
My awesome macropad! by @valenciabeetle | Stardanc My awesome macropad! by @valenciabeetle | Stardance...
|
valenciabeetle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @valenciabeetle | S Title: My awesome macropad! by @valenciabeetle | Stardance...
|
1792641276.7120667
|
1793246076.7120667
|
|
2043
|
My awesome macropad! by @fish | Stardance
|
fish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @fish | Stardance
|
1792741857.4725654
|
1793346657.4725654
|
|
2044
|
My awesome macropad! by @Gigi | Stardance
|
Gigi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Gigi | Stardance
|
1792590873.15743
|
1793195673.15743
|
|
2045
|
memoryos by @ram | Stardance
|
ram
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: memoryos by @ram | Stardance
|
1792673466.5573835
|
1793278266.5573835
|
|
2046
|
My first slack bot! by @valenciabeetle | Stardance
|
valenciabeetle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @valenciabeetle | St Title: My first slack bot! by @valenciabeetle | Stardance...
|
1792511359.2931929
|
1793116159.2931929
|
|
2047
|
Nexus 7 VideoGame by @AbhinavK | Stardance
|
AbhinavK
|
1
|
3.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T03:14:37Z", "hours": 3.0, "multiplier": 4.17, "payout": 14, "blessing": "neutral", "text": "NEXUS-7: Crystalline Wastes is a 3D sci-fi platformer built from scratch with Three.js and RAPIER physics. You play a sentient energy orb that crash-landed on an alien world — roll and jump through obstacle courses, split into multiple orbs to solve traversal puzzles, and talk to story NPCs to recover power cores and escape via the Signal Tower. Features real-time physics-driven movement, a custom dialogue/mission system, moving platforms, checkpoints, and a fully procedural alien landscape.", "repo": "https://github.com/AKAbhinav99/Nexus-7-VideoGame", "demo": "https://akabhinav99.github.io/Nexus-7-VideoGame/"}]...
|
[{"post_id": 10400, "ts": "202 [{"post_id": 10400, "ts": "2026-06-17T02:58:26Z", "hours": 3.3553, "text": "Game design"}]...
|
Title: Nexus 7 VideoGame by @AbhinavK | Stardance
Title: Nexus 7 VideoGame by @AbhinavK | Stardance
Devlogs:
Game design
Ships:
NEXUS-7: Crystalline Wastes is a 3D sci-fi platformer built from scratch with Three.js and RAPIER physics. You play a sentient energy orb that crash-landed on an alien world — roll and jump through obstacle courses, split into multiple orbs to solve traversal puzzles, and talk to story NPCs to recover power cores and escape via the Signal Tower. Features real-time physics-driven movement, a custom dialogue/mission system, moving platforms, checkpoints, and a fully procedural alien landscape....
|
1792968672.5501933
|
1793055072.5501933
|
|
2048
|
my own Website in Pride colors by @sandro | Starda my own Website in Pride colors by @sandro | Stardance...
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my own Website in Pride colors by @sandro | Title: my own Website in Pride colors by @sandro | Stardance...
|
1792579736.0571406
|
1793184536.0571406
|
|
2049
|
Untitled project by @Panamau | Stardance
|
Panamau
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Panamau | Stardance
|
1792515121.5179074
|
1793119921.5179074
|
|
2050
|
My awesome macropad! by @Plix | Stardance
|
Plix
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Plix | Stardance
|
1792554722.2094812
|
1793159522.2094812
|